diff --git a/.gitignore b/.gitignore index 80aa98a..65b4396 100644 --- a/.gitignore +++ b/.gitignore @@ -2,4 +2,5 @@ .* cmake-build* compile_commands.json -sandbox \ No newline at end of file +sandbox +imgui.ini \ No newline at end of file diff --git a/3rdlibs/CMakeLists.txt b/3rdlibs/CMakeLists.txt index 61ab88f..8809e06 100644 --- a/3rdlibs/CMakeLists.txt +++ b/3rdlibs/CMakeLists.txt @@ -1,4 +1,9 @@ add_subdirectory(sdl2) + +if (NICKEL_RHI_ENABLE_VULKAN) + add_subdirectory(vulkan) +endif() + add_subdirectory(gecs) add_subdirectory(glad) add_subdirectory(imgui) @@ -23,9 +28,5 @@ add_subdirectory(efsw) set(EASY_PROFILER_NO_GUI ON) add_subdirectory(easy_profiler) -if (NICKEL_RHI_ENABLE_VULKAN) - add_subdirectory(vulkan) -endif() - set(TINYGLTF_HEADER_ONLY ON) add_subdirectory(tinygltf) \ No newline at end of file diff --git a/3rdlibs/gecs b/3rdlibs/gecs index c3a8888..53568c3 160000 --- a/3rdlibs/gecs +++ b/3rdlibs/gecs @@ -1 +1 @@ -Subproject commit c3a888844e540d8247d73937c150224b9222a18e +Subproject commit 53568c367e9890ce36957b8b118542bdddb9c595 diff --git a/3rdlibs/imgui/dear-imgui/CMakeLists.txt b/3rdlibs/imgui/dear-imgui/CMakeLists.txt index f676587..079a364 100644 --- a/3rdlibs/imgui/dear-imgui/CMakeLists.txt +++ b/3rdlibs/imgui/dear-imgui/CMakeLists.txt @@ -1,8 +1,15 @@ aux_source_directory(./ imgui_src) -aux_source_directory(./backends imgui_backends) add_library(imgui STATIC) -target_sources(imgui PRIVATE ${imgui_src} ${imgui_backends}) +target_sources(imgui PRIVATE ${imgui_src}) + +add_subdirectory(backends/sdl2) +add_subdirectory(backends/gl3) +if (TARGET Vulkan) + add_subdirectory(backends/vk) + target_link_libraries(imgui PUBLIC imgui_backend_gl3 imgui_backend_vk) +endif() + +target_link_libraries(imgui PUBLIC imgui_backend_gl3 imgui_backend_sdl2) +target_include_directories(imgui PUBLIC ./) -target_include_directories(imgui PUBLIC ./ backends) -target_link_libraries(imgui PUBLIC SDL2) diff --git a/3rdlibs/imgui/dear-imgui/LICENSE.txt b/3rdlibs/imgui/dear-imgui/LICENSE.txt index fb715bd..3282f5b 100644 --- a/3rdlibs/imgui/dear-imgui/LICENSE.txt +++ b/3rdlibs/imgui/dear-imgui/LICENSE.txt @@ -1,6 +1,6 @@ The MIT License (MIT) -Copyright (c) 2014-2023 Omar Cornut +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 diff --git a/3rdlibs/imgui/dear-imgui/backends/android/CMakeLists.txt b/3rdlibs/imgui/dear-imgui/backends/android/CMakeLists.txt new file mode 100644 index 0000000..ab65308 --- /dev/null +++ b/3rdlibs/imgui/dear-imgui/backends/android/CMakeLists.txt @@ -0,0 +1,3 @@ +add_library(imgui_backend_android STATIC imgui_impl_android.cpp) +target_include_directories(imgui_backend_android PUBLIC .) +target_include_directories(imgui_backend_android PRIVATE ../../) \ No newline at end of file diff --git a/3rdlibs/imgui/dear-imgui/backends/android/imgui_impl_android.cpp b/3rdlibs/imgui/dear-imgui/backends/android/imgui_impl_android.cpp new file mode 100644 index 0000000..f387c48 --- /dev/null +++ b/3rdlibs/imgui/dear-imgui/backends/android/imgui_impl_android.cpp @@ -0,0 +1,307 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [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 AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// Missing features: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// 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) +// 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. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-03-04: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_android.h" +#include +#include +#include +#include +#include + +// Android data +static double g_Time = 0.0; +static ANativeWindow* g_Window; +static char g_LogTag[] = "ImGuiExample"; + +static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code) +{ + switch (key_code) + { + case AKEYCODE_TAB: return ImGuiKey_Tab; + case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow; + case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow; + case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow; + case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow; + case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp; + case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown; + case AKEYCODE_MOVE_HOME: return ImGuiKey_Home; + case AKEYCODE_MOVE_END: return ImGuiKey_End; + case AKEYCODE_INSERT: return ImGuiKey_Insert; + case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete; + case AKEYCODE_DEL: return ImGuiKey_Backspace; + case AKEYCODE_SPACE: return ImGuiKey_Space; + case AKEYCODE_ENTER: return ImGuiKey_Enter; + case AKEYCODE_ESCAPE: return ImGuiKey_Escape; + case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case AKEYCODE_COMMA: return ImGuiKey_Comma; + case AKEYCODE_MINUS: return ImGuiKey_Minus; + case AKEYCODE_PERIOD: return ImGuiKey_Period; + case AKEYCODE_SLASH: return ImGuiKey_Slash; + case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon; + case AKEYCODE_EQUALS: return ImGuiKey_Equal; + case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash; + case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent; + case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock; + case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock; + case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen; + case AKEYCODE_BREAK: return ImGuiKey_Pause; + case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0; + case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1; + case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2; + case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3; + case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4; + case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5; + case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6; + case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7; + case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8; + case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9; + case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal; + case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide; + case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply; + case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract; + case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd; + case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter; + case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual; + case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl; + case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift; + case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt; + case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper; + case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl; + case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift; + case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt; + case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper; + case AKEYCODE_MENU: return ImGuiKey_Menu; + case AKEYCODE_0: return ImGuiKey_0; + case AKEYCODE_1: return ImGuiKey_1; + case AKEYCODE_2: return ImGuiKey_2; + case AKEYCODE_3: return ImGuiKey_3; + case AKEYCODE_4: return ImGuiKey_4; + case AKEYCODE_5: return ImGuiKey_5; + case AKEYCODE_6: return ImGuiKey_6; + case AKEYCODE_7: return ImGuiKey_7; + case AKEYCODE_8: return ImGuiKey_8; + case AKEYCODE_9: return ImGuiKey_9; + case AKEYCODE_A: return ImGuiKey_A; + case AKEYCODE_B: return ImGuiKey_B; + case AKEYCODE_C: return ImGuiKey_C; + case AKEYCODE_D: return ImGuiKey_D; + case AKEYCODE_E: return ImGuiKey_E; + case AKEYCODE_F: return ImGuiKey_F; + case AKEYCODE_G: return ImGuiKey_G; + case AKEYCODE_H: return ImGuiKey_H; + case AKEYCODE_I: return ImGuiKey_I; + case AKEYCODE_J: return ImGuiKey_J; + case AKEYCODE_K: return ImGuiKey_K; + case AKEYCODE_L: return ImGuiKey_L; + case AKEYCODE_M: return ImGuiKey_M; + case AKEYCODE_N: return ImGuiKey_N; + case AKEYCODE_O: return ImGuiKey_O; + case AKEYCODE_P: return ImGuiKey_P; + case AKEYCODE_Q: return ImGuiKey_Q; + case AKEYCODE_R: return ImGuiKey_R; + case AKEYCODE_S: return ImGuiKey_S; + case AKEYCODE_T: return ImGuiKey_T; + case AKEYCODE_U: return ImGuiKey_U; + case AKEYCODE_V: return ImGuiKey_V; + case AKEYCODE_W: return ImGuiKey_W; + case AKEYCODE_X: return ImGuiKey_X; + case AKEYCODE_Y: return ImGuiKey_Y; + case AKEYCODE_Z: return ImGuiKey_Z; + case AKEYCODE_F1: return ImGuiKey_F1; + case AKEYCODE_F2: return ImGuiKey_F2; + case AKEYCODE_F3: return ImGuiKey_F3; + case AKEYCODE_F4: return ImGuiKey_F4; + case AKEYCODE_F5: return ImGuiKey_F5; + case AKEYCODE_F6: return ImGuiKey_F6; + case AKEYCODE_F7: return ImGuiKey_F7; + case AKEYCODE_F8: return ImGuiKey_F8; + case AKEYCODE_F9: return ImGuiKey_F9; + case AKEYCODE_F10: return ImGuiKey_F10; + case AKEYCODE_F11: return ImGuiKey_F11; + case AKEYCODE_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event) +{ + ImGuiIO& io = ImGui::GetIO(); + int32_t event_type = AInputEvent_getType(input_event); + switch (event_type) + { + case AINPUT_EVENT_TYPE_KEY: + { + int32_t event_key_code = AKeyEvent_getKeyCode(input_event); + int32_t event_scan_code = AKeyEvent_getScanCode(input_event); + int32_t event_action = AKeyEvent_getAction(input_event); + int32_t event_meta_state = AKeyEvent_getMetaState(input_event); + + io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0); + io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON) != 0); + + switch (event_action) + { + // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer + // goes up from a key. We use a simple key event queue/ and process one event per key per frame in + // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 + case AKEY_EVENT_ACTION_DOWN: + case AKEY_EVENT_ACTION_UP: + { + ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code); + if (key != ImGuiKey_None) + { + io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN); + io.SetKeyEventNativeData(key, event_key_code, event_scan_code); + } + + break; + } + default: + break; + } + break; + } + case AINPUT_EVENT_TYPE_MOTION: + { + int32_t event_action = AMotionEvent_getAction(input_event); + int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; + event_action &= AMOTION_EVENT_ACTION_MASK; + + switch (AMotionEvent_getToolType(input_event, event_pointer_index)) + { + case AMOTION_EVENT_TOOL_TYPE_MOUSE: + io.AddMouseSourceEvent(ImGuiMouseSource_Mouse); + break; + case AMOTION_EVENT_TOOL_TYPE_STYLUS: + case AMOTION_EVENT_TOOL_TYPE_ERASER: + io.AddMouseSourceEvent(ImGuiMouseSource_Pen); + break; + case AMOTION_EVENT_TOOL_TYPE_FINGER: + default: + io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen); + break; + } + + switch (event_action) + { + case AMOTION_EVENT_ACTION_DOWN: + case AMOTION_EVENT_ACTION_UP: + { + // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP, + // but we have to process them separately to identify the actual button pressed. This is done below via + // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback). + int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index); + if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN) + { + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN); + } + break; + } + case AMOTION_EVENT_ACTION_BUTTON_PRESS: + case AMOTION_EVENT_ACTION_BUTTON_RELEASE: + { + int32_t button_state = AMotionEvent_getButtonState(input_event); + io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0); + io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0); + io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0); + break; + } + case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) + case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + break; + case AMOTION_EVENT_ACTION_SCROLL: + io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index)); + break; + default: + break; + } + } + return 1; + default: + break; + } + + return 0; +} + +bool ImGui_ImplAndroid_Init(ANativeWindow* window) +{ + g_Window = window; + g_Time = 0.0; + + // Setup backend capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = "imgui_impl_android"; + + return true; +} + +void ImGui_ImplAndroid_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = nullptr; +} + +void ImGui_ImplAndroid_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int32_t window_width = ANativeWindow_getWidth(g_Window); + int32_t window_height = ANativeWindow_getHeight(g_Window); + int display_width = window_width; + int display_height = window_height; + + io.DisplaySize = ImVec2((float)window_width, (float)window_height); + if (window_width > 0 && window_height > 0) + io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height); + + // Setup time step + struct timespec current_timespec; + clock_gettime(CLOCK_MONOTONIC, ¤t_timespec); + double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/3rdlibs/imgui/dear-imgui/backends/android/imgui_impl_android.h b/3rdlibs/imgui/dear-imgui/backends/android/imgui_impl_android.h new file mode 100644 index 0000000..7cd4ef1 --- /dev/null +++ b/3rdlibs/imgui/dear-imgui/backends/android/imgui_impl_android.h @@ -0,0 +1,37 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [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 AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// Missing features: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// 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 ANativeWindow; +struct AInputEvent; + +IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); +IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event); +IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/3rdlibs/imgui/dear-imgui/backends/gl3/CMakeLists.txt b/3rdlibs/imgui/dear-imgui/backends/gl3/CMakeLists.txt new file mode 100644 index 0000000..91bda33 --- /dev/null +++ b/3rdlibs/imgui/dear-imgui/backends/gl3/CMakeLists.txt @@ -0,0 +1,3 @@ +add_library(imgui_backend_gl3 STATIC imgui_impl_opengl3.cpp) +target_include_directories(imgui_backend_gl3 PUBLIC .) +target_include_directories(imgui_backend_gl3 PRIVATE ../../) \ No newline at end of file diff --git a/3rdlibs/imgui/dear-imgui/backends/imgui_impl_opengl3.cpp b/3rdlibs/imgui/dear-imgui/backends/gl3/imgui_impl_opengl3.cpp similarity index 96% rename from 3rdlibs/imgui/dear-imgui/backends/imgui_impl_opengl3.cpp rename to 3rdlibs/imgui/dear-imgui/backends/gl3/imgui_impl_opengl3.cpp index 0c2cd34..0be98b6 100644 --- a/3rdlibs/imgui/dear-imgui/backends/imgui_impl_opengl3.cpp +++ b/3rdlibs/imgui/dear-imgui/backends/gl3/imgui_impl_opengl3.cpp @@ -23,7 +23,10 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 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) @@ -175,9 +178,20 @@ #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES #endif -// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. -#ifdef GL_POLYGON_MODE -#define IMGUI_IMPL_HAS_POLYGON_MODE +// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have.. +#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_HAS_POLYGON_MODE // has 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. @@ -190,16 +204,6 @@ #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #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 use extension detection -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS -#endif - // [Debugging] //#define IMGUI_IMPL_OPENGL_DEBUG #ifdef IMGUI_IMPL_OPENGL_DEBUG @@ -363,7 +367,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) // Detect extensions we support bd->HasClipOrigin = (bd->GlVersion >= 450); -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS +#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS GLint num_extensions = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); for (GLint i = 0; i < num_extensions; i++) @@ -419,7 +423,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid if (bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE +#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif @@ -471,9 +475,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid 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*)IM_OFFSETOF(ImDrawVert, pos))); - GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv))); - GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col))); + 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. @@ -508,7 +512,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) #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_HAS_POLYGON_MODE +#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); @@ -647,7 +651,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE +#ifdef IMGUI_IMPL_OPENGL_HAS_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->GlVersion <= 310 || bd->GlProfileIsCompat) { @@ -658,7 +662,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } -#endif // IMGUI_IMPL_HAS_POLYGON_MODE +#endif // IMGUI_IMPL_OPENGL_HAS_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]); @@ -755,6 +759,10 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() 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; + 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); @@ -928,6 +936,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() // 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 diff --git a/3rdlibs/imgui/dear-imgui/backends/imgui_impl_opengl3.h b/3rdlibs/imgui/dear-imgui/backends/gl3/imgui_impl_opengl3.h similarity index 100% rename from 3rdlibs/imgui/dear-imgui/backends/imgui_impl_opengl3.h rename to 3rdlibs/imgui/dear-imgui/backends/gl3/imgui_impl_opengl3.h diff --git a/3rdlibs/imgui/dear-imgui/backends/imgui_impl_opengl3_loader.h b/3rdlibs/imgui/dear-imgui/backends/gl3/imgui_impl_opengl3_loader.h similarity index 98% rename from 3rdlibs/imgui/dear-imgui/backends/imgui_impl_opengl3_loader.h rename to 3rdlibs/imgui/dear-imgui/backends/gl3/imgui_impl_opengl3_loader.h index 7ca72e3..4019f93 100644 --- a/3rdlibs/imgui/dear-imgui/backends/imgui_impl_opengl3_loader.h +++ b/3rdlibs/imgui/dear-imgui/backends/gl3/imgui_impl_opengl3_loader.h @@ -118,7 +118,7 @@ extern "C" { ** included as . ** ** glcorearb.h includes only APIs in the latest OpenGL core profile -** implementation together with APIs in newer ARB extensions which +** 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. @@ -260,6 +260,8 @@ typedef khronos_intptr_t GLintptr; #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_STREAM_DRAW 0x88E0 +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF 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); @@ -467,7 +469,7 @@ GL3W_API int imgl3wIsSupported(int major, int minor); GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); /* gl3w internal state */ -union GL3WProcs { +union ImGL3WProcs { GL3WglProc ptr[59]; struct { PFNGLACTIVETEXTUREPROC ActiveTexture; @@ -532,7 +534,7 @@ union GL3WProcs { } gl; }; -GL3W_API extern union GL3WProcs imgl3wProcs; +GL3W_API extern union ImGL3WProcs imgl3wProcs; /* OpenGL functions */ #define glActiveTexture imgl3wProcs.gl.ActiveTexture @@ -608,7 +610,7 @@ extern "C" { #include -#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) +#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) #if defined(_WIN32) #ifndef WIN32_LEAN_AND_MEAN @@ -666,7 +668,12 @@ static GL3WglProc (*glx_get_proc_address)(const GLubyte *); static int open_libgl(void) { - libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); + // 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_ERROR_LIBRARY_OPEN; *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); @@ -794,12 +801,12 @@ static const char *proc_names[] = { "glViewport", }; -GL3W_API union GL3WProcs imgl3wProcs; +GL3W_API union ImGL3WProcs imgl3wProcs; static void load_procs(GL3WGetProcAddressProc proc) { size_t i; - for (i = 0; i < ARRAY_SIZE(proc_names); i++) + for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++) imgl3wProcs.ptr[i] = proc(proc_names[i]); } diff --git a/3rdlibs/imgui/dear-imgui/backends/sdl2/CMakeLists.txt b/3rdlibs/imgui/dear-imgui/backends/sdl2/CMakeLists.txt new file mode 100644 index 0000000..737618f --- /dev/null +++ b/3rdlibs/imgui/dear-imgui/backends/sdl2/CMakeLists.txt @@ -0,0 +1,4 @@ +add_library(imgui_backend_sdl2 STATIC imgui_impl_sdl2.cpp) +target_include_directories(imgui_backend_sdl2 PUBLIC .) +target_link_libraries(imgui_backend_sdl2 PUBLIC SDL2) +target_include_directories(imgui_backend_sdl2 PRIVATE ../../) \ No newline at end of file diff --git a/3rdlibs/imgui/dear-imgui/backends/imgui_impl_sdl2.cpp b/3rdlibs/imgui/dear-imgui/backends/sdl2/imgui_impl_sdl2.cpp similarity index 51% rename from 3rdlibs/imgui/dear-imgui/backends/imgui_impl_sdl2.cpp rename to 3rdlibs/imgui/dear-imgui/backends/sdl2/imgui_impl_sdl2.cpp index 5e29ed9..296ec05 100644 --- a/3rdlibs/imgui/dear-imgui/backends/imgui_impl_sdl2.cpp +++ b/3rdlibs/imgui/dear-imgui/backends/sdl2/imgui_impl_sdl2.cpp @@ -9,15 +9,25 @@ // [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: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. +// [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. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// 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) @@ -42,7 +52,7 @@ // 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: *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. @@ -83,8 +93,9 @@ #endif // SDL -#include "SDL.h" -#include "SDL_syswm.h" +// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) +#include +#include #if defined(__APPLE__) #include #endif @@ -94,21 +105,39 @@ #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; - Uint32 MouseWindowID; - int MouseButtonsDown; - SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; - SDL_Cursor* LastMouseCursor; - int PendingMouseLeaveFrame; - char* ClipboardTextData; - bool MouseCanUseGlobalState; + 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 Gamepads; + ImGui_ImplSDL2_GamepadMode GamepadMode; + bool WantUpdateGamepadsList; ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -122,6 +151,11 @@ 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*) { @@ -138,13 +172,13 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* 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*, ImGuiPlatformImeData* data) +static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport* viewport, ImGuiPlatformImeData* data) { if (data->WantVisible) { SDL_Rect r; - r.x = (int)data->InputPos.x; - r.y = (int)data->InputPos.y; + 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); @@ -260,6 +294,20 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode) 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; } @@ -288,6 +336,13 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) 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; @@ -339,6 +394,15 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) 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. @@ -350,21 +414,38 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) if (window_event == SDL_WINDOWEVENT_ENTER) { bd->MouseWindowID = event->window.windowID; - bd->PendingMouseLeaveFrame = 0; + bd->MouseLastLeaveFrame = 0; } if (window_event == SDL_WINDOWEVENT_LEAVE) - bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1; + bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1; if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) io.AddFocusEvent(true); - else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) + 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) +static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); @@ -384,18 +465,33 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) 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) + 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); @@ -410,6 +506,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) // 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); @@ -443,13 +540,17 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer) 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) { - IM_UNUSED(sdl_gl_context); // Viewport branch will need this. - return ImGui_ImplSDL2_Init(window, nullptr); + return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context); } bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) @@ -457,7 +558,11 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) #if !SDL_HAS_VULKAN IM_ASSERT(0 && "Unsupported"); #endif - return ImGui_ImplSDL2_Init(window, nullptr); + 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) @@ -465,42 +570,47 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) #if !defined(_WIN32) IM_ASSERT(0 && "Unsupported"); #endif - return ImGui_ImplSDL2_Init(window, nullptr); + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); } bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) { - return ImGui_ImplSDL2_Init(window, nullptr); + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); } bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) { - return ImGui_ImplSDL2_Init(window, renderer); + return ImGui_ImplSDL2_Init(window, renderer, nullptr); } bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) { - return ImGui_ImplSDL2_Init(window, nullptr); + 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]); - bd->LastMouseCursor = nullptr; + ImGui_ImplSDL2_CloseGamepads(); io.BackendPlatformName = nullptr; io.BackendPlatformUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); + 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(); @@ -511,25 +621,57 @@ static void ImGui_ImplSDL2_UpdateMouseData() // 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 = (bd->Window == focused_window); + 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) - SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); + { +#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) { - int window_x, window_y, mouse_x_global, mouse_y_global; - SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global); - SDL_GetWindowPosition(bd->Window, &window_x, &window_y); - io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y)); + // 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() @@ -549,59 +691,151 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() { // Show OS mouse cursor SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; - if (bd->LastMouseCursor != expected_cursor) + if (bd->MouseLastCursor != expected_cursor) { SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) - bd->LastMouseCursor = expected_cursor; + 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(); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. - return; - // Get gamepad + // 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; - SDL_GameController* game_controller = SDL_GameControllerOpen(0); - if (!game_controller) + if (bd->Gamepads.Size == 0) return; io.BackendFlags |= ImGuiBackendFlags_HasGamepad; // Update gamepad inputs - #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) - #define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); } - #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } - const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. - MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); - MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); - MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square - MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle - MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle - MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross - MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); - MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); - MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); - MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); - MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); - MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); - MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); - MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); - MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); - MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); - MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); - MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); - MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); - #undef MAP_BUTTON - #undef MAP_ANALOG + 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() @@ -624,6 +858,10 @@ void ImGui_ImplSDL2_NewFrame() 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(); @@ -633,13 +871,20 @@ void ImGui_ImplSDL2_NewFrame() io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f); bd->Time = current_time; - if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) { bd->MouseWindowID = 0; - bd->PendingMouseLeaveFrame = 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(); @@ -647,6 +892,253 @@ void ImGui_ImplSDL2_NewFrame() 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 so we can safely include this. +#if SDL_HAS_VULKAN +#include +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__) diff --git a/3rdlibs/imgui/dear-imgui/backends/imgui_impl_sdl2.h b/3rdlibs/imgui/dear-imgui/backends/sdl2/imgui_impl_sdl2.h similarity index 61% rename from 3rdlibs/imgui/dear-imgui/backends/imgui_impl_sdl2.h rename to 3rdlibs/imgui/dear-imgui/backends/sdl2/imgui_impl_sdl2.h index e7aa5c2..1fba66c 100644 --- a/3rdlibs/imgui/dear-imgui/backends/imgui_impl_sdl2.h +++ b/3rdlibs/imgui/dear-imgui/backends/sdl2/imgui_impl_sdl2.h @@ -8,12 +8,19 @@ // [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: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. +// [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. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// 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 @@ -21,6 +28,7 @@ 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); @@ -33,8 +41,9 @@ 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); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter -#endif +// 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 diff --git a/3rdlibs/imgui/dear-imgui/backends/vk/CMakeLists.txt b/3rdlibs/imgui/dear-imgui/backends/vk/CMakeLists.txt new file mode 100644 index 0000000..8e0ff16 --- /dev/null +++ b/3rdlibs/imgui/dear-imgui/backends/vk/CMakeLists.txt @@ -0,0 +1,4 @@ +add_library(imgui_backend_vk STATIC imgui_impl_vulkan.cpp) +target_include_directories(imgui_backend_vk PUBLIC .) +target_include_directories(imgui_backend_vk PRIVATE ../../) +target_link_libraries(imgui_backend_vk PUBLIC Vulkan) \ No newline at end of file diff --git a/3rdlibs/imgui/dear-imgui/backends/vk/imgui_impl_vulkan.cpp b/3rdlibs/imgui/dear-imgui/backends/vk/imgui_impl_vulkan.cpp new file mode 100644 index 0000000..e7f7c8d --- /dev/null +++ b/3rdlibs/imgui/dear-imgui/backends/vk/imgui_impl_vulkan.cpp @@ -0,0 +1,1901 @@ +// dear imgui: Renderer Backend for Vulkan +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). + +// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. +// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. +// To build this on 32-bit systems and support texture changes: +// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files) +// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. +// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) +// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files) + +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// 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 + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +// 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: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. +// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure. +// 2024-01-19: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) +// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189). +// 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238) +// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them. +// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075) +// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts. +// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unecessary as we create and destroy those objects in the backend. +// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time. +// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture. +// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this. +// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat. +// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738). +// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). +// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. +// 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: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. +// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer. +// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions(). +// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. +// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init). +// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices. +// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices. +// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. +// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). +// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. +// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). +// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case. +// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends. +// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example. +// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use. +// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy. +// 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex. +// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources. +// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_vulkan.h" +#include +#ifndef IM_MAX +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#endif + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#endif + +// Forward Declarations +struct ImGui_ImplVulkan_FrameRenderBuffers; +struct ImGui_ImplVulkan_WindowRenderBuffers; +bool ImGui_ImplVulkan_CreateDeviceObjects(); +void ImGui_ImplVulkan_DestroyDeviceObjects(); +void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); + +// Vulkan prototypes for use with custom loaders +// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h +#ifdef VK_NO_PROTOTYPES +static bool g_FunctionsLoaded = false; +#else +static bool g_FunctionsLoaded = true; +#endif +#ifdef VK_NO_PROTOTYPES +#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences) + +// Define function pointers +#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; +IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) +#undef IMGUI_VULKAN_FUNC_DEF +#endif // VK_NO_PROTOTYPES + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR; +static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR; +#endif + +// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() +// [Please zero-clear before use!] +struct ImGui_ImplVulkan_FrameRenderBuffers +{ + VkDeviceMemory VertexBufferMemory; + VkDeviceMemory IndexBufferMemory; + VkDeviceSize VertexBufferSize; + VkDeviceSize IndexBufferSize; + VkBuffer VertexBuffer; + VkBuffer IndexBuffer; +}; + +// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers +// [Please zero-clear before use!] +struct ImGui_ImplVulkan_WindowRenderBuffers +{ + uint32_t Index; + uint32_t Count; + ImGui_ImplVulkan_FrameRenderBuffers* FrameRenderBuffers; +}; + +// For multi-viewport support: +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplVulkan_ViewportData +{ + bool WindowOwned; + ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only + ImGui_ImplVulkan_WindowRenderBuffers RenderBuffers; // Used by all viewports + + ImGui_ImplVulkan_ViewportData() { WindowOwned = false; memset(&RenderBuffers, 0, sizeof(RenderBuffers)); } + ~ImGui_ImplVulkan_ViewportData() { } +}; + +// Vulkan data +struct ImGui_ImplVulkan_Data +{ + ImGui_ImplVulkan_InitInfo VulkanInitInfo; + VkDeviceSize BufferMemoryAlignment; + VkPipelineCreateFlags PipelineCreateFlags; + VkDescriptorSetLayout DescriptorSetLayout; + VkPipelineLayout PipelineLayout; + VkPipeline Pipeline; + VkShaderModule ShaderModuleVert; + VkShaderModule ShaderModuleFrag; + + // Font data + VkSampler FontSampler; + VkDeviceMemory FontMemory; + VkImage FontImage; + VkImageView FontView; + VkDescriptorSet FontDescriptorSet; + VkCommandPool FontCommandPool; + VkCommandBuffer FontCommandBuffer; + + // Render buffers for main window + ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers; + + ImGui_ImplVulkan_Data() + { + memset((void*)this, 0, sizeof(*this)); + BufferMemoryAlignment = 256; + } +}; + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + +// Forward Declarations +static void ImGui_ImplVulkan_InitPlatformInterface(); +static void ImGui_ImplVulkan_ShutdownPlatformInterface(); + +// backends/vulkan/glsl_shader.vert, compiled with: +// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert +/* +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; +layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; + +out gl_PerVertex { vec4 gl_Position; }; +layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} +*/ +static uint32_t __glsl_shader_vert_spv[] = +{ + 0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, + 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, + 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, + 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, + 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, + 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c, + 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074, + 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001, + 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b, + 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, + 0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047, + 0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e, + 0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008, + 0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002, + 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017, + 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020, + 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015, + 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020, + 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020, + 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020, + 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020, + 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a, + 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014, + 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f, + 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021, + 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006, + 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8, + 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012, + 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016, + 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018, + 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022, + 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008, + 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013, + 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024, + 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006, + 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b, + 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e, + 0x0000002d,0x0000002c,0x000100fd,0x00010038 +}; + +// backends/vulkan/glsl_shader.frag, compiled with: +// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +/* +#version 450 core +layout(location = 0) out vec4 fColor; +layout(set=0, binding=0) uniform sampler2D sTexture; +layout(location = 0) in struct { vec4 Color; vec2 UV; } In; +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} +*/ +static uint32_t __glsl_shader_frag_spv[] = +{ + 0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, + 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, + 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, + 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574, + 0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e, + 0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021, + 0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006, + 0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003, + 0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006, + 0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001, + 0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020, + 0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001, + 0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000, + 0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000, + 0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018, + 0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004, + 0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d, + 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017, + 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a, + 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085, + 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd, + 0x00010038 +}; + +//----------------------------------------------------------------------------- +// FUNCTIONS +//----------------------------------------------------------------------------- + +// 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. +// FIXME: multi-context support is not tested and probably dysfunctional in this backend. +static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkPhysicalDeviceMemoryProperties prop; + vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop); + for (uint32_t i = 0; i < prop.memoryTypeCount; i++) + if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i)) + return i; + return 0xFFFFFFFF; // Unable to find memoryType +} + +static void check_vk_result(VkResult err) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (!bd) + return; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (v->CheckVkResultFn) + v->CheckVkResultFn(err); +} + +// Same as IM_MEMALIGN(). 'alignment' must be a power of two. +static inline VkDeviceSize AlignBufferSize(VkDeviceSize size, VkDeviceSize alignment) +{ + return (size + alignment - 1) & ~(alignment - 1); +} + +static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, size_t new_size, VkBufferUsageFlagBits usage) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + if (buffer != VK_NULL_HANDLE) + vkDestroyBuffer(v->Device, buffer, v->Allocator); + if (buffer_memory != VK_NULL_HANDLE) + vkFreeMemory(v->Device, buffer_memory, v->Allocator); + + VkDeviceSize buffer_size_aligned = AlignBufferSize(IM_MAX(v->MinAllocationSize, new_size), bd->BufferMemoryAlignment); + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = buffer_size_aligned; + buffer_info.usage = usage; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); + check_vk_result(err); + + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, buffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = req.size; + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); + check_vk_result(err); + + err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); + check_vk_result(err); + buffer_size = buffer_size_aligned; +} + +static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* rb, int fb_width, int fb_height) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + + // Bind pipeline: + { + vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); + } + + // Bind Vertex And Index Buffer: + if (draw_data->TotalVtxCount > 0) + { + VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; + VkDeviceSize vertex_offset[1] = { 0 }; + vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); + vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); + } + + // Setup viewport: + { + VkViewport viewport; + viewport.x = 0; + viewport.y = 0; + viewport.width = (float)fb_width; + viewport.height = (float)fb_height; + viewport.minDepth = 0.0f; + viewport.maxDepth = 1.0f; + vkCmdSetViewport(command_buffer, 0, 1, &viewport); + } + + // Setup scale and translation: + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + { + float scale[2]; + scale[0] = 2.0f / draw_data->DisplaySize.x; + scale[1] = 2.0f / draw_data->DisplaySize.y; + float translate[2]; + translate[0] = -1.0f - draw_data->DisplayPos.x * scale[0]; + translate[1] = -1.0f - draw_data->DisplayPos.y * scale[1]; + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 0, sizeof(float) * 2, scale); + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate); + } +} + +// Render function +void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline) +{ + // 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_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (pipeline == VK_NULL_HANDLE) + pipeline = bd->Pipeline; + + // Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage. + ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData; + IM_ASSERT(viewport_renderer_data != nullptr); + ImGui_ImplVulkan_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers; + if (wrb->FrameRenderBuffers == nullptr) + { + wrb->Index = 0; + wrb->Count = v->ImageCount; + wrb->FrameRenderBuffers = (ImGui_ImplVulkan_FrameRenderBuffers*)IM_ALLOC(sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count); + memset(wrb->FrameRenderBuffers, 0, sizeof(ImGui_ImplVulkan_FrameRenderBuffers) * wrb->Count); + } + IM_ASSERT(wrb->Count == v->ImageCount); + wrb->Index = (wrb->Index + 1) % wrb->Count; + ImGui_ImplVulkan_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; + + if (draw_data->TotalVtxCount > 0) + { + // Create or resize the vertex/index buffers + size_t vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment); + size_t index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment); + if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) + CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); + if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) + CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); + + // Upload vertex/index data into a single contiguous GPU buffer + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; + VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)&vtx_dst); + check_vk_result(err); + err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)&idx_dst); + check_vk_result(err); + 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; + } + VkMappedMemoryRange range[2] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = rb->VertexBufferMemory; + range[0].size = VK_WHOLE_SIZE; + range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[1].memory = rb->IndexBufferMemory; + range[1].size = VK_WHOLE_SIZE; + err = vkFlushMappedMemoryRanges(v->Device, 2, range); + check_vk_result(err); + vkUnmapMemory(v->Device, rb->VertexBufferMemory); + vkUnmapMemory(v->Device, rb->IndexBufferMemory); + } + + // Setup desired Vulkan state + ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, 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 + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + 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_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, 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); + + // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds + 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 > fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + VkRect2D scissor; + scissor.offset.x = (int32_t)(clip_min.x); + scissor.offset.y = (int32_t)(clip_min.y); + scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x); + scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y); + vkCmdSetScissor(command_buffer, 0, 1, &scissor); + + // Bind DescriptorSet with font or user texture + VkDescriptorSet desc_set[1] = { (VkDescriptorSet)pcmd->TextureId }; + if (sizeof(ImTextureID) < sizeof(ImU64)) + { + // We don't support texture switches if ImTextureID hasn't been redefined to be 64-bit. Do a flaky check that other textures haven't been used. + IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet); + desc_set[0] = bd->FontDescriptorSet; + } + vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr); + + // Draw + vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += cmd_list->IdxBuffer.Size; + global_vtx_offset += cmd_list->VtxBuffer.Size; + } + + // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called. + // Our last values will leak into user/application rendering IF: + // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state + // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitly set that state. + // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering. + // In theory we should aim to backup/restore those values but I am not sure this is possible. + // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) + VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } }; + vkCmdSetScissor(command_buffer, 0, 1, &scissor); +} + +bool ImGui_ImplVulkan_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + // Destroy existing texture (if any) + if (bd->FontView || bd->FontImage || bd->FontMemory || bd->FontDescriptorSet) + { + vkQueueWaitIdle(v->Queue); + ImGui_ImplVulkan_DestroyFontsTexture(); + } + + // Create command pool/buffer + if (bd->FontCommandPool == VK_NULL_HANDLE) + { + VkCommandPoolCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + info.flags = 0; + info.queueFamilyIndex = v->QueueFamily; + vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->FontCommandPool); + } + if (bd->FontCommandBuffer == VK_NULL_HANDLE) + { + VkCommandBufferAllocateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + info.commandPool = bd->FontCommandPool; + info.commandBufferCount = 1; + err = vkAllocateCommandBuffers(v->Device, &info, &bd->FontCommandBuffer); + check_vk_result(err); + } + + // Start command buffer + { + err = vkResetCommandPool(v->Device, bd->FontCommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo begin_info = {}; + begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(bd->FontCommandBuffer, &begin_info); + check_vk_result(err); + } + + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + size_t upload_size = width * height * 4 * sizeof(char); + + // Create the Image: + { + VkImageCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; + info.imageType = VK_IMAGE_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.extent.width = width; + info.extent.height = height; + info.extent.depth = 1; + info.mipLevels = 1; + info.arrayLayers = 1; + info.samples = VK_SAMPLE_COUNT_1_BIT; + info.tiling = VK_IMAGE_TILING_OPTIMAL; + info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; + info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + err = vkCreateImage(v->Device, &info, v->Allocator, &bd->FontImage); + check_vk_result(err); + VkMemoryRequirements req; + vkGetImageMemoryRequirements(v->Device, bd->FontImage, &req); + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->FontMemory); + check_vk_result(err); + err = vkBindImageMemory(v->Device, bd->FontImage, bd->FontMemory, 0); + check_vk_result(err); + } + + // Create the Image View: + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.image = bd->FontImage; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + info.subresourceRange.levelCount = 1; + info.subresourceRange.layerCount = 1; + err = vkCreateImageView(v->Device, &info, v->Allocator, &bd->FontView); + check_vk_result(err); + } + + // Create the Descriptor Set: + bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); + + // Create the Upload Buffer: + VkDeviceMemory upload_buffer_memory; + VkBuffer upload_buffer; + { + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = upload_size; + buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer); + check_vk_result(err); + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory); + check_vk_result(err); + err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0); + check_vk_result(err); + } + + // Upload to Buffer: + { + char* map = nullptr; + err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map)); + check_vk_result(err); + memcpy(map, pixels, upload_size); + VkMappedMemoryRange range[1] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = upload_buffer_memory; + range[0].size = upload_size; + err = vkFlushMappedMemoryRanges(v->Device, 1, range); + check_vk_result(err); + vkUnmapMemory(v->Device, upload_buffer_memory); + } + + // Copy to Image: + { + VkImageMemoryBarrier copy_barrier[1] = {}; + copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; + copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].image = bd->FontImage; + copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + copy_barrier[0].subresourceRange.levelCount = 1; + copy_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier); + + VkBufferImageCopy region = {}; + region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.imageSubresource.layerCount = 1; + region.imageExtent.width = width; + region.imageExtent.height = height; + region.imageExtent.depth = 1; + vkCmdCopyBufferToImage(bd->FontCommandBuffer, upload_buffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); + + VkImageMemoryBarrier use_barrier[1] = {}; + use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; + use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].image = bd->FontImage; + use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + use_barrier[0].subresourceRange.levelCount = 1; + use_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier); + } + + // Store our identifier + io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet); + + // End command buffer + VkSubmitInfo end_info = {}; + end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + end_info.commandBufferCount = 1; + end_info.pCommandBuffers = &bd->FontCommandBuffer; + err = vkEndCommandBuffer(bd->FontCommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE); + check_vk_result(err); + + err = vkQueueWaitIdle(v->Queue); + check_vk_result(err); + + vkDestroyBuffer(v->Device, upload_buffer, v->Allocator); + vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator); + + return true; +} + +// You probably never need to call this, as it is called by ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_Shutdown(). +void ImGui_ImplVulkan_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + if (bd->FontDescriptorSet) + { + ImGui_ImplVulkan_RemoveTexture(bd->FontDescriptorSet); + bd->FontDescriptorSet = VK_NULL_HANDLE; + io.Fonts->SetTexID(0); + } + + if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; } + if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; } + if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; } +} + +static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) +{ + // Create the shader modules + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (bd->ShaderModuleVert == VK_NULL_HANDLE) + { + VkShaderModuleCreateInfo vert_info = {}; + vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + vert_info.codeSize = sizeof(__glsl_shader_vert_spv); + vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; + VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &bd->ShaderModuleVert); + check_vk_result(err); + } + if (bd->ShaderModuleFrag == VK_NULL_HANDLE) + { + VkShaderModuleCreateInfo frag_info = {}; + frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + frag_info.codeSize = sizeof(__glsl_shader_frag_spv); + frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; + VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &bd->ShaderModuleFrag); + check_vk_result(err); + } +} + +static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_CreateShaderModules(device, allocator); + + VkPipelineShaderStageCreateInfo stage[2] = {}; + stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT; + stage[0].module = bd->ShaderModuleVert; + stage[0].pName = "main"; + stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; + stage[1].module = bd->ShaderModuleFrag; + stage[1].pName = "main"; + + VkVertexInputBindingDescription binding_desc[1] = {}; + binding_desc[0].stride = sizeof(ImDrawVert); + binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX; + + VkVertexInputAttributeDescription attribute_desc[3] = {}; + attribute_desc[0].location = 0; + attribute_desc[0].binding = binding_desc[0].binding; + attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT; + attribute_desc[0].offset = offsetof(ImDrawVert, pos); + attribute_desc[1].location = 1; + attribute_desc[1].binding = binding_desc[0].binding; + attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT; + attribute_desc[1].offset = offsetof(ImDrawVert, uv); + attribute_desc[2].location = 2; + attribute_desc[2].binding = binding_desc[0].binding; + attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM; + attribute_desc[2].offset = offsetof(ImDrawVert, col); + + VkPipelineVertexInputStateCreateInfo vertex_info = {}; + vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; + vertex_info.vertexBindingDescriptionCount = 1; + vertex_info.pVertexBindingDescriptions = binding_desc; + vertex_info.vertexAttributeDescriptionCount = 3; + vertex_info.pVertexAttributeDescriptions = attribute_desc; + + VkPipelineInputAssemblyStateCreateInfo ia_info = {}; + ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; + ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; + + VkPipelineViewportStateCreateInfo viewport_info = {}; + viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; + viewport_info.viewportCount = 1; + viewport_info.scissorCount = 1; + + VkPipelineRasterizationStateCreateInfo raster_info = {}; + raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; + raster_info.polygonMode = VK_POLYGON_MODE_FILL; + raster_info.cullMode = VK_CULL_MODE_NONE; + raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; + raster_info.lineWidth = 1.0f; + + VkPipelineMultisampleStateCreateInfo ms_info = {}; + ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; + ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT; + + VkPipelineColorBlendAttachmentState color_attachment[1] = {}; + color_attachment[0].blendEnable = VK_TRUE; + color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; + color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD; + color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; + color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD; + color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; + + VkPipelineDepthStencilStateCreateInfo depth_info = {}; + depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; + + VkPipelineColorBlendStateCreateInfo blend_info = {}; + blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; + blend_info.attachmentCount = 1; + blend_info.pAttachments = color_attachment; + + VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; + VkPipelineDynamicStateCreateInfo dynamic_state = {}; + dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; + dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states); + dynamic_state.pDynamicStates = dynamic_states; + + VkGraphicsPipelineCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; + info.flags = bd->PipelineCreateFlags; + info.stageCount = 2; + info.pStages = stage; + info.pVertexInputState = &vertex_info; + info.pInputAssemblyState = &ia_info; + info.pViewportState = &viewport_info; + info.pRasterizationState = &raster_info; + info.pMultisampleState = &ms_info; + info.pDepthStencilState = &depth_info; + info.pColorBlendState = &blend_info; + info.pDynamicState = &dynamic_state; + info.layout = bd->PipelineLayout; + info.renderPass = renderPass; + info.subpass = subpass; + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (bd->VulkanInitInfo.UseDynamicRendering) + { + IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR"); + IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL"); + info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo; + info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr. + } +#endif + + VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline); + check_vk_result(err); +} + +bool ImGui_ImplVulkan_CreateDeviceObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + if (!bd->FontSampler) + { + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + VkSamplerCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; + info.magFilter = VK_FILTER_LINEAR; + info.minFilter = VK_FILTER_LINEAR; + info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; + info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; + info.minLod = -1000; + info.maxLod = 1000; + info.maxAnisotropy = 1.0f; + err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->FontSampler); + check_vk_result(err); + } + + if (!bd->DescriptorSetLayout) + { + VkDescriptorSetLayoutBinding binding[1] = {}; + binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + binding[0].descriptorCount = 1; + binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + VkDescriptorSetLayoutCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + info.bindingCount = 1; + info.pBindings = binding; + err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, &bd->DescriptorSetLayout); + check_vk_result(err); + } + + if (!bd->PipelineLayout) + { + // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix + VkPushConstantRange push_constants[1] = {}; + push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; + push_constants[0].offset = sizeof(float) * 0; + push_constants[0].size = sizeof(float) * 4; + VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout }; + VkPipelineLayoutCreateInfo layout_info = {}; + layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + layout_info.setLayoutCount = 1; + layout_info.pSetLayouts = set_layout; + layout_info.pushConstantRangeCount = 1; + layout_info.pPushConstantRanges = push_constants; + err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout); + check_vk_result(err); + } + + ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass); + + return true; +} + +void ImGui_ImplVulkan_DestroyDeviceObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); + ImGui_ImplVulkan_DestroyFontsTexture(); + + if (bd->FontCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->FontCommandPool, 1, &bd->FontCommandBuffer); bd->FontCommandBuffer = VK_NULL_HANDLE; } + if (bd->FontCommandPool) { vkDestroyCommandPool(v->Device, bd->FontCommandPool, v->Allocator); bd->FontCommandPool = VK_NULL_HANDLE; } + if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; } + if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; } + if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; } + if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; } + if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } + if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } +} + +bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +{ + // Load function pointers + // You can use the default Vulkan loader using: + // ImGui_ImplVulkan_LoadFunctions([](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); + // But this would be equivalent to not setting VK_NO_PROTOTYPES. +#ifdef VK_NO_PROTOTYPES +#define IMGUI_VULKAN_FUNC_LOAD(func) \ + func = reinterpret_cast(loader_func(#func, user_data)); \ + if (func == nullptr) \ + return false; + IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD) +#undef IMGUI_VULKAN_FUNC_LOAD + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + // Manually load those two (see #5446) + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRenderingKHR", user_data)); + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRenderingKHR", user_data)); +#endif +#else + IM_UNUSED(loader_func); + IM_UNUSED(user_data); +#endif + + g_FunctionsLoaded = true; + return true; +} + +bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + + if (info->UseDynamicRendering) + { +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +#ifndef VK_NO_PROTOTYPES + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR")); + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR")); +#endif + IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr); + IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr); +#else + IM_ASSERT(0 && "Can't use dynamic rendering when neither VK_VERSION_1_3 or VK_KHR_dynamic_rendering is defined."); +#endif + } + + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_vulkan"; + 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) + + IM_ASSERT(info->Instance != VK_NULL_HANDLE); + IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); + IM_ASSERT(info->Device != VK_NULL_HANDLE); + IM_ASSERT(info->Queue != VK_NULL_HANDLE); + IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE); + IM_ASSERT(info->MinImageCount >= 2); + IM_ASSERT(info->ImageCount >= info->MinImageCount); + if (info->UseDynamicRendering == false) + IM_ASSERT(info->RenderPass != VK_NULL_HANDLE); + + bd->VulkanInitInfo = *info; + + ImGui_ImplVulkan_CreateDeviceObjects(); + + // Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window) + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)(); + + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplVulkan_InitPlatformInterface(); + + return true; +} + +void ImGui_ImplVulkan_Shutdown() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + // First destroy objects in all viewports + ImGui_ImplVulkan_DestroyDeviceObjects(); + + // Manually delete main viewport render data in-case we haven't initialized for viewports + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)main_viewport->RendererUserData) + IM_DELETE(vd); + main_viewport->RendererUserData = nullptr; + + // Clean up windows + ImGui_ImplVulkan_ShutdownPlatformInterface(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + IM_DELETE(bd); +} + +void ImGui_ImplVulkan_NewFrame() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?"); + + if (!bd->FontDescriptorSet) + ImGui_ImplVulkan_CreateFontsTexture(); +} + +void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(min_image_count >= 2); + if (bd->VulkanInitInfo.MinImageCount == min_image_count) + return; + + IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains! + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err = vkDeviceWaitIdle(v->Device); + check_vk_result(err); + ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); + + bd->VulkanInitInfo.MinImageCount = min_image_count; +} + +// Register a texture +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. +VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + // Create Descriptor Set: + VkDescriptorSet descriptor_set; + { + VkDescriptorSetAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + alloc_info.descriptorPool = v->DescriptorPool; + alloc_info.descriptorSetCount = 1; + alloc_info.pSetLayouts = &bd->DescriptorSetLayout; + VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); + check_vk_result(err); + } + + // Update the Descriptor Set: + { + VkDescriptorImageInfo desc_image[1] = {}; + desc_image[0].sampler = sampler; + desc_image[0].imageView = image_view; + desc_image[0].imageLayout = image_layout; + VkWriteDescriptorSet write_desc[1] = {}; + write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + write_desc[0].dstSet = descriptor_set; + write_desc[0].descriptorCount = 1; + write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + write_desc[0].pImageInfo = desc_image; + vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr); + } + return descriptor_set; +} + +void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set); +} + +void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } + if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } + if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } + if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } + buffers->VertexBufferSize = 0; + buffers->IndexBufferSize = 0; +} + +void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + for (uint32_t n = 0; n < buffers->Count; n++) + ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); + IM_FREE(buffers->FrameRenderBuffers); + buffers->FrameRenderBuffers = nullptr; + buffers->Index = 0; + buffers->Count = 0; +} + +//------------------------------------------------------------------------- +// Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.) +//------------------------------------------------------------------------- +// You probably do NOT need to use or care about those functions. +// Those functions only exist because: +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. +// 2) the upcoming multi-viewport feature will need them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, +// but it is too much code to duplicate everywhere so we exceptionally expose them. +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +//------------------------------------------------------------------------- + +VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(request_formats != nullptr); + IM_ASSERT(request_formats_count > 0); + + // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation + // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format + // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40, + // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used. + uint32_t avail_count; + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, nullptr); + ImVector avail_format; + avail_format.resize((int)avail_count); + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data); + + // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available + if (avail_count == 1) + { + if (avail_format[0].format == VK_FORMAT_UNDEFINED) + { + VkSurfaceFormatKHR ret; + ret.format = request_formats[0]; + ret.colorSpace = request_color_space; + return ret; + } + else + { + // No point in searching another format + return avail_format[0]; + } + } + else + { + // Request several formats, the first found will be used + for (int request_i = 0; request_i < request_formats_count; request_i++) + for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space) + return avail_format[avail_i]; + + // If none of the requested image formats could be found, use the first available + return avail_format[0]; + } +} + +VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(request_modes != nullptr); + IM_ASSERT(request_modes_count > 0); + + // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory + uint32_t avail_count = 0; + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, nullptr); + ImVector avail_modes; + avail_modes.resize((int)avail_count); + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data); + //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]); + + for (int request_i = 0; request_i < request_modes_count; request_i++) + for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + if (request_modes[request_i] == avail_modes[avail_i]) + return request_modes[request_i]; + + return VK_PRESENT_MODE_FIFO_KHR; // Always available +} + +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) +{ + IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); + IM_UNUSED(physical_device); + + // Create Command Buffers + VkResult err; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + { + VkCommandPoolCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + info.flags = 0; + info.queueFamilyIndex = queue_family; + err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool); + check_vk_result(err); + } + { + VkCommandBufferAllocateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + info.commandPool = fd->CommandPool; + info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; + info.commandBufferCount = 1; + err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer); + check_vk_result(err); + } + { + VkFenceCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; + info.flags = VK_FENCE_CREATE_SIGNALED_BIT; + err = vkCreateFence(device, &info, allocator, &fd->Fence); + check_vk_result(err); + } + } + + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + { + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; + { + VkSemaphoreCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; + err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore); + check_vk_result(err); + err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore); + check_vk_result(err); + } + } +} + +int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode) +{ + if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR) + return 3; + if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR) + return 2; + if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR) + return 1; + IM_ASSERT(0); + return 1; +} + +// Also destroy old swap chain and in-flight frames data, if any. +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count) +{ + VkResult err; + VkSwapchainKHR old_swapchain = wd->Swapchain; + wd->Swapchain = VK_NULL_HANDLE; + err = vkDeviceWaitIdle(device); + check_vk_result(err); + + // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. + // Destroy old Framebuffer + for (uint32_t i = 0; i < wd->ImageCount; i++) + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); + IM_FREE(wd->Frames); + IM_FREE(wd->FrameSemaphores); + wd->Frames = nullptr; + wd->FrameSemaphores = nullptr; + wd->ImageCount = 0; + if (wd->RenderPass) + vkDestroyRenderPass(device, wd->RenderPass, allocator); + if (wd->Pipeline) + vkDestroyPipeline(device, wd->Pipeline, allocator); + + // If min image count was not specified, request different count of images dependent on selected present mode + if (min_image_count == 0) + min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode); + + // Create Swapchain + { + VkSwapchainCreateInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; + info.surface = wd->Surface; + info.minImageCount = min_image_count; + info.imageFormat = wd->SurfaceFormat.format; + info.imageColorSpace = wd->SurfaceFormat.colorSpace; + info.imageArrayLayers = 1; + info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; + info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family + info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR; + info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; + info.presentMode = wd->PresentMode; + info.clipped = VK_TRUE; + info.oldSwapchain = old_swapchain; + VkSurfaceCapabilitiesKHR cap; + err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); + check_vk_result(err); + if (info.minImageCount < cap.minImageCount) + info.minImageCount = cap.minImageCount; + else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) + info.minImageCount = cap.maxImageCount; + + if (cap.currentExtent.width == 0xffffffff) + { + info.imageExtent.width = wd->Width = w; + info.imageExtent.height = wd->Height = h; + } + else + { + info.imageExtent.width = wd->Width = cap.currentExtent.width; + info.imageExtent.height = wd->Height = cap.currentExtent.height; + } + err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); + check_vk_result(err); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, nullptr); + check_vk_result(err); + VkImage backbuffers[16] = {}; + IM_ASSERT(wd->ImageCount >= min_image_count); + IM_ASSERT(wd->ImageCount < IM_ARRAYSIZE(backbuffers)); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); + check_vk_result(err); + + IM_ASSERT(wd->Frames == nullptr && wd->FrameSemaphores == nullptr); + wd->SemaphoreCount = wd->ImageCount + 1; + wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount); + wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->SemaphoreCount); + memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount); + memset(wd->FrameSemaphores, 0, sizeof(wd->FrameSemaphores[0]) * wd->SemaphoreCount); + for (uint32_t i = 0; i < wd->ImageCount; i++) + wd->Frames[i].Backbuffer = backbuffers[i]; + } + if (old_swapchain) + vkDestroySwapchainKHR(device, old_swapchain, allocator); + + // Create the Render Pass + if (wd->UseDynamicRendering == false) + { + VkAttachmentDescription attachment = {}; + attachment.format = wd->SurfaceFormat.format; + attachment.samples = VK_SAMPLE_COUNT_1_BIT; + attachment.loadOp = wd->ClearEnable ? VK_ATTACHMENT_LOAD_OP_CLEAR : VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + VkAttachmentReference color_attachment = {}; + color_attachment.attachment = 0; + color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + VkSubpassDescription subpass = {}; + subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; + subpass.colorAttachmentCount = 1; + subpass.pColorAttachments = &color_attachment; + VkSubpassDependency dependency = {}; + dependency.srcSubpass = VK_SUBPASS_EXTERNAL; + dependency.dstSubpass = 0; + dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.srcAccessMask = 0; + dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + VkRenderPassCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; + info.attachmentCount = 1; + info.pAttachments = &attachment; + info.subpassCount = 1; + info.pSubpasses = &subpass; + info.dependencyCount = 1; + info.pDependencies = &dependency; + err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass); + check_vk_result(err); + + // We do not create a pipeline by default as this is also used by examples' main.cpp, + // but secondary viewport in multi-viewport mode may want to create one with: + //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, v->Subpass); + } + + // Create The Image Views + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = wd->SurfaceFormat.format; + info.components.r = VK_COMPONENT_SWIZZLE_R; + info.components.g = VK_COMPONENT_SWIZZLE_G; + info.components.b = VK_COMPONENT_SWIZZLE_B; + info.components.a = VK_COMPONENT_SWIZZLE_A; + VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; + info.subresourceRange = image_range; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + info.image = fd->Backbuffer; + err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); + check_vk_result(err); + } + } + + // Create Framebuffer + if (wd->UseDynamicRendering == false) + { + VkImageView attachment[1]; + VkFramebufferCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; + info.renderPass = wd->RenderPass; + info.attachmentCount = 1; + info.pAttachments = attachment; + info.width = wd->Width; + info.height = wd->Height; + info.layers = 1; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + attachment[0] = fd->BackbufferView; + err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); + check_vk_result(err); + } + } +} + +// Create or resize window +void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + (void)instance; + ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); + //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_VulkanInitInfo.Subpass); + ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); +} + +void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) +{ + vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) + //vkQueueWaitIdle(bd->Queue); + + for (uint32_t i = 0; i < wd->ImageCount; i++) + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); + IM_FREE(wd->Frames); + IM_FREE(wd->FrameSemaphores); + wd->Frames = nullptr; + wd->FrameSemaphores = nullptr; + vkDestroyPipeline(device, wd->Pipeline, allocator); + vkDestroyRenderPass(device, wd->RenderPass, allocator); + vkDestroySwapchainKHR(device, wd->Swapchain, allocator); + vkDestroySurfaceKHR(instance, wd->Surface, allocator); + + *wd = ImGui_ImplVulkanH_Window(); +} + +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) +{ + vkDestroyFence(device, fd->Fence, allocator); + vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); + vkDestroyCommandPool(device, fd->CommandPool, allocator); + fd->Fence = VK_NULL_HANDLE; + fd->CommandBuffer = VK_NULL_HANDLE; + fd->CommandPool = VK_NULL_HANDLE; + + vkDestroyImageView(device, fd->BackbufferView, allocator); + vkDestroyFramebuffer(device, fd->Framebuffer, allocator); +} + +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) +{ + vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); + vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); + fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; +} + +void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator) +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)platform_io.Viewports[n]->RendererUserData) + ImGui_ImplVulkan_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator); +} + +//-------------------------------------------------------------------------------------------------------- +// 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_ImplVulkan_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)(); + viewport->RendererUserData = vd; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + // Create surface + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface); + check_vk_result(err); + + // Check for WSI support + VkBool32 res; + vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res); + if (res != VK_TRUE) + { + IM_ASSERT(0); // Error: no WSI support on physical device + return; + } + + // Select Surface Format + ImVector requestSurfaceImageFormats; +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + for (uint32_t n = 0; n < v->PipelineRenderingCreateInfo.colorAttachmentCount; n++) + requestSurfaceImageFormats.push_back(v->PipelineRenderingCreateInfo.pColorAttachmentFormats[n]); +#endif + const VkFormat defaultFormats[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; + for (VkFormat format : defaultFormats) + requestSurfaceImageFormats.push_back(format); + + const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormats.Data, (size_t)requestSurfaceImageFormats.Size, requestSurfaceColorSpace); + + // Select Present Mode + // FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1) + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); + //printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode); + + // Create SwapChain, RenderPass, Framebuffer, etc. + wd->ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; + wd->UseDynamicRendering = v->UseDynamicRendering; + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount); + vd->WindowOwned = true; +} + +static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData) + { + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (vd->WindowOwned) + ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &vd->Window, v->Allocator); + ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator); + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + if (vd == nullptr) // This is nullptr for the main viewport (which is left to the user/app to handle) + return; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + vd->Window.ClearEnable = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? false : true; + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount); +} + +static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; + { + { + err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex); + check_vk_result(err); + fd = &wd->Frames[wd->FrameIndex]; + } + for (;;) + { + err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100); + if (err == VK_SUCCESS) break; + if (err == VK_TIMEOUT) continue; + check_vk_result(err); + } + { + err = vkResetCommandPool(v->Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); + } +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (v->UseDynamicRendering) + { + // Transition swapchain image to a layout suitable for drawing. + VkImageMemoryBarrier barrier = {}; + barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; + barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + barrier.image = fd->Backbuffer; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); + + VkRenderingAttachmentInfo attachmentInfo = {}; + attachmentInfo.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR; + attachmentInfo.imageView = fd->BackbufferView; + attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + attachmentInfo.resolveMode = VK_RESOLVE_MODE_NONE; + attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachmentInfo.clearValue = wd->ClearValue; + + VkRenderingInfo renderingInfo = {}; + renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO_KHR; + renderingInfo.renderArea.extent.width = wd->Width; + renderingInfo.renderArea.extent.height = wd->Height; + renderingInfo.layerCount = 1; + renderingInfo.viewMask = 0; + renderingInfo.colorAttachmentCount = 1; + renderingInfo.pColorAttachments = &attachmentInfo; + + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR(fd->CommandBuffer, &renderingInfo); + } + else +#endif + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1; + info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? nullptr : &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + } + + ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, wd->Pipeline); + + { +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (v->UseDynamicRendering) + { + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR(fd->CommandBuffer); + + // Transition image to a layout suitable for presentation + VkImageMemoryBarrier barrier = {}; + barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + barrier.image = fd->Backbuffer; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); + } + else +#endif + { + vkCmdEndRenderPass(fd->CommandBuffer); + } + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &fsd->ImageAcquiredSemaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &fsd->RenderCompleteSemaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkResetFences(v->Device, 1, &fd->Fence); + check_vk_result(err); + err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence); + check_vk_result(err); + } + } +} + +static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + VkResult err; + uint32_t present_index = wd->FrameIndex; + + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &fsd->RenderCompleteSemaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &present_index; + err = vkQueuePresentKHR(v->Queue, &info); + if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount); + else + check_vk_result(err); + + wd->FrameIndex = (wd->FrameIndex + 1) % wd->ImageCount; // This is for the next vkWaitForFences() + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores +} + +void ImGui_ImplVulkan_InitPlatformInterface() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + IM_ASSERT(platform_io.Platform_CreateVkSurface != nullptr && "Platform needs to setup the CreateVkSurface handler."); + platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers; +} + +void ImGui_ImplVulkan_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/3rdlibs/imgui/dear-imgui/backends/vk/imgui_impl_vulkan.h b/3rdlibs/imgui/dear-imgui/backends/vk/imgui_impl_vulkan.h new file mode 100644 index 0000000..e1bbb4e --- /dev/null +++ b/3rdlibs/imgui/dear-imgui/backends/vk/imgui_impl_vulkan.h @@ -0,0 +1,189 @@ +// dear imgui: Renderer Backend for Vulkan +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [x] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. +// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. +// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). + +// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. +// See imgui_impl_vulkan.cpp file for details. + +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// 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 + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#pragma once +#ifndef IMGUI_DISABLE +#include "imgui.h" // IMGUI_IMPL_API + +// [Configuration] in order to use a custom Vulkan function loader: +// (1) You'll need to disable default Vulkan function prototypes. +// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. +// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: +// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file +// - Or as a compilation flag in your build system +// - Or uncomment here (not recommended because you'd be modifying imgui sources!) +// - Do not simply add it in a .cpp file! +// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. +// If you have no idea what this is, leave it alone! +//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES + +// Vulkan includes +#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) +#define VK_NO_PROTOTYPES +#endif +#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX) +#define NOMINMAX +#include +#else +#include +#endif +#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering) +#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +#endif + +// Initialization data, for ImGui_ImplVulkan_Init() +// - VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, +// and must contain a pool size large enough to hold an ImGui VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor. +// - When using dynamic rendering, set UseDynamicRendering=true and fill PipelineRenderingCreateInfo structure. +// [Please zero-clear before use!] +struct ImGui_ImplVulkan_InitInfo +{ + VkInstance Instance; + VkPhysicalDevice PhysicalDevice; + VkDevice Device; + uint32_t QueueFamily; + VkQueue Queue; + VkDescriptorPool DescriptorPool; // See requirements in note above + VkRenderPass RenderPass; // Ignored if using dynamic rendering + uint32_t MinImageCount; // >= 2 + uint32_t ImageCount; // >= MinImageCount + VkSampleCountFlagBits MSAASamples; // 0 defaults to VK_SAMPLE_COUNT_1_BIT + + // (Optional) + VkPipelineCache PipelineCache; + uint32_t Subpass; + + // (Optional) Dynamic Rendering + // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3. + bool UseDynamicRendering; +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; +#endif + + // (Optional) Allocation, Debugging + const VkAllocationCallbacks* Allocator; + void (*CheckVkResultFn)(VkResult err); + VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. +}; + +// Called by user code +IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); +IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); +IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) + +// Register a texture (VkDescriptorSet == ImTextureID) +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem +// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. +IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); +IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); + +// Optional: load Vulkan functions with a custom function loader +// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES +IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); + +//------------------------------------------------------------------------- +// Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) +//------------------------------------------------------------------------- +// You probably do NOT need to use or care about those functions. +// Those functions only exist because: +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. +// 2) the multi-viewport / platform window implementation needs them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, +// but it is too much code to duplicate everywhere so we exceptionally expose them. +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +//------------------------------------------------------------------------- + +struct ImGui_ImplVulkanH_Frame; +struct ImGui_ImplVulkanH_Window; + +// Helpers +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); +IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); +IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); +IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); +IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); + +// Helper structure to hold the data needed by one rendering frame +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_Frame +{ + VkCommandPool CommandPool; + VkCommandBuffer CommandBuffer; + VkFence Fence; + VkImage Backbuffer; + VkImageView BackbufferView; + VkFramebuffer Framebuffer; +}; + +struct ImGui_ImplVulkanH_FrameSemaphores +{ + VkSemaphore ImageAcquiredSemaphore; + VkSemaphore RenderCompleteSemaphore; +}; + +// Helper structure to hold the data needed by one rendering context into one OS window +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +struct ImGui_ImplVulkanH_Window +{ + int Width; + int Height; + VkSwapchainKHR Swapchain; + VkSurfaceKHR Surface; + VkSurfaceFormatKHR SurfaceFormat; + VkPresentModeKHR PresentMode; + VkRenderPass RenderPass; + VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo + bool UseDynamicRendering; + bool ClearEnable; + VkClearValue ClearValue; + uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) + uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) + uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR + uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) + ImGui_ImplVulkanH_Frame* Frames; + ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores; + + ImGui_ImplVulkanH_Window() + { + memset((void*)this, 0, sizeof(*this)); + PresentMode = (VkPresentModeKHR)~0; // Ensure we get an error if user doesn't set this. + ClearEnable = true; + } +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/3rdlibs/imgui/dear-imgui/backends/vk/vulkan/generate_spv.sh b/3rdlibs/imgui/dear-imgui/backends/vk/vulkan/generate_spv.sh new file mode 100644 index 0000000..948ef77 --- /dev/null +++ b/3rdlibs/imgui/dear-imgui/backends/vk/vulkan/generate_spv.sh @@ -0,0 +1,6 @@ +#!/bin/bash +## -V: create SPIR-V binary +## -x: save binary output as text-based 32-bit hexadecimal numbers +## -o: output file +glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert diff --git a/3rdlibs/imgui/dear-imgui/backends/vk/vulkan/glsl_shader.frag b/3rdlibs/imgui/dear-imgui/backends/vk/vulkan/glsl_shader.frag new file mode 100644 index 0000000..ce7e6f7 --- /dev/null +++ b/3rdlibs/imgui/dear-imgui/backends/vk/vulkan/glsl_shader.frag @@ -0,0 +1,14 @@ +#version 450 core +layout(location = 0) out vec4 fColor; + +layout(set=0, binding=0) uniform sampler2D sTexture; + +layout(location = 0) in struct { + vec4 Color; + vec2 UV; +} In; + +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} diff --git a/3rdlibs/imgui/dear-imgui/backends/vk/vulkan/glsl_shader.vert b/3rdlibs/imgui/dear-imgui/backends/vk/vulkan/glsl_shader.vert new file mode 100644 index 0000000..9425365 --- /dev/null +++ b/3rdlibs/imgui/dear-imgui/backends/vk/vulkan/glsl_shader.vert @@ -0,0 +1,25 @@ +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; + +layout(push_constant) uniform uPushConstant { + vec2 uScale; + vec2 uTranslate; +} pc; + +out gl_PerVertex { + vec4 gl_Position; +}; + +layout(location = 0) out struct { + vec4 Color; + vec2 UV; +} Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} diff --git a/3rdlibs/imgui/dear-imgui/imconfig.h b/3rdlibs/imgui/dear-imgui/imconfig.h index b56ba49..d556cba 100644 --- a/3rdlibs/imgui/dear-imgui/imconfig.h +++ b/3rdlibs/imgui/dear-imgui/imconfig.h @@ -28,13 +28,13 @@ //---- 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 will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions. +//#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 ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88). +//#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) @@ -50,12 +50,14 @@ //#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...) +//---- 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 diff --git a/3rdlibs/imgui/dear-imgui/imgui.cpp b/3rdlibs/imgui/dear-imgui/imgui.cpp index cf12c09..d74843d 100644 --- a/3rdlibs/imgui/dear-imgui/imgui.cpp +++ b/3rdlibs/imgui/dear-imgui/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.90.5 // (main code and documentation) // Help: @@ -7,26 +7,30 @@ // - Read top of imgui.cpp for more details, links and comments. // Resources: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Homepage https://github.com/ocornut/imgui -// - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!) -// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) -// - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Issues & support https://github.com/ocornut/imgui/issues -// - Tests & Automation https://github.com/ocornut/imgui_test_engine +// - 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/6897 (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) 2014-2023 Omar Cornut +// 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/Sponsors +// 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. @@ -73,8 +77,10 @@ CODE // [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 @@ -89,7 +95,7 @@ CODE // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUGGER WINDOW // [SECTION] DEBUG LOG WINDOW -// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) */ @@ -358,7 +364,7 @@ CODE 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 and example applications for details about this! + 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 @@ -426,12 +432,33 @@ CODE You can read releases logs https://github.com/ocornut/imgui/releases for more details. (Docking/Viewport Branch) - - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - 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. + - 2024/03/18 (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), ...); @@ -906,7 +933,7 @@ CODE 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/edit/master/docs/FONTS.md + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md Q&A: Concerns ============= @@ -924,7 +951,7 @@ CODE 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. - Also see https://github.com/ocornut/imgui/wiki/Sponsors + >>> 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. @@ -1036,6 +1063,8 @@ CODE 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. @@ -1098,6 +1127,7 @@ static void ErrorCheckNewFrameSanityChecks(); static void ErrorCheckEndFrameSanityChecks(); static void UpdateDebugToolItemPicker(); static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolFlashStyleColor(); // Inputs static void UpdateKeyboardInputs(); @@ -1107,7 +1137,7 @@ static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); // Misc static void UpdateSettings(); -static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +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); @@ -1196,7 +1226,7 @@ ImGuiStyle::ImGuiStyle() 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.y may be altered between different rows. + 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). @@ -1209,6 +1239,7 @@ ImGuiStyle::ImGuiStyle() 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). 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. @@ -1240,31 +1271,31 @@ ImGuiStyle::ImGuiStyle() // 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 = ImFloor(WindowPadding * scale_factor); - WindowRounding = ImFloor(WindowRounding * scale_factor); - WindowMinSize = ImFloor(WindowMinSize * scale_factor); - ChildRounding = ImFloor(ChildRounding * scale_factor); - PopupRounding = ImFloor(PopupRounding * scale_factor); - FramePadding = ImFloor(FramePadding * scale_factor); - FrameRounding = ImFloor(FrameRounding * scale_factor); - ItemSpacing = ImFloor(ItemSpacing * scale_factor); - ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); - CellPadding = ImFloor(CellPadding * scale_factor); - TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); - IndentSpacing = ImFloor(IndentSpacing * scale_factor); - ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); - ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); - ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); - GrabMinSize = ImFloor(GrabMinSize * scale_factor); - GrabRounding = ImFloor(GrabRounding * scale_factor); - LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); - TabRounding = ImFloor(TabRounding * scale_factor); - TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; - SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor); - DockingSeparatorSize = ImFloor(DockingSeparatorSize * scale_factor); - DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); - DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); - MouseCursorScale = ImFloor(MouseCursorScale * 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() @@ -1565,7 +1596,7 @@ void ImGuiIO::AddMousePosEvent(float x, float y) return; // Apply same flooring as UpdateMouseInputs() - ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y); + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); // Filter duplicate const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); @@ -1977,21 +2008,9 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) { - ImGuiContext& g = *GImGui; va_list args; va_start(args, fmt); - if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) - { - const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" - *out_buf = buf; - if (out_buf_end) { *out_buf_end = buf + strlen(buf); } - } - 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; } - } + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); va_end(args); } @@ -2001,9 +2020,23 @@ void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, 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); @@ -2096,11 +2129,18 @@ ImFileHandle ImFileOpen(const char* filename, const char* mode) // 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); - ImVector buf; - buf.resize(filename_wsize + mode_wsize); - ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); - ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); - return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); + + // 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 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 @@ -2539,11 +2579,9 @@ 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)); - return; - } - it->val_i = val; + else + it->val_i = val; } void ImGuiStorage::SetBool(ImGuiID key, bool val) @@ -2555,22 +2593,18 @@ 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)); - return; - } - it->val_f = 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)); - return; - } - it->val_p = val; + else + it->val_p = val; } void ImGuiStorage::SetAllInt(int v) @@ -2771,54 +2805,6 @@ static bool GetSkipItemForListClipping() return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -// Legacy helper to calculate coarse clipping of large list of evenly sized items. -// This legacy API is not ideal because it assumes we will return a single contiguous rectangle. -// Prefer using ImGuiListClipper which can returns non-contiguous ranges. -void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.LogEnabled) - { - // If logging is active, do not perform any clipping - *out_items_display_start = 0; - *out_items_display_end = items_count; - return; - } - if (GetSkipItemForListClipping()) - { - *out_items_display_start = *out_items_display_end = 0; - return; - } - - // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect - // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly. - ImRect rect = window->ClipRect; - if (g.NavMoveScoringItems) - rect.Add(g.NavScoringNoClipRect); - if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) - rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel - - const ImVec2 pos = window->DC.CursorPos; - int start = (int)((rect.Min.y - pos.y) / items_height); - int end = (int)((rect.Max.y - pos.y) / items_height); - - // When performing a navigation request, ensure we have one item extra in the direction we are moving to - // FIXME: Verify this works with tabbing - const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); - if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) - start--; - if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) - end++; - - start = ImClamp(start, 0, items_count); - end = ImClamp(end + 1, start, items_count); - *out_items_display_start = start; - *out_items_display_end = end; -} -#endif - static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) { if (ranges.Size - offset <= 1) @@ -3127,13 +3113,14 @@ const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx) return style.Colors[idx]; } -ImU32 ImGui::GetColorU32(ImU32 col) +ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul) { ImGuiStyle& style = GImGui->Style; - if (style.Alpha >= 1.0f) + 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 * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + 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); } @@ -3145,7 +3132,8 @@ void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; g.ColorStack.push_back(backup); - g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); } void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) @@ -3155,7 +3143,8 @@ void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; g.ColorStack.push_back(backup); - g.Style.Colors[idx] = col; + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; } void ImGui::PopStyleColor(int count) @@ -3163,7 +3152,7 @@ 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: stack underflow."); + IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times!"); count = g.ColorStack.Size; } while (count > 0) @@ -3182,36 +3171,38 @@ static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = static const ImGuiDataVarInfo GStyleVarInfo[] = { - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize + { 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, 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) @@ -3232,7 +3223,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) *pvar = val; return; } - IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!"); + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); } void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) @@ -3246,7 +3237,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) *pvar = val; return; } - IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!"); + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); } void ImGui::PopStyleVar(int count) @@ -3254,7 +3245,7 @@ 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: stack underflow."); + IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times!"); count = g.StyleVarStack.Size; } while (count > 0) @@ -3491,7 +3482,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con // 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 = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + 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); @@ -3545,22 +3536,22 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; ImRect display_rect = bb; display_rect.ClipWith(window->ClipRect); - if (flags & ImGuiNavHighlightFlags_TypeDefault) + 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 THICKNESS = 2.0f; - const float DISTANCE = 3.0f + THICKNESS * 0.5f; - display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); + 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 + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness); if (!fully_visible) window->DrawList->PopClipRect(); } - if (flags & ImGuiNavHighlightFlags_TypeThin) - { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); - } } void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) @@ -3658,7 +3649,8 @@ static const ImGuiLocEntry GLocalizationEntriesEnUS[] = { ImGuiLocKey_WindowingPopup, "(Popup)" }, { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, - { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window."}, + { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." }, + { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." }, }; void ImGui::Initialize() @@ -3700,6 +3692,14 @@ void ImGui::Initialize() 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); @@ -3711,8 +3711,11 @@ void ImGui::Initialize() // This function is merely here to free heap allocations. void ImGui::Shutdown() { - // 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) 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; @@ -3868,45 +3871,6 @@ ImGuiWindow::~ImGuiWindow() ColumnsStorage.clear_destruct(); } -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); - ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); - return id; -} - -ImGuiID ImGuiWindow::GetID(const void* ptr) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); - ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); - return id; -} - -ImGuiID ImGuiWindow::GetID(int n) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&n, sizeof(n), seed); - ImGuiContext& g = *Ctx; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); - 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; -} - static void SetCurrentWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; @@ -3996,6 +3960,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) g.ActiveIdNoClearOnFocusLoss = false; g.ActiveIdWindow = window; g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; if (id) { g.ActiveIdIsAlive = id; @@ -4032,17 +3997,6 @@ ImGuiID ImGui::GetHoveredID() return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; } -// This is called by 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; -} - void ImGui::MarkItemEdited(ImGuiID id) { // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). @@ -4098,13 +4052,21 @@ bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flag static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) { ImGuiContext& g = *GImGui; - if (flags & ImGuiHoveredFlags_DelayShort) - return g.Style.HoverDelayShort; 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 @@ -4122,7 +4084,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return false; if (flags & ImGuiHoveredFlags_ForTooltip) - flags |= g.Style.HoverFlagsForTooltipNav; + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); } else { @@ -4132,7 +4094,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return false; if (flags & ImGuiHoveredFlags_ForTooltip) - flags |= g.Style.HoverFlagsForTooltipMouse; + 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 @@ -4216,7 +4178,8 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) return false; if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) - return false; + 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)) @@ -4255,17 +4218,19 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag return false; } +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (id != 0) { // [DEBUG] Item Picker tool! - // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making - // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered - // items if we performed the test in ItemAdd(), but that would incur a small runtime cost. + // 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; @@ -4274,12 +4239,13 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag } // 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.NavId)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) if (!g.LogEnabled) return true; return false; @@ -4323,20 +4289,51 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) // IM_ALLOC() == ImGui::MemAlloc() void* ImGui::MemAlloc(size_t size) { + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (ImGuiContext* ctx = GImGui) - ctx->IO.MetricsActiveAllocations++; - return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; } // IM_FREE() == ImGui::MemFree() void ImGui::MemFree(void* ptr) { - if (ptr) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) if (ImGuiContext* ctx = GImGui) - ctx->IO.MetricsActiveAllocations--; + 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; @@ -4459,26 +4456,23 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) g.MovingWindow = window; } -// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. -// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node. -// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window. -void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node) +// 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 (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) + if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0) { // Can undock if: - // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy) - // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows) + // - 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. - if (undock_floating_node || root_node->IsDockSpace()) - can_undock_node = true; + can_undock_node = true; } const bool clicked = IsMouseClicked(0); - const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f); + 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) @@ -4624,9 +4618,9 @@ static void ScaleWindow(ImGuiWindow* window, float scale) { ImVec2 origin = window->Viewport->Pos; window->Pos = ImFloor((window->Pos - origin) * scale + origin); - window->Size = ImFloor(window->Size * scale); - window->SizeFull = ImFloor(window->SizeFull * scale); - window->ContentSize = ImFloor(window->ContentSize * scale); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + window->ContentSize = ImTrunc(window->ContentSize * scale); } static bool IsWindowActiveAndVisible(ImGuiWindow* window) @@ -4701,12 +4695,11 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() } // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) - if (g.WantCaptureKeyboardNextFrame != -1) - io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); - else - io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + 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; @@ -4970,15 +4963,22 @@ void ImGui::NewFrame() DockContextNewFrameUpdateDocking(&g); // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS UpdateDebugToolItemPicker(); UpdateDebugToolStackQueries(); + UpdateDebugToolFlashStyleColor(); if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + { g.DebugLocateId = 0; - if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0) + g.DebugBreakInLocateId = false; + } + if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0) { - DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n"); - g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + 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. @@ -4990,10 +4990,12 @@ void ImGui::NewFrame() // [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); } @@ -5198,7 +5200,7 @@ static void ImGui::RenderDimmedBackgrounds() { // 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(ImGuiCol_ModalWindowDimBg, g.DimBgRatio)); + 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) @@ -5262,18 +5264,7 @@ void ImGui::EndFrame() 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(); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL) - { - viewport->PlatformHandleRaw = g.IO.ImeWindowHandle; - g.IO.SetPlatformImeDataFn(viewport, ime_data); - viewport->PlatformHandleRaw = NULL; - } - else -#endif - { - g.IO.SetPlatformImeDataFn(viewport, ime_data); - } + g.IO.SetPlatformImeDataFn(viewport, ime_data); } // Hide implicit/fallback "Debug" window if it hasn't been used @@ -5337,6 +5328,7 @@ void ImGui::EndFrame() 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); @@ -5436,7 +5428,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex // 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_FLOOR(text_size.x + 0.99999f); + text_size.x = IM_TRUNC(text_size.x + 0.99999f); return text_size; } @@ -5474,12 +5466,8 @@ static void FindHoveredWindow() continue; // Using the clipped AABB, a child window will typically be clipped by its parent (not always) - ImRect bb(window->OuterRectClipped); - if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) - bb.Expand(padding_regular); - else - bb.Expand(padding_for_resize); - if (!bb.Contains(g.IO.MousePos)) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(g.IO.MousePos, hit_padding)) continue; // Support for one rectangular hole in any given window @@ -5574,6 +5562,9 @@ bool ImGui::IsItemToggledSelection() 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; @@ -5661,40 +5652,105 @@ ImVec2 ImGui::GetItemRectSize() return g.LastItemData.Rect.GetSize(); } -bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) +// 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); - flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking; - flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag - - // Size - const ImVec2 content_avail = GetContentRegionAvail(); - ImVec2 size = ImFloor(size_arg); - const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); - if (size.x <= 0.0f) - size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues) - if (size.y <= 0.0f) - size.y = ImMax(content_avail.y + size.y, 4.0f); + // 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 (!border) + if ((child_flags & ImGuiChildFlags_Border) == 0) g.Style.ChildBorderSize = 0.0f; - bool ret = Begin(temp_window_name, NULL, flags); + + // 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; - child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; // 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. @@ -5702,11 +5758,11 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b 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 navigatable items or (B) it can be scrolled. + // 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 && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) + if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) { FocusWindow(child_window); NavInitWindow(child_window, false); @@ -5716,51 +5772,30 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b return ret; } -bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) -{ - ImGuiWindow* window = GetCurrentWindow(); - return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); -} - -bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) -{ - IM_ASSERT(id != 0); - return BeginChildEx(NULL, id, size_arg, border, extra_flags); -} - void ImGui::EndChild() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* child_window = g.CurrentWindow; IM_ASSERT(g.WithinEndChild == false); - IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls g.WithinEndChild = true; - if (window->BeginCount > 1) - { - End(); - } - else + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) { - ImVec2 sz = window->Size; - if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f - sz.x = ImMax(4.0f, sz.x); - if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) - sz.y = ImMax(4.0f, sz.y); - End(); - ImGuiWindow* parent_window = g.CurrentWindow; - ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); - ItemSize(sz); - if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavWindowHasScrollY) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + 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, window->ChildId); - RenderNavHighlight(bb, window->ChildId); + 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 (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) - RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + 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 { @@ -5768,36 +5803,16 @@ void ImGui::EndChild() ItemAdd(bb, 0); // But when flattened we directly reach items, adjust active layer mask accordingly - if (window->Flags & ImGuiWindowFlags_NavFlattened) - parent_window->DC.NavLayersActiveMaskNext |= window->DC.NavLayersActiveMaskNext; + if (child_window->Flags & ImGuiWindowFlags_NavFlattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; } - if (g.HoveredWindow == window) + if (g.HoveredWindow == child_window) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; } g.WithinEndChild = false; g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } -// Helper to create a child window / scrolling region that looks like a normal widget frame. -bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) -{ - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); - PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); - PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); - PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); - bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); - PopStyleVar(3); - PopStyleColor(); - return ret; -} - -void ImGui::EndChildFrame() -{ - EndChild(); -} - static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) { window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); @@ -5827,9 +5842,9 @@ static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settin window->ViewportId = settings->ViewportId; window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); } - window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->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 = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); window->Collapsed = settings->Collapsed; window->DockId = settings->DockId; window->DockOrder = settings->DockOrder; @@ -5924,13 +5939,37 @@ 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) { - // Using -1,-1 on either X/Y axis to preserve the current size. + // 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; @@ -5944,19 +5983,13 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s g.NextWindowData.SizeCallback(&data); new_size = data.DesiredSize; } - new_size.x = IM_FLOOR(new_size.x); - new_size.y = IM_FLOOR(new_size.y); + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); } // Minimum size - if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) - { - ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); - new_size = ImMax(new_size, g.Style.WindowMinSize); - const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f); - new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows - } - return new_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) @@ -5973,10 +6006,10 @@ static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_cur return; } - content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); - content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); - content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(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_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); + 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) @@ -5995,19 +6028,12 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont else { // Maximum window size is determined by the viewport size or monitor size - const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; - const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; - ImVec2 size_min = style.WindowMinSize; - if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) - size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); - - ImVec2 avail_size = window->Viewport->WorkSize; - if (window->ViewportOwned) - avail_size = ImVec2(FLT_MAX, FLT_MAX); + 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) - avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; - ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); + 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)); // 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. @@ -6055,7 +6081,7 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co *out_size = size_constrained; } -// Data for resizing from corner +// Data for resizing from resize grip / corner struct ImGuiResizeGripDef { ImVec2 CornerPosN; @@ -6073,9 +6099,9 @@ static const ImGuiResizeGripDef resize_grip_def[4] = // Data for resizing from borders struct ImGuiResizeBorderDef { - ImVec2 InnerDir; - ImVec2 SegmentN1, SegmentN2; - float OuterAngle; + 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] = { @@ -6121,7 +6147,7 @@ ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) // Handle resize for: Resize Grips, Borders, Gamepad // Return true when using auto-fit (double-click on resize grip) -static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +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; @@ -6131,10 +6157,9 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. return false; - bool ret_auto_fit = false; - const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; - const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); - const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); + 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; @@ -6177,11 +6202,11 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; - if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0) + if (held && g.IO.MouseDoubleClicked[0]) { - // Manual auto-fit when double-clicking + // Auto-fit when double-clicking size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); - ret_auto_fit = true; + ret_auto_fit_mask = 0x03; // Both axises ClearActiveID(); } else if (held) @@ -6199,8 +6224,16 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s if (resize_grip_n == 0 || held || hovered) resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); } - for (int border_n = 0; border_n < resize_border_count; border_n++) + + 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; @@ -6209,22 +6242,76 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s 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); - //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); - if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) - { + //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) - *border_held = border_n; + if (held && g.IO.MouseDoubleClicked[0]) + { + // Double-clicking bottom or right border auto-fit on this axis + // 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(); } - if (held) + 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); - ImVec2 border_target = window->Pos; - border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; border_target = ImClamp(border_target, clamp_min, clamp_max); - CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + 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(); @@ -6250,7 +6337,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s g.NavWindowingToggleLayer = false; g.NavDisableMouseHover = true; resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); - ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize); + 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. @@ -6261,19 +6348,24 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s } // Apply back modified position/size to window - if (size_target.x != FLT_MAX) - { - window->SizeFull = size_target; - MarkIniSettingsDirty(window); - } - if (pos_target.x != FLT_MAX) - { - window->Pos = ImFloor(pos_target); + 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); - } - window->Size = window->SizeFull; - return ret_auto_fit; + // 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) @@ -6285,27 +6377,40 @@ static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_ 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; - float rounding = window->WindowRounding; - float border_size = window->WindowBorderSize; - if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) - window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); - - int border_held = window->ResizeBorderHeld; - if (border_held != -1) + 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 ImGuiResizeBorderDef& def = resize_border_def[border_held]; - ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); - window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual + 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), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); + 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); } } @@ -6391,6 +6496,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar 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); } @@ -6408,8 +6515,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar ImGuiDockNode* node = window->DockNode; if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) { - float unhide_sz_draw = ImFloor(g.FontSize * 0.70f); - float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); + 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"); @@ -6418,7 +6525,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) node->WantHiddenTabBarToggle = true; else if (held && IsMouseDragging(0)) - StartMouseMovingWindowOrNode(window, node, true); + 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); @@ -6622,6 +6729,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) 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; @@ -6652,6 +6763,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) 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; @@ -6706,7 +6818,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->IDStack.push_back(window->ID); // Add to stack - // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindow = window; ImGuiWindowStackData window_stack_data; window_stack_data.Window = window; @@ -6714,21 +6825,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window_stack_data.StackSizesOnBegin.SetToContextState(&g); g.CurrentWindowStack.push_back(window_stack_data); if (flags & ImGuiWindowFlags_ChildMenu) - g.BeginMenuCount++; + 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(window->ID); + PushFocusScope((flags & ImGuiWindowFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); window->NavRootFocusScopeId = g.CurrentFocusScopeId; - g.CurrentWindow = NULL; - // Add to popup stack + // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[] if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; @@ -6762,6 +6887,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { 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) @@ -6790,6 +6919,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + // 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) { @@ -6876,17 +7008,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WindowBorderSize = style.ChildBorderSize; else window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; - if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + 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); - else - window->WindowPadding = style.WindowPadding; // 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; + // 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 @@ -6894,8 +7031,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // 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) && g.IO.MouseClickedCount[0] == 2) - window->WantCollapseToggle = true; + 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_None) + window->WantCollapseToggle = true; if (window->WantCollapseToggle) { window->Collapsed = !window->Collapsed; @@ -7025,14 +7163,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) { - // 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.Min = monitor->WorkPos + visibility_padding; - visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding; + 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 = ImFloor(window->Pos); + 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. @@ -7071,13 +7218,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); // Handle manual resize: Resize Grips, Borders, Gamepad - int border_held = -1; + int border_hovered = -1, border_held = -1; ImU32 resize_grip_col[4] = {}; - const int resize_grip_count = 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_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + 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 (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) - use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; + 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) @@ -7155,17 +7308,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // 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 + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), 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 - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), 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 = ImFloor(window->Size.x * 0.65f); + window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); else - window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); + window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); // SCROLLING @@ -7227,8 +7380,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) 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 = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); - window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + 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; @@ -7284,6 +7437,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) 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--; @@ -7387,18 +7542,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->HiddenFramesCanSkipItems = 1; } - if (flags & ImGuiWindowFlags_ChildWindow) + 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)); - if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? - { - 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) + 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)) @@ -7442,12 +7599,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // [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) - if (!window->IsFallbackWindow && ((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; - } +#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; } @@ -7491,7 +7651,7 @@ void ImGui::End() // Pop from window stack g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; if (window->Flags & ImGuiWindowFlags_ChildMenu) - g.BeginMenuCount--; + g.BeginMenuDepth--; if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g); @@ -7606,7 +7766,7 @@ void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) g.NavMousePosDirty = true; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavLayer = ImGuiNavLayer_Main; - g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0; + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); g.NavIdIsAlive = false; g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; @@ -7664,7 +7824,6 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind { // 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]; - IM_ASSERT(window == window->RootWindow); if (window == ignore_window || !window->WasActive) continue; if (filter_viewport != NULL && window->Viewport != filter_viewport) @@ -7871,6 +8030,10 @@ bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_b 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()!"); @@ -7910,7 +8073,7 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) // 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 |= g.Style.HoverFlagsForTooltipMouse; + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) return false; @@ -7991,7 +8154,7 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) // Set const ImVec2 old_pos = window->Pos; - window->Pos = ImFloor(pos); + window->Pos = ImTrunc(pos); ImVec2 offset = window->Pos - old_pos; if (offset.x == 0.0f && offset.y == 0.0f) return; @@ -8030,18 +8193,22 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con 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; - window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; - window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; if (size.x <= 0.0f) window->AutoFitOnlyGrows = false; else - window->SizeFull.x = IM_FLOOR(size.x); + window->SizeFull.x = IM_TRUNC(size.x); if (size.y <= 0.0f) window->AutoFitOnlyGrows = false; else - window->SizeFull.y = IM_FLOOR(size.y); + window->SizeFull.y = IM_TRUNC(size.y); if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) MarkIniSettingsDirty(window); } @@ -8075,7 +8242,7 @@ void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const I window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); } -void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window) +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) { window->Hidden = window->SkipItems = true; window->HiddenFramesCanSkipItems = 1; @@ -8142,6 +8309,10 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) 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; @@ -8157,7 +8328,7 @@ void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; - g.NextWindowData.ContentSizeVal = ImFloor(size); + g.NextWindowData.ContentSizeVal = ImTrunc(size); } void ImGui::SetNextWindowScroll(const ImVec2& scroll) @@ -8258,16 +8429,50 @@ void ImGui::SetWindowFontScale(float scale) void ImGui::PushFocusScope(ImGuiID id) { ImGuiContext& g = *GImGui; - g.FocusScopeStack.push_back(id); + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); g.CurrentFocusScopeId = id; } void ImGui::PopFocusScope() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? + 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() : 0; + 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. @@ -8361,6 +8566,69 @@ ImGuiStorage* ImGui::GetStateStorage() 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; @@ -8398,29 +8666,35 @@ 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, TestEngine's "Stack Tool" will tend to not display the intermediate stack level. +// (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; } @@ -8449,19 +8723,6 @@ ImGuiID ImGui::GetID(const void* ptr_id) return window->GetID(ptr_id); } -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] INPUTS //----------------------------------------------------------------------------- @@ -8526,6 +8787,26 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) // - Shortcut() [Internal] //----------------------------------------------------------------------------- +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord) +{ + // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsModKey(key)) + { + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + key_chord |= ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + key_chord |= ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + key_chord |= ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + key_chord |= ImGuiMod_Super; + } + if (key_chord & ImGuiMod_Shortcut) + return (key_chord & ~ImGuiMod_Shortcut) | (ctx->IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); + return key_chord; +} + ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) { ImGuiContext& g = *ctx; @@ -8563,11 +8844,13 @@ static const char* const GKeyNames[] = "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", @@ -8604,17 +8887,17 @@ const char* ImGui::GetKeyName(ImGuiKey key) } // ImGuiMod_Shortcut is translated to either Ctrl or Super. -void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size) +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; - if (key_chord & ImGuiMod_Shortcut) - key_chord = ConvertShortcutMod(key_chord); - ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s", + key_chord = FixupKeyChord(&g, key_chord); + 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) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "", GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_))); + return g.TempKeychordName; } // t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) @@ -8681,6 +8964,7 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) 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_None; routing_entry->RoutingNextScore = 255; @@ -8689,11 +8973,15 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) 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_None) + { owner_data->OwnerCurr = routing_entry->RoutingCurr; + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); + } } } @@ -8723,13 +9011,11 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) ImGuiContext& g = *GImGui; ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; ImGuiKeyRoutingData* routing_data; - if (key_chord & ImGuiMod_Shortcut) - key_chord = ConvertShortcutMod(key_chord); ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); if (key == ImGuiKey_None) key = ConvertSingleModFlagToKey(&g, mods); - IM_ASSERT(IsNamedKey(key)); + IM_ASSERT(IsNamedKey(key) && (key_chord & ImGuiMod_Shortcut) == 0); // Please call ConvertShortcutMod() in calling function. // 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). @@ -8758,12 +9044,11 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) // - 254: ImGuiInputFlags_RouteGlobalLow // - 255: never route // 'flags' should include an explicit routing policy -static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags) +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) { if (flags & ImGuiInputFlags_RouteFocused) { ImGuiContext& g = *GImGui; - ImGuiWindow* focused = g.NavWindow; // 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) @@ -8776,16 +9061,13 @@ static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputF // - 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. - if (focused != NULL && focused->RootWindow == location->RootWindow) - for (int next_score = 3; focused != NULL; next_score++) - { - if (focused == location) - { - IM_ASSERT(next_score < 255); - return next_score; - } - focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path - } + // 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; } @@ -8797,13 +9079,29 @@ static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputF 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_Super)); + 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.) -// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) -// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut. bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; @@ -8811,37 +9109,80 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() else IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None); + + // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(&g, 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, owner_id=0x%08X, flags=%04X) -> always\n", GetKeyChordName(key_chord), owner_id, flags); return true; + } + + // Specific culling when there's an active. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + // 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 ((flags & ImGuiInputFlags_RouteFocused) && g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> filtered as potential char input\n", GetKeyChordName(key_chord), owner_id, flags); + return false; + } - const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags); + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteGlobalHigh) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(&g, (ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // FIXME-SHORTCUT: A way to configure the location/focus-scope to test would render this more flexible. + const int score = CalcRoutingScore(g.CurrentFocusScopeId, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> score %d\n", GetKeyChordName(key_chord), owner_id, flags, 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 ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); if (score < routing_data->RoutingNextScore) { - routing_data->RoutingNext = routing_id; + routing_data->RoutingNext = owner_id; routing_data->RoutingNextScore = (ImU8)score; } // Return routing state for CURRENT frame - return routing_data->RoutingCurr == routing_id; + 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) { + ImGuiContext& g = *GImGui; const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(&g, key_chord); ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. return routing_data->RoutingCurr == routing_id; } @@ -8878,13 +9219,28 @@ bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) 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)) + 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; @@ -8936,7 +9292,7 @@ bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInput const float t = g.IO.MouseDownDuration[button]; if (t < 0.0f) return false; - IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + 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); @@ -8970,6 +9326,13 @@ bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) 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; @@ -8989,9 +9352,8 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c if (clip) rect_clipped.ClipWith(g.CurrentWindow->ClipRect); - // Expand for touch input - const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); - if (!rect_for_touch.Contains(g.IO.MousePos)) + // 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; @@ -9170,7 +9532,9 @@ static void ImGui::UpdateKeyboardInputs() 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) @@ -9193,7 +9557,6 @@ static void ImGui::UpdateKeyboardInputs() MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown); #undef NAV_MAP_KEY } -#endif #endif // Update aliases @@ -9202,15 +9565,20 @@ static void ImGui::UpdateKeyboardInputs() UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); - // Synchronize io.KeyMods and io.KeyXXX values. + // 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) @@ -9226,6 +9594,14 @@ static void ImGui::UpdateKeyboardInputs() 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 @@ -9239,6 +9615,7 @@ static void ImGui::UpdateKeyboardInputs() 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); } @@ -9256,7 +9633,7 @@ static void ImGui::UpdateMouseInputs() // 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 = ImFloorSigned(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)) @@ -9275,7 +9652,6 @@ static void ImGui::UpdateMouseInputs() if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) g.NavDisableMouseHover = false; - io.MousePosPrev = io.MousePos; for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; @@ -9415,8 +9791,8 @@ void ImGui::UpdateMouseWheel() { const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; SetWindowPos(window, window->Pos + offset, 0); - window->Size = ImFloor(window->Size * scale); - window->SizeFull = ImFloor(window->SizeFull * scale); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); } return; } @@ -9452,15 +9828,17 @@ void ImGui::UpdateMouseWheel() { LockWheelingWindow(window, wheel.x); float max_step = window->InnerRect.GetWidth() * 0.67f; - float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + 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 = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step)); SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; } } } @@ -9480,7 +9858,7 @@ void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) #ifndef IMGUI_DISABLE_DEBUG_TOOLS static const char* GetInputSourceName(ImGuiInputSource source) { - const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" }; + 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]; } @@ -9689,10 +10067,11 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) // - SetKeyOwner(..., Any or None, Lock) : set lock void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) { + ImGuiContext& g = *GImGui; IM_ASSERT(IsNamedKeyOrModKey(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); - ImGuiContext& g = *GImGui; ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; @@ -9734,18 +10113,17 @@ void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) } } -bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) { - ImGuiContext& g = *GImGui; - - // 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_RouteMask_) == 0) - flags |= ImGuiInputFlags_RouteFocused; - if (!SetShortcutRouting(key_chord, owner_id, flags)) - return false; + return IsKeyChordPressed(key_chord, 0, ImGuiInputFlags_None); +} - if (key_chord & ImGuiMod_Shortcut) - key_chord = ConvertShortcutMod(key_chord); +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + key_chord = FixupKeyChord(&g, key_chord); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); if (g.IO.KeyMods != mods) return false; @@ -9754,11 +10132,44 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); if (key == ImGuiKey_None) key = ConvertSingleModFlagToKey(&g, mods); + if (!IsKeyPressed(key, owner_id, (flags & ImGuiInputFlags_RepeatMask_))) + return false; + return true; +} + +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; +} - if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_)))) +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + //ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("Shortcut(%s, owner_id=0x%08X, flags=%X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), owner_id, flags); + + // 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_RouteMask_) == 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_None) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + // Submit route + if (!SetShortcutRouting(key_chord, owner_id, flags)) return false; - IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + // 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, owner_id, flags)) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! return true; } @@ -10078,81 +10489,42 @@ void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx) IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); } - //----------------------------------------------------------------------------- -// [SECTION] LAYOUT +// [SECTION] ITEM SUBMISSION //----------------------------------------------------------------------------- -// - ItemSize() +// - KeepAliveID() +// - ItemHandleShortcut() [Internal] // - ItemAdd() -// - 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. -void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) +// 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; - 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_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line - window->DC.CursorPos.y = IM_FLOOR(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; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; +} - // Horizontal layout mode - if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) - SameLine(); +static void ItemHandleShortcut(ImGuiID id) +{ + // FIXME: Generalize Activation queue? + ImGuiContext& g = *GImGui; + if (ImGui::Shortcut(g.NextItemData.Shortcut, id, ImGuiInputFlags_None) && g.NavActivateId == 0) + { + 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; + ImGui::NavHighlightActivated(id); + } } // 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) bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) { ImGuiContext& g = *GImGui; @@ -10167,11 +10539,11 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu 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. - // Directional navigation processing 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 @@ -10183,6 +10555,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu // 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) @@ -10190,45 +10563,126 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu 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 a modified copy of IsClippedEx() so we can reuse the is_rect_visible value) + //const bool is_clipped = IsClippedEx(bb, id); + //if (is_clipped) + // 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.LogEnabled) + 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!"); } - g.NextItemData.Flags = ImGuiNextItemDataFlags_None; - g.NextItemData.ItemFlags = ImGuiItemFlags_None; + //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; +} + + +//----------------------------------------------------------------------------- +// [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. +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; -#ifdef IMGUI_ENABLE_TEST_ENGINE - if (id != 0) - IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); -#endif + 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); - // Clipping test - // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value) - //const bool is_clipped = IsClippedEx(bb, id); - //if (is_clipped) - // return false; - 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)) - if (!g.LogEnabled) - return false; + // 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] - // [DEBUG] -#ifndef IMGUI_DISABLE_DEBUG_TOOLS - if (id != 0 && id == g.DebugLocateId) - DebugLocateItemResolveWithLastItem(); -#endif - //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] + 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; - // 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; + // Horizontal layout mode + if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) + SameLine(); } // Gets back to previous line and continue with horizontal layout @@ -10364,14 +10818,18 @@ void ImGui::PushMultiItemsWidths(int components, float w_full) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); const ImGuiStyle& style = g.Style; - const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); - const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width - window->DC.ItemWidthStack.push_back(w_item_last); - for (int i = 0; i < components - 2; i++) - window->DC.ItemWidthStack.push_back(w_item_one); - window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one; + 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; } @@ -10398,7 +10856,7 @@ float ImGui::CalcItemWidth() float region_max_x = GetContentRegionMaxAbs().x; w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); } - w = IM_FLOOR(w); + w = IM_TRUNC(w); return w; } @@ -10503,6 +10961,7 @@ void ImGui::BeginGroup() 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; @@ -10510,6 +10969,7 @@ void ImGui::BeginGroup() 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; @@ -10536,11 +10996,13 @@ void ImGui::EndGroup() 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 @@ -10581,7 +11043,8 @@ void ImGui::EndGroup() g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; g.GroupStack.pop_back(); - //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } @@ -10620,7 +11083,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) } scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); } - scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f)); + scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f)); if (!window->Collapsed && !window->SkipItems) scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); } @@ -10675,7 +11138,7 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) { if (can_be_fully_visible_x) - SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + 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); } @@ -10690,7 +11153,7 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) { if (can_be_fully_visible_y) - SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + 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); } @@ -10775,7 +11238,7 @@ void ImGui::SetScrollY(float scroll_y) 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_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset + 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; } @@ -10783,7 +11246,7 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x 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_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset + 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; } @@ -10868,7 +11331,7 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext 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. - SetWindowHiddendAndSkipItemsForCurrentFrame(window); + 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; @@ -11018,7 +11481,7 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) 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.BackupNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). + 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(); @@ -11031,17 +11494,23 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) } else { - // Gently handle the user mistakenly calling OpenPopup() every frame. It is 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 would be a very confusing - // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. - if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) - { + // 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 { - // Close child popups if any, then flag popup for open/reopen - ClosePopupToLevel(current_stack_size, false); + // 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); } @@ -11061,6 +11530,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to 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 : "", restore_focus_to_window_under_popup); int popup_count_to_keep = 0; if (ref_window) { @@ -11071,14 +11541,15 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to if (!popup.Window) continue; IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0); - if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) - continue; // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) - // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: - // Window -> Popup1 -> Popup2 -> Popup3 + // - 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) @@ -11117,18 +11588,19 @@ void ImGui::ClosePopupsExceptModals() void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; - IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); + 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 - ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; - ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow; + ImGuiPopupData prev_popup = g.OpenPopupStack[remaining]; g.OpenPopupStack.resize(remaining); - if (restore_focus_to_window_under_popup) + // 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* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window; - if (focus_window && !focus_window->WasActive && 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); @@ -11178,7 +11650,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) char name[20]; if (flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth + 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 @@ -11187,6 +11659,8 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags 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; } @@ -11204,7 +11678,9 @@ bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags 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) so the actual value of *p_open is meaningless here. +// 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; @@ -11213,6 +11689,8 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla 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; } @@ -11494,6 +11972,13 @@ void ImGui::SetNavWindow(ImGuiWindow* window) 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; @@ -11507,7 +11992,7 @@ void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); g.NavId = id; g.NavLayer = nav_layer; - g.NavFocusScopeId = focus_scope_id; + SetNavFocusScope(focus_scope_id); g.NavWindow->NavLastIds[nav_layer] = id; g.NavWindow->NavRectRel[nav_layer] = rect_rel; @@ -11529,7 +12014,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; g.NavId = id; g.NavLayer = nav_layer; - g.NavFocusScopeId = g.CurrentFocusScopeId; + SetNavFocusScope(g.CurrentFocusScopeId); window->NavLastIds[nav_layer] = id; if (g.LastItemData.ID == id) window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); @@ -11761,23 +12246,26 @@ static void ImGui::NavProcessItem() // 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) { - 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)) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0) { - 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); + 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); + } } } @@ -11787,6 +12275,7 @@ static void ImGui::NavProcessItem() 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) @@ -11810,8 +12299,12 @@ void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flag 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. @@ -11882,7 +12375,7 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM g.NavMoveFlags = move_flags; g.NavMoveScrollFlags = scroll_flags; g.NavMoveForwardToNextFrame = false; - g.NavMoveKeyMods = g.IO.KeyMods; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; g.NavMoveResultLocal.Clear(); g.NavMoveResultLocalVisible.Clear(); g.NavMoveResultOther.Clear(); @@ -12016,7 +12509,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) if (window->Flags & ImGuiWindowFlags_NoNavInputs) { g.NavId = 0; - g.NavFocusScopeId = window->NavRootFocusScopeId; + SetNavFocusScope(window->NavRootFocusScopeId); return; } @@ -12035,7 +12528,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) else { g.NavId = window->NavLastIds[0]; - g.NavFocusScopeId = window->NavRootFocusScopeId; + SetNavFocusScope(window->NavRootFocusScopeId); } } @@ -12063,7 +12556,7 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() } ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); ImGuiViewport* viewport = window->Viewport; - return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + 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. } } @@ -12156,10 +12649,10 @@ static void ImGui::NavUpdate() 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)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate)); - const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false))); - const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput)); - const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false))); + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None))); if (g.ActiveId == 0 && activate_pressed) { g.NavActivateId = g.NavId; @@ -12173,13 +12666,22 @@ static void ImGui::NavUpdate() 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) @@ -12206,9 +12708,9 @@ static void ImGui::NavUpdate() if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) { if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) - SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + 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, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } // *Normal* Manual scroll with LStick @@ -12218,9 +12720,9 @@ static void ImGui::NavUpdate() 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, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); if (scroll_dir.y != 0.0f) - SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); } } @@ -12323,7 +12825,7 @@ void ImGui::NavUpdateCreateMoveRequest() g.NavMoveScrollFlags = ImGuiScrollFlags_None; if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) { - const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove; if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } @@ -12503,7 +13005,11 @@ void ImGui::NavMoveRequestApplyResult() g.NavWindow = result->Window; g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; } - if (g.ActiveId != result->ID) + + // 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) @@ -12540,7 +13046,7 @@ void ImGui::NavMoveRequestApplyResult() g.NavNextActivateId = result->ID; g.NavNextActivateFlags = ImGuiActivateFlags_None; if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) - g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState; + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; } // Enable nav highlight @@ -12571,15 +13077,14 @@ static void ImGui::NavUpdateCancelRequest() NavRestoreLayer(ImGuiNavLayer_Main); NavRestoreHighlightAfterMove(); } - else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + 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; - ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; IM_ASSERT(child_window->ChildId != 0); - ImRect child_rect = child_window->Rect(); FocusWindow(parent_window); - SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); + 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)) @@ -12811,6 +13316,7 @@ static void ImGui::NavUpdateWindowing() } // 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; @@ -12873,28 +13379,33 @@ static void ImGui::NavUpdateWindowing() } // Keyboard: Press and Release ALT to toggle menu layer - // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. - // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. - if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None)) - { - g.NavWindowingToggleLayer = true; - g.NavInputSource = ImGuiInputSource_Keyboard; - } + 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, ImGuiKeyOwner_None)) + { + 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 || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + g.NavWindowingToggleLayer = false; + if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_None) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) g.NavWindowingToggleLayer = false; - // Apply layer toggle on release + // 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(ImGuiMod_Alt) && g.NavWindowingToggleLayer) + 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(ImGuiMod_Alt)) + if (!IsKeyDown(g.NavWindowingToggleKey)) g.NavWindowingToggleLayer = false; } @@ -12912,7 +13423,7 @@ static void ImGui::NavUpdateWindowing() 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 = ImFloor(g.NavWindowingAccumDeltaPos); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) { ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; @@ -13054,6 +13565,14 @@ void ImGui::ClearDragDrop() 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). @@ -13156,12 +13675,13 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) { // 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 = BeginTooltip(); + 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 (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) - SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow); } if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) @@ -13250,13 +13770,14 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) IM_ASSERT(g.DragDropWithinTarget == false); 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 LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 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() @@ -13284,6 +13805,7 @@ bool ImGui::BeginDragDropTarget() IM_ASSERT(g.DragDropWithinTarget == false); g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; g.DragDropTargetId = id; g.DragDropWithinTarget = true; return true; @@ -13298,7 +13820,6 @@ bool ImGui::IsDragDropPayloadBeingAccepted() const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; ImGuiPayload& payload = g.DragDropPayload; IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? @@ -13322,7 +13843,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop 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) - window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + 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() @@ -13333,10 +13854,20 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop return &payload; } -// FIXME-DRAGDROP: Settle on a proper default visuals for drop target. -void ImGui::RenderDragDropTargetRect(const ImRect& bb) +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) { - GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + 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() @@ -13905,6 +14436,7 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, 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; } @@ -13949,6 +14481,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl 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; } @@ -13960,25 +14493,33 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl continue; const char* settings_name = settings->GetName(); buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); - if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID) + if (settings->IsChild) { - 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("IsChild=1\n"); buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); - buf->appendf("Collapsed=%d\n", settings->Collapsed); - if (settings->DockId != 0) + } + else { - //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); + 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"); } @@ -14343,12 +14884,13 @@ static void ImGui::UpdateViewportsNewFrame() // 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 = ImFloor(g.ActiveIdClickOffset * scale_factor); + // 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; @@ -14357,6 +14899,13 @@ static void ImGui::UpdateViewportsNewFrame() 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) @@ -15022,7 +15571,7 @@ void ImGui::DestroyPlatformWindows() // | - draw node background // | - DockNodeUpdateTabBar() - create/update tab bar for a docking node // | - DockNodeAddTabBar() -// | - DockNodeUpdateWindowMenu() +// | - DockNodeWindowMenuUpdate() // | - DockNodeCalcTabBarLayout() // | - BeginTabBarEx() // | - TabItemEx() calls @@ -15229,7 +15778,7 @@ void ImGui::DockContextInitialize(ImGuiContext* ctx) void ImGui::DockContextShutdown(ImGuiContext* ctx) { - ImGuiDockContext* dc = &ctx->DockContext; + 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); @@ -15304,7 +15853,7 @@ void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) { ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return; @@ -15385,7 +15934,7 @@ static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) { ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); @@ -15432,7 +15981,7 @@ struct ImGuiDockContextPruneNodeData static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) { ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; IM_ASSERT(g.Windows.Size == 0); ImPool pool; @@ -15586,7 +16135,7 @@ void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) { - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; for (ImGuiDockRequest& req : dc->Requests) if (req.DockTargetNode == node) req.Type = ImGuiDockRequestType_None; @@ -15744,11 +16293,11 @@ static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* re return size; ImGuiContext& g = *GImGui; - ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f); + ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f); if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) { const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); - max_size = ImFloor(monitor->WorkSize * 0.90f); + max_size = ImTrunc(monitor->WorkSize * 0.90f); } return ImMin(size, max_size); } @@ -16644,6 +17193,7 @@ static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* r // 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); @@ -16692,6 +17242,8 @@ bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) 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); @@ -16831,6 +17383,8 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w 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 @@ -16959,7 +17513,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w ImGuiID title_bar_id = host_window->GetID("#TITLEBAR"); if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id) { - // AllowItem mode required for appending into dock node tab bar, + // 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); @@ -16975,7 +17529,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // Forward moving request to selected window if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) - StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); + StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space } } @@ -17031,11 +17585,13 @@ static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_win 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) - return true; + pass = true; if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0) - return true; - return false; + pass = true; + if (!pass) + return false; } // Prevent docking any window created above a popup @@ -17115,12 +17671,12 @@ void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& po 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_FLOOR(w_avail - size_new[axis]); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); } else { - size_new[axis] = IM_FLOOR(w_avail * 0.5f); - size_old[axis] = IM_FLOOR(w_avail - size_new[axis]); + size_new[axis] = IM_TRUNC(w_avail * 0.5f); + size_old[axis] = IM_TRUNC(w_avail - size_new[axis]); } // Position each node @@ -17147,21 +17703,21 @@ bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir ImVec2 off; // Distance from edge or center if (outer_docking) { - //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); - //hs_h = ImFloor(hs_w * 0.15f); - //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); - hs_w = ImFloor(hs_for_central_nodes * 1.50f); - hs_h = ImFloor(hs_for_central_nodes * 0.80f); - off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h)); + //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 = ImFloor(hs_for_central_nodes); - hs_h = ImFloor(hs_for_central_nodes * 0.90f); - off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f)); + 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 = ImFloor(parent.GetCenter()); + 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); } @@ -17175,7 +17731,7 @@ bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir if (!outer_docking) { // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides - hit_r.Expand(ImFloor(hs_w * 0.30f)); + 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; @@ -17428,8 +17984,8 @@ void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG 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] = ImFloor(size_avail * split_ratio); - child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]); + 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); @@ -17534,10 +18090,10 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si // Size allocation policy // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. - const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); + 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 ImFloor() + // 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) @@ -17558,7 +18114,7 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si // 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] = ImFloor(size_avail * split_ratio); + 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); } @@ -17578,7 +18134,7 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si { // 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, ImFloor(size_avail * split_ratio + 0.5f)); + 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]); } @@ -17783,8 +18339,8 @@ void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) 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* ctx = GImGui; - if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id)) + 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. @@ -17814,8 +18370,7 @@ void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) // When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindowRead(); if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return 0; @@ -17830,11 +18385,11 @@ ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); IM_ASSERT(id != 0); - ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); if (!node) { IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id); - node = DockContextAddNode(ctx, id); + node = DockContextAddNode(&g, id); node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); } if (window_class && window_class->ClassId != node->WindowClass.ClassId) @@ -17860,7 +18415,7 @@ ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags } const ImVec2 content_avail = GetContentRegionAvail(); - ImVec2 size = ImFloor(size_arg); + 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) @@ -18003,14 +18558,14 @@ void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) { - ImGuiContext* ctx = GImGui; - return DockContextFindNodeByID(ctx, node_id); + ImGuiContext& g = *GImGui; + return DockContextFindNodeByID(&g, node_id); } void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) { - ImGuiContext* ctx = GImGui; - ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); if (node == NULL) return; node->Pos = pos; @@ -18019,8 +18574,8 @@ void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) { - ImGuiContext* ctx = GImGui; - ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); + ImGuiContext& g = *GImGui; + ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id); if (node == NULL) return; IM_ASSERT(size.x > 0.0f && size.y > 0.0f); @@ -18037,8 +18592,7 @@ void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) // - Existing node with a same id will be removed. ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; IM_UNUSED(g); + ImGuiContext& g = *GImGui; IM_UNUSED(g); IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags); if (node_id != 0) @@ -18048,44 +18602,43 @@ ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags) if (flags & ImGuiDockNodeFlags_DockSpace) { DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); - node = DockContextFindNodeByID(ctx, node_id); + node = DockContextFindNodeByID(&g, node_id); } else { - node = DockContextAddNode(ctx, node_id); + node = DockContextAddNode(&g, node_id); node->SetLocalFlags(flags); } - node->LastFrameAlive = ctx->FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + node->LastFrameAlive = g.FrameCount; // Set this otherwise BeginDocked will undock during the same frame. return node->ID; } void ImGui::DockBuilderRemoveNode(ImGuiID node_id) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; IM_UNUSED(g); + ImGuiContext& g = *GImGui; IM_UNUSED(g); IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id); - ImGuiDockNode* node = DockContextFindNodeByID(ctx, 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(ctx, node_id); + node = DockContextFindNodeByID(&g, node_id); if (node == NULL) return; if (node->IsCentralNode() && node->ParentNode) node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); - DockContextRemoveNode(ctx, node, true); + 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* ctx = GImGui; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiContext& g = *GImGui; + ImGuiDockContext* dc = &g.DockContext; - ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL; + ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL; if (root_id && root_node == NULL) return; bool has_central_node = false; @@ -18104,7 +18657,7 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) if (node->IsCentralNode()) has_central_node = true; if (root_id != 0) - DockContextQueueNotifyRemovedNode(ctx, node); + DockContextQueueNotifyRemovedNode(&g, node); if (root_node) { DockNodeMoveWindows(root_node, node); @@ -18123,7 +18676,7 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) } // Apply to settings - for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(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) @@ -18136,7 +18689,7 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) 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(ctx, nodes_to_remove[n], false); + DockContextRemoveNode(&g, nodes_to_remove[n], false); if (root_id == 0) { @@ -18153,15 +18706,14 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs) { // Clear references in settings - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; + 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(ctx, settings->DockId)) + if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId)) if (DockNodeGetRootNode(node)->ID == root_id) want_removal = true; if (want_removal) @@ -18178,7 +18730,7 @@ void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_setti { const ImGuiID backup_dock_id = window->DockId; IM_UNUSED(backup_dock_id); - DockContextProcessUndockWindow(ctx, window, clear_settings_refs); + DockContextProcessUndockWindow(&g, window, clear_settings_refs); if (!clear_settings_refs) IM_ASSERT(window->DockId == backup_dock_id); } @@ -18251,14 +18803,14 @@ static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID ds void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs) { - ImGuiContext* ctx = GImGui; + 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(ctx, src_node_id); + ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id); IM_ASSERT(src_node != NULL); out_node_remap_pairs->clear(); @@ -18383,9 +18935,9 @@ void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_docks // 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* ctx = GImGui; - //DockContextRebuild(ctx); - DockContextBuildAddWindowsToNodes(ctx, root_id); + ImGuiContext& g = *GImGui; + //DockContextRebuild(&g); + DockContextBuildAddWindowsToNodes(&g, root_id); } //----------------------------------------------------------------------------- @@ -18453,8 +19005,7 @@ static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGu void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; + ImGuiContext& g = *GImGui; // Clear fields ahead so most early-out paths don't have to do it window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; @@ -18465,7 +19016,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) if (window->DockId == 0) { IM_ASSERT(window->DockNode == NULL); - window->DockId = DockContextGenNodeID(ctx); + window->DockId = DockContextGenNodeID(&g); } } else @@ -18476,7 +19027,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; if (want_undock) { - DockContextProcessUndockWindow(ctx, window); + DockContextProcessUndockWindow(&g, window); return; } } @@ -18487,7 +19038,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) IM_ASSERT(window->DockId == node->ID); if (window->DockId != 0 && node == NULL) { - node = DockContextBindNodeToWindow(ctx, window); + node = DockContextBindNodeToWindow(&g, window); if (node == NULL) return; } @@ -18508,7 +19059,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // 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(ctx, window); + DockContextProcessUndockWindow(&g, window); else window->DockIsActive = true; return; @@ -18539,7 +19090,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // Undock if we are submitted earlier than the host window if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) { - DockContextProcessUndockWindow(ctx, window); + DockContextProcessUndockWindow(&g, window); return; } @@ -18559,7 +19110,8 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // Update window flag IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0); - window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize; + window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize; + window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding; if (node->IsHiddenTabBar() || node->IsNoTabBar()) window->Flags |= ImGuiWindowFlags_NoTitleBar; else @@ -18613,8 +19165,7 @@ void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; + ImGuiContext& g = *GImGui; //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); @@ -18689,7 +19240,7 @@ void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) // Queue docking request if (split_data->IsDropAllowed && payload->IsDelivery()) - DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); + DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); } } EndDragDropTarget(); @@ -18745,7 +19296,7 @@ static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) { // FIXME-OPT - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; for (int n = 0; n < dc->NodesSettings.Size; n++) if (dc->NodesSettings[n].ID == id) return &dc->NodesSettings[n]; @@ -18755,7 +19306,7 @@ static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* // Clear settings data static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; dc->NodesSettings.clear(); DockContextClearNodes(ctx, 0, true); } @@ -18764,7 +19315,7 @@ static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettings static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { // Prune settings at boot time only - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; if (ctx->Windows.Size == 0) DockContextPruneUnusedSettingsNodes(ctx); DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); @@ -19090,7 +19641,7 @@ static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeDat //----------------------------------------------------------------------------- // [SECTION] METRICS/DEBUGGER WINDOW //----------------------------------------------------------------------------- -// - RenderViewportThumbnail() [Internal] +// - DebugRenderViewportThumbnail() [Internal] // - RenderViewportsThumbnails() [Internal] // - DebugTextEncoding() // - MetricsHelpMarker() [Internal] @@ -19131,8 +19682,8 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* ImRect thumb_r = thumb_window->Rect(); ImRect title_r = thumb_window->TitleBarRect(); - thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); - title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + 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); @@ -19142,6 +19693,8 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* 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() @@ -19149,13 +19702,21 @@ static void RenderViewportsThumbnails() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. + // Draw monitor and calculate their boundaries float SCALE = 1.0f / 8.0f; ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - for (ImGuiViewportP* viewport : g.Viewports) - bb_full.Add(viewport->GetMainRect()); + 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); @@ -19174,14 +19735,15 @@ static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, // Draw an arbitrary US keyboard layout to visualize translated keys void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) { - const ImVec2 key_size = ImVec2(35.0f, 35.0f); - const float key_rounding = 3.0f; - const ImVec2 key_face_size = ImVec2(25.0f, 25.0f); - const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f); - const float key_face_rounding = 2.0f; - const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f); + 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; + 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); @@ -19256,6 +19818,35 @@ void ImGui::DebugTextEncoding(const char* str) 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) { @@ -19297,8 +19888,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; if (cfg->ShowDebugLog) ShowDebugLogWindow(&cfg->ShowDebugLog); - if (cfg->ShowStackTool) - ShowStackToolWindow(&cfg->ShowStackTool); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) { @@ -19306,11 +19897,14 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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 active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } Separator(); @@ -19339,8 +19933,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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->LastFirstRowHeight); } // 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->LastFirstRowHeight); } + 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); @@ -19365,34 +19959,24 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Tools if (TreeNode("Tools")) { - bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer"); - 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 (show_encoding_viewer) - { - static char buf[100] = ""; - SetNextItemWidth(-FLT_MIN); - InputText("##Text", buf, IM_ARRAYSIZE(buf)); - if (buf[0] != 0) - DebugTextEncoding(buf); - TreePop(); - } - + // 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. - if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) - DebugStartItemPicker(); + 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"); - // Stack Tool is your best friend! Checkbox("Show Debug Log", &cfg->ShowDebugLog); SameLine(); MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); - // Stack Tool is your best friend! - Checkbox("Show Stack Tool", &cfg->ShowStackTool); + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); SameLine(); - MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code."); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); @@ -19455,11 +20039,26 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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(); } @@ -19511,10 +20110,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Viewports if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) { - Indent(GetTreeNodeToLabelSpacing()); - RenderViewportsThumbnails(); - Unindent(GetTreeNodeToLabelSpacing()); - + 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."); @@ -19527,10 +20123,20 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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)")) { @@ -19540,12 +20146,17 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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(); @@ -19558,9 +20169,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) { // 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), BackupNavWindow '%s', ParentWindow '%s'", + 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.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); + popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); } TreePop(); } @@ -19700,6 +20311,22 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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"); @@ -19710,7 +20337,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; #else - struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array + 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); } @@ -19753,8 +20380,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("KEY OWNERS"); { Indent(); - if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6))) - { + 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); @@ -19764,30 +20390,34 @@ void ImGui::ShowMetricsWindow(bool* p_open) owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); DebugLocateItemOnHover(owner_data->OwnerCurr); } - EndListBox(); - } + EndChild(); Unindent(); } Text("SHORTCUT ROUTING"); + SameLine(); + MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches."); { Indent(); - if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6))) - { + 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; ) { - char key_chord_name[64]; ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; - GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name)); - Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr); + 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; } } - EndListBox(); - } + EndChild(); Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); Unindent(); } @@ -19830,6 +20460,14 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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(); @@ -19910,6 +20548,64 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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) { @@ -19936,6 +20632,7 @@ static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* labe 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); @@ -20007,6 +20704,16 @@ void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) } } +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) @@ -20043,10 +20750,11 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con 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 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", - pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, - pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + 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); @@ -20126,8 +20834,8 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co // Draw bounding boxes if (show_aabb) { - out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU - out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + 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; } @@ -20152,7 +20860,7 @@ void ImGui::DebugNodeFont(ImFont* font) SetNextItemWidth(GetFontSize() * 8); DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); SameLine(); MetricsHelpMarker( - "Note than the default embedded font is NOT meant to be scaled.\n\n" + "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" @@ -20286,8 +20994,12 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) { + ImGuiContext& g = *GImGui; SetNextItemOpen(true, ImGuiCond_Once); - if (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")) + 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%%", @@ -20338,6 +21050,9 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) 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); @@ -20369,10 +21084,11 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) 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->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->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + 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) @@ -20451,6 +21167,29 @@ void ImGui::DebugLogV(const char* fmt, va_list args) #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; @@ -20462,16 +21201,20 @@ void ImGui::ShowDebugLogWindow(bool* p_open) return; } - CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_); - SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId); - SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus); - SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup); - SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav); - SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames"); - //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection); - SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO); - SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking); - SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport); + 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")) { @@ -20481,7 +21224,10 @@ void ImGui::ShowDebugLogWindow(bool* p_open) SameLine(); if (SmallButton("Copy")) SetClipboardText(g.DebugLogBuf.c_str()); - BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + 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()); @@ -20490,10 +21236,10 @@ void ImGui::ShowDebugLogWindow(bool* p_open) { const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no); const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no); - TextUnformatted(line_begin, line_end); + TextUnformatted(line_begin, line_end); // Display line ImRect text_rect = g.LastItemData.Rect; if (IsItemHovered()) - for (const char* p = line_begin; p <= line_end - 10; p++) + for (const char* p = line_begin; p <= line_end - 10; p++) // Search for 0x???????? identifiers { ImGuiID id = 0; if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1) @@ -20506,6 +21252,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open) p += 10; } } + g.DebugLogFlags = backup_log_flags; if (GetScrollY() >= GetScrollMaxY()) SetScrollHereY(1.0f); EndChild(); @@ -20514,7 +21261,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open) } //----------------------------------------------------------------------------- -// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) //----------------------------------------------------------------------------- // Draw a small cross at current CursorPos in current window's DrawList @@ -20556,8 +21303,10 @@ 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)) @@ -20565,11 +21314,24 @@ void ImGui::DebugLocateItemOnHover(ImGuiID target_id) 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); @@ -20581,6 +21343,12 @@ void ImGui::DebugLocateItemResolveWithLastItem() 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() { @@ -20615,13 +21383,13 @@ void ImGui::UpdateDebugToolItemPicker() EndTooltip(); } -// [DEBUG] Stack Tool: update queries. Called by NewFrame() +// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() void ImGui::UpdateDebugToolStackQueries() { ImGuiContext& g = *GImGui; - ImGuiStackTool* tool = &g.DebugStackTool; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; - // Clear hook when stack tool is not visible + // Clear hook when id stack tool is not visible g.DebugHookIdInfo = 0; if (g.FrameCount != tool->LastActiveFrame + 1) return; @@ -20655,12 +21423,12 @@ void ImGui::UpdateDebugToolStackQueries() } } -// [DEBUG] Stack tool: hooks called by GetID() family functions +// [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; - ImGuiStackTool* tool = &g.DebugStackTool; + 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. @@ -20703,7 +21471,7 @@ void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* dat info->DataType = data_type; } -static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +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; @@ -20720,20 +21488,20 @@ static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for return ImFormatString(buf, buf_size, "???"); } -// Stack Tool: Display UI -void ImGui::ShowStackToolWindow(bool* p_open) +// 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 Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) { End(); return; } // Display hovered/active status - ImGuiStackTool* tool = &g.DebugStackTool; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; const ImGuiID hovered_id = g.HoveredIdPreviousFrame; const ImGuiID active_id = g.ActiveId; #ifdef IMGUI_ENABLE_TEST_ENGINE @@ -20749,7 +21517,7 @@ void ImGui::ShowStackToolWindow(bool* p_open) 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 && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C)) + if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, ImGuiInputFlags_RouteGlobal)) { tool->CopyToClipboardLastTime = (float)g.Time; char* p = g.TempBuffer.Data; @@ -20815,10 +21583,9 @@ void ImGui::DebugNodeViewport(ImGuiViewportP*) {} void ImGui::DebugLog(const char*, ...) {} void ImGui::DebugLogV(const char*, va_list) {} void ImGui::ShowDebugLogWindow(bool*) {} -void ImGui::ShowStackToolWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} +void ImGui::DebugStartItemPicker() {} void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} -void ImGui::UpdateDebugToolItemPicker() {} -void ImGui::UpdateDebugToolStackQueries() {} #endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS diff --git a/3rdlibs/imgui/dear-imgui/imgui.h b/3rdlibs/imgui/dear-imgui/imgui.h index d39ab35..1476441 100644 --- a/3rdlibs/imgui/dear-imgui/imgui.h +++ b/3rdlibs/imgui/dear-imgui/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.90.5 // (headers) // Help: @@ -7,15 +7,19 @@ // - Read top of imgui.cpp for more details, links and comments. // Resources: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Homepage https://github.com/ocornut/imgui -// - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!) -// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) -// - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Issues & support https://github.com/ocornut/imgui/issues -// - Tests & Automation https://github.com/ocornut/imgui_test_engine +// - 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/6897 (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. @@ -23,8 +27,8 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') -#define IMGUI_VERSION "1.90 WIP" -#define IMGUI_VERSION_NUM 18992 +#define IMGUI_VERSION "1.90.5" +#define IMGUI_VERSION_NUM 19050 #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch #define IMGUI_HAS_DOCK // Docking WIP branch @@ -36,10 +40,11 @@ Index of this file: // [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, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [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) @@ -87,10 +92,11 @@ Index of this file: #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. -#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 #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 + 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))) @@ -123,6 +129,7 @@ Index of this file: #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 #elif defined(__GNUC__) @@ -173,8 +180,9 @@ struct ImGuiWindowClass; // Window class (rare/advanced uses: provide // 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 IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - 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 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) typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling @@ -187,15 +195,17 @@ typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A 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 for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) +// 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 IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - 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() @@ -204,7 +214,7 @@ typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: f typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() -typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. +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. @@ -260,6 +270,7 @@ typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // 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 { @@ -303,7 +314,7 @@ namespace ImGui // 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 PushStyleCol(), PushStyleVar() to modify style mid-frame! + 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(). @@ -313,7 +324,7 @@ namespace ImGui 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 ShowStackToolWindow(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 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. @@ -334,23 +345,33 @@ namespace ImGui // 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, this is inconsistent with most 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.] + // [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. - // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). - // - 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, this is inconsistent with most 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), bool border = false, ImGuiWindowFlags flags = 0); - IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + // - 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 @@ -358,11 +379,11 @@ namespace ImGui 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 typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! + 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, GetScreenCursorPos()) - IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetScreenCursorPos() and e.g. GetContentRegionAvail() instead) + 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. @@ -371,7 +392,7 @@ namespace ImGui // - 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 -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. + 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() @@ -439,16 +460,28 @@ namespace ImGui 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); // 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. - // Cursor / Layout + // 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: - // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() - // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. + // - 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. @@ -458,15 +491,6 @@ namespace ImGui 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 ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) - IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. - IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: - IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. - IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) - IMGUI_API void SetCursorPosY(float local_y); // - IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates - IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. - IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates 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) @@ -513,7 +537,7 @@ namespace ImGui // - 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=(0,0) to easily embed within text + 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); @@ -526,8 +550,10 @@ namespace ImGui // Widgets: Images // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& 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& 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)); + // - '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. @@ -624,9 +650,9 @@ namespace ImGui 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 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 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. @@ -639,8 +665,8 @@ namespace ImGui 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 some stylistic changes. - // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. + // - 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 @@ -686,9 +712,9 @@ namespace ImGui 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_Tooltip) && BeginTooltip())' idiom. - // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_Tooltip)) { SetTooltip(...); }' idiom. - // - Where 'ImGuiHoveredFlags_Tooltip' 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'. + // - 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 preceeding item was hovered. override any previous call to SetTooltip(). IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); @@ -701,9 +727,7 @@ namespace ImGui // - 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. - - // Popups: begin/end functions - // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. + // - 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. @@ -753,12 +777,10 @@ namespace ImGui // 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! - // -------------------------------------------------------------------------------------------------------- + // - 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! @@ -776,8 +798,9 @@ namespace ImGui // - 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 TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu 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. @@ -855,7 +878,7 @@ namespace ImGui 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. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. + 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) @@ -919,8 +942,6 @@ namespace ImGui 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(); - IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame - IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) // 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); @@ -939,6 +960,7 @@ namespace ImGui 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. @@ -979,7 +1001,10 @@ namespace ImGui IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. // Debug Utilities + // - 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 @@ -1028,24 +1053,49 @@ enum ImGuiWindowFlags_ 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_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) - ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window - ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) - ImGuiWindowFlags_UnsavedDocument = 1 << 20, // 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 << 21, // Disable docking of this window - + 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: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. + 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() @@ -1096,8 +1146,9 @@ enum ImGuiTreeNodeFlags_ 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(). 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. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). - ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) - //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 13, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 14, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 15, // 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 @@ -1106,8 +1157,8 @@ enum ImGuiTreeNodeFlags_ }; // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. -// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, 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. +// - 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 @@ -1121,10 +1172,12 @@ enum ImGuiPopupFlags_ 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_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack - ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space - ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. - ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + 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, }; @@ -1133,7 +1186,7 @@ enum ImGuiSelectableFlags_ { ImGuiSelectableFlags_None = 0, ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window - ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) + 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 @@ -1154,6 +1207,7 @@ enum ImGuiComboFlags_ 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, }; @@ -1164,7 +1218,7 @@ enum ImGuiTabBarFlags_ 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 can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + 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 @@ -1177,147 +1231,15 @@ enum ImGuiTabBarFlags_ enum ImGuiTabItemFlags_ { ImGuiTabItemFlags_None = 0, - ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + 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. + 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 can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. - ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() + 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) -}; - -// 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). - - // [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 label for this column. Convenient for some small columns. Name will still appear in context menu. - 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. - - // 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) + 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() @@ -1450,11 +1372,17 @@ enum ImGuiSortDirection_ 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 @@ -1483,6 +1411,8 @@ enum ImGuiKey : int 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, // - @@ -1508,6 +1438,8 @@ enum ImGuiKey : int 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) @@ -1576,7 +1508,7 @@ enum ImGuiKey : int #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 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 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 #endif }; @@ -1645,15 +1577,15 @@ enum ImGuiCol_ ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive, - ImGuiCol_TitleBg, - ImGuiCol_TitleBgActive, - ImGuiCol_TitleBgCollapsed, + 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, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle ImGuiCol_SliderGrab, ImGuiCol_SliderGrabActive, ImGuiCol_Button, @@ -1697,8 +1629,9 @@ enum ImGuiCol_ // - 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 IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - 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_ { @@ -1726,7 +1659,9 @@ enum ImGuiStyleVar_ 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_ButtonTextAlign, // ImVec2 ButtonTextAlign ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign ImGuiStyleVar_SeparatorTextBorderSize,// float SeparatorTextBorderSize @@ -1848,7 +1783,7 @@ enum ImGuiMouseSource : int ImGuiMouseSource_COUNT }; -// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// 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_ @@ -1860,6 +1795,170 @@ enum ImGuiCond_ 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 : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + //----------------------------------------------------------------------------- // [SECTION] Helpers: Memory allocations macros, ImVector<> //----------------------------------------------------------------------------- @@ -1983,7 +2082,7 @@ struct ImGuiStyle 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.y may be altered between different rows. + 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). @@ -1996,6 +2095,7 @@ struct ImGuiStyle 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). 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. @@ -2030,6 +2130,9 @@ struct ImGuiStyle //----------------------------------------------------------------------------- // 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. @@ -2098,16 +2201,22 @@ struct ImGuiIO // 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. + // - 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. - // Consider using e.g. Win32's IsDebuggerPresent() as an additional filter (or see ImOsIsDebuggerPresent() in imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). + // 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 @@ -2134,11 +2243,6 @@ struct ImGuiIO // 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); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - void* ImeWindowHandle; // = NULL // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. -#else - void* _UnusedPadding; // Unused field to keep data structure the same size. -#endif // 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 @@ -2165,7 +2269,7 @@ struct ImGuiIO 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(); // [Obsolete] Clear the current frame text input buffer. Now included within ClearInputKeys(). + IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). #endif //------------------------------------------------------------------ @@ -2186,7 +2290,6 @@ struct ImGuiIO 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 - int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. 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. // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. @@ -2196,6 +2299,7 @@ struct ImGuiIO 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 //------------------------------------------------------------------ @@ -2249,7 +2353,7 @@ struct ImGuiIO }; //----------------------------------------------------------------------------- -// [SECTION] Misc data structures +// [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. @@ -2269,6 +2373,8 @@ struct ImGuiInputTextCallbackData 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; @@ -2312,6 +2418,7 @@ 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. @@ -2344,30 +2451,6 @@ struct ImGuiPayload bool IsDelivery() const { return Delivery; } }; -// 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 : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending - - ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } -}; - -// 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)); } -}; - //----------------------------------------------------------------------------- // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) //----------------------------------------------------------------------------- @@ -2451,9 +2534,9 @@ struct ImGuiStorage { ImGuiID key; union { int val_i; float val_f; void* val_p; }; - ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } - ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } - ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _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 Data; @@ -2480,11 +2563,10 @@ struct ImGuiStorage IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); - // Use on your own storage if you know only integer are being stored (open/close all tree nodes) - IMGUI_API void SetAllInt(int val); - - // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + // 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. @@ -2557,9 +2639,13 @@ static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x 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 @@ -2629,9 +2715,9 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c // 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. -// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). -#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) +// 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, @@ -2795,15 +2881,20 @@ struct ImDrawList 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, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); - IMGUI_API void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0); + 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 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 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. @@ -2813,15 +2904,17 @@ struct ImDrawList 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() - // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - 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, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse + 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); @@ -2854,6 +2947,9 @@ struct ImDrawList 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) @@ -2914,7 +3010,8 @@ struct ImFontConfig 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 // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + 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] @@ -3353,19 +3450,15 @@ struct ImGuiPlatformImeData // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. //----------------------------------------------------------------------------- -namespace ImGui -{ -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] -#else - static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } -#endif -} - #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) @@ -3378,10 +3471,13 @@ namespace ImGui // 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); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper. + // OBSOLETED in 1.87 (from February 2022) + 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 1.86 (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) @@ -3457,6 +3553,8 @@ enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl //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) @@ -3479,9 +3577,14 @@ enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl #pragma warning (pop) #endif -// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) +// 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 diff --git a/3rdlibs/imgui/dear-imgui/imgui_demo.cpp b/3rdlibs/imgui/dear-imgui/imgui_demo.cpp index 51be277..cbbc3c0 100644 --- a/3rdlibs/imgui/dear-imgui/imgui_demo.cpp +++ b/3rdlibs/imgui/dear-imgui/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.90.5 // (demo code) // Help: @@ -7,7 +7,7 @@ // - 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 imgui.cpp for more details, documentation and comments. +// Read top of imgui.cpp and imgui.h for many details, documentation, comments, links. // Get the latest version at https://github.com/ocornut/imgui //--------------------------------------------------- @@ -54,8 +54,9 @@ // 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 IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - 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. /* @@ -172,7 +173,8 @@ Index of this file: #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 +// 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 @@ -304,7 +306,7 @@ void ImGui::ShowDemoWindow(bool* p_open) // 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_stack_tool = false; + static bool show_tool_id_stack_tool = false; static bool show_tool_style_editor = false; static bool show_tool_about = false; @@ -312,8 +314,8 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::ShowMetricsWindow(&show_tool_metrics); if (show_tool_debug_log) ImGui::ShowDebugLogWindow(&show_tool_debug_log); - if (show_tool_stack_tool) - ImGui::ShowStackToolWindow(&show_tool_stack_tool); + 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); @@ -415,8 +417,14 @@ void ImGui::ShowDemoWindow(bool* p_open) #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("Stack Tool", NULL, &show_tool_stack_tool, 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(); } @@ -476,6 +484,12 @@ void ImGui::ShowDemoWindow(bool* p_open) 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) @@ -496,6 +510,7 @@ void ImGui::ShowDemoWindow(bool* p_open) 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) @@ -512,11 +527,6 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Unindent(); } - 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("Widgets"); ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); @@ -531,10 +541,12 @@ void ImGui::ShowDemoWindow(bool* p_open) 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::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); @@ -818,7 +830,8 @@ static void ShowDemoWindowWidgets() 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.\nRefer 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 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."); } { @@ -829,7 +842,8 @@ static void ShowDemoWindowWidgets() 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.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + "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(); @@ -893,9 +907,9 @@ static void ShowDemoWindowWidgets() "flags for a specific tooltip instance."); // The following examples are passed for documentation purpose but may not be useful to most users. - // Passing ImGuiHoveredFlags_Tooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from + // 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_Tooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary. + // 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."); @@ -934,10 +948,10 @@ static void ShowDemoWindowWidgets() // if (once) // ImGui::Text("This will be displayed only once."); - IMGUI_DEMO_MARKER("Widgets/Trees"); - if (ImGui::TreeNode("Trees")) + IMGUI_DEMO_MARKER("Widgets/Tree Nodes"); + if (ImGui::TreeNode("Tree Nodes")) { - IMGUI_DEMO_MARKER("Widgets/Trees/Basic trees"); + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Basic trees"); if (ImGui::TreeNode("Basic trees")) { for (int i = 0; i < 5; i++) @@ -958,7 +972,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Widgets/Trees/Advanced, with Selectable nodes"); + IMGUI_DEMO_MARKER("Widgets/Tree Nodes/Advanced, with Selectable nodes"); if (ImGui::TreeNode("Advanced, with Selectable nodes")) { HelpMarker( @@ -971,6 +985,7 @@ static void ShowDemoWindowWidgets() 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_SpanAllColumns", &base_flags, ImGuiTreeNodeFlags_SpanAllColumns); ImGui::SameLine(); HelpMarker("For use in Tables only."); 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!"); @@ -1146,7 +1161,7 @@ static void ShowDemoWindowWidgets() "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)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. + 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 @@ -1190,7 +1205,7 @@ static void ShowDemoWindowWidgets() 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 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()) @@ -1249,16 +1264,29 @@ static void ShowDemoWindowWidgets() 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 the other flag, as we cannot combine both + flags &= ~ImGuiComboFlags_NoPreview; // Clear incompatible flags if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) - flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both + 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. - const char* combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening the combo (it could be anything) + + // 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++) @@ -1274,6 +1302,10 @@ static void ShowDemoWindowWidgets() 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; @@ -1294,6 +1326,11 @@ static void ShowDemoWindowWidgets() 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.) @@ -1313,6 +1350,7 @@ static void ShowDemoWindowWidgets() } 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:"); @@ -1520,6 +1558,7 @@ static void ShowDemoWindowWidgets() 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 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(); @@ -1610,16 +1649,21 @@ static void ShowDemoWindowWidgets() }; 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."); + 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."); + 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(); HelpMarker( + "Here we toggle the casing of the first character on every edit + count edits."); ImGui::SameLine(); ImGui::Text("(%d)", edit_count); ImGui::TreePop(); @@ -1794,8 +1838,9 @@ static void ShowDemoWindowWidgets() 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 "+") - // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + // 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 @@ -1840,6 +1885,7 @@ static void ShowDemoWindowWidgets() 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 @@ -2079,7 +2125,8 @@ static void ShowDemoWindowWidgets() if (ImGui::Button("Default: Float + HDR + Hue Wheel")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); - // Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it) + // 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); @@ -2484,6 +2531,34 @@ static void ShowDemoWindowWidgets() 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(); } @@ -2605,7 +2680,7 @@ static void ShowDemoWindowWidgets() 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), true); + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Border); // Testing IsWindowFocused() function with its various flags. ImGui::BulletText( @@ -2665,7 +2740,7 @@ static void ShowDemoWindowWidgets() ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); - ImGui::BeginChild("child", ImVec2(0, 50), true); + 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) @@ -2752,7 +2827,7 @@ static void ShowDemoWindowLayout() ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; if (disable_mouse_wheel) window_flags |= ImGuiWindowFlags_NoScrollWithMouse; - ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags); + 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(); @@ -2768,7 +2843,7 @@ static void ShowDemoWindowLayout() if (!disable_menu) window_flags |= ImGuiWindowFlags_MenuBar; ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); - ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Border, window_flags); if (!disable_menu && ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Menu")) @@ -2793,6 +2868,35 @@ static void ShowDemoWindowLayout() 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 @@ -2804,19 +2908,33 @@ static void ShowDemoWindowLayout() // 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); - ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); - ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); + 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::PopStyleColor(); 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); } @@ -3205,7 +3323,7 @@ static void ShowDemoWindowLayout() 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), true, child_flags); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Border, child_flags); if (ImGui::BeginMenuBar()) { ImGui::TextUnformatted("abc"); @@ -3252,7 +3370,7 @@ static void ShowDemoWindowLayout() 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), true, child_flags); + 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) @@ -3294,7 +3412,7 @@ static void ShowDemoWindowLayout() 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, true, ImGuiWindowFlags_HorizontalScrollbar); + 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() @@ -3363,7 +3481,9 @@ static void ShowDemoWindowLayout() 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 of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + 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 @@ -3438,7 +3558,7 @@ static void ShowDemoWindowLayout() } if (show_child) { - ImGui::BeginChild("child", ImVec2(0, 0), true); + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Border); ImGui::EndChild(); } ImGui::End(); @@ -3519,7 +3639,8 @@ static void ShowDemoWindowLayout() 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."); + "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(); @@ -3906,7 +4027,8 @@ struct MyItem } // 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. + // 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); } }; @@ -3990,6 +4112,7 @@ static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) 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) @@ -4014,10 +4137,10 @@ static void ShowDemoWindowTables() ImGui::PushID("Tables"); int open_action = -1; - if (ImGui::Button("Open all")) + if (ImGui::Button("Expand all")) open_action = 1; ImGui::SameLine(); - if (ImGui::Button("Close all")) + if (ImGui::Button("Collapse all")) open_action = 0; ImGui::SameLine(); @@ -4088,8 +4211,9 @@ static void ShowDemoWindowTables() // 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."); + "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++) @@ -4145,8 +4269,8 @@ static void ShowDemoWindowTables() 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 too much. See other sections for details) + // 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"); @@ -4185,7 +4309,9 @@ static void ShowDemoWindowTables() 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."); + 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)) @@ -4303,6 +4429,7 @@ static void ShowDemoWindowTables() 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)) @@ -4325,7 +4452,8 @@ static void ShowDemoWindowTables() 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) + // 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"); @@ -4358,7 +4486,8 @@ static void ShowDemoWindowTables() "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" + "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."); @@ -4474,7 +4603,8 @@ static void ShowDemoWindowTables() 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. + // 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++) @@ -4503,7 +4633,9 @@ static void ShowDemoWindowTables() 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."); + 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; @@ -4518,7 +4650,9 @@ static void ShowDemoWindowTables() 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."); + 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); @@ -4564,7 +4698,9 @@ static void ShowDemoWindowTables() 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\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + 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(); @@ -4610,8 +4746,9 @@ static void ShowDemoWindowTables() 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)."); + "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; @@ -4668,7 +4805,8 @@ static void ShowDemoWindowTables() 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 + ScrollX together doesn't make sense."); + "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(); @@ -4726,8 +4864,9 @@ static void ShowDemoWindowTables() } // 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) + // 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 @@ -4735,15 +4874,22 @@ static void ShowDemoWindowTables() 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++) { - ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. + // 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++) { @@ -4792,7 +4938,9 @@ static void ShowDemoWindowTables() 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."); + 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(); @@ -4802,7 +4950,8 @@ static void ShowDemoWindowTables() PopStyleCompact(); if (ImGui::BeginTable("table2", 4, flags2)) { - // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + // 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); @@ -4874,7 +5023,10 @@ static void ShowDemoWindowTables() 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\nWe cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + 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++) @@ -4887,7 +5039,10 @@ static void ShowDemoWindowTables() ImGui::EndTable(); } - HelpMarker("Showcase using SameLine(0,0) to share Current Line Height between cells.\n\nPlease note that Tables Row Height is not the same thing as Current Line Height, as a table cell may contains multiple lines."); + 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(); @@ -5060,6 +5215,11 @@ static void ShowDemoWindowTables() { 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_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 @@ -5083,7 +5243,7 @@ static void ShowDemoWindowTables() const bool is_folder = (node->ChildCount > 0); if (is_folder) { - bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth); + bool open = ImGui::TreeNodeEx(node->Name, tree_node_flags); ImGui::TableNextColumn(); ImGui::TextDisabled("--"); ImGui::TableNextColumn(); @@ -5097,7 +5257,7 @@ static void ShowDemoWindowTables() } else { - ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::TreeNodeEx(node->Name, tree_node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen); ImGui::TableNextColumn(); ImGui::Text("%d", node->Size); ImGui::TableNextColumn(); @@ -5132,7 +5292,8 @@ static void ShowDemoWindowTables() { 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."); + "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"); @@ -5218,13 +5379,72 @@ static void ShowDemoWindowTables() ImGui::TreePop(); } - // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader() + // 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::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.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + 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(); @@ -5261,7 +5481,9 @@ static void ShowDemoWindowTables() // [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-colum context menu (over column body)."); + 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)) { @@ -5334,8 +5556,10 @@ static void ShowDemoWindowTables() 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]; @@ -5463,6 +5687,7 @@ static void ShowDemoWindowTables() | 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; @@ -5556,9 +5781,17 @@ static void ShowDemoWindowTables() ImGui::TreePop(); } - if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen)) + 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); @@ -5619,12 +5852,12 @@ static void ShowDemoWindowTables() // 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", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 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, 0.0f, MyItemColumnID_Quantity); - ImGui::TableSetupColumn("Description", (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description); - ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + 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! @@ -5643,6 +5876,8 @@ static void ShowDemoWindowTables() 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(); @@ -5708,7 +5943,7 @@ static void ShowDemoWindowTables() // 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 a more advanced system in your code if you want to automatically sort when a specific entry changes. + // 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; } @@ -5910,7 +6145,7 @@ static void ShowDemoWindowColumns() { ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f); - ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::BeginChild("##ScrollingRegion", child_size, ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar); ImGui::Columns(10); // Also demonstrate using clipper for large vertical lists @@ -5996,13 +6231,15 @@ static void ShowDemoWindowInputs() 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, 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. + // 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 < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array + 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); } @@ -6036,7 +6273,8 @@ static void ShowDemoWindowInputs() { 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."); + "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" }; @@ -6191,7 +6429,7 @@ void ImGui::ShowAboutWindow(bool* p_open) 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 sponsoring the project!"); + 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); @@ -6202,7 +6440,7 @@ void ImGui::ShowAboutWindow(bool* p_open) bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); - ImGui::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove); + ImGui::BeginChild(ImGui::GetID("cfg_infos"), child_size, ImGuiChildFlags_FrameStyle); if (copy_to_clipboard) { ImGui::LogToClipboard(); @@ -6339,7 +6577,7 @@ void ImGui::ShowAboutWindow(bool* p_open) ImGui::LogText("\n```\n"); ImGui::LogFinish(); } - ImGui::EndChildFrame(); + ImGui::EndChild(); } ImGui::End(); } @@ -6450,7 +6688,6 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) 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("CellPadding", (float*)&style.CellPadding, 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"); @@ -6475,6 +6712,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) 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::SeparatorText("Widgets"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); int window_menu_button_position = style.WindowMenuButtonPosition + 1; @@ -6548,14 +6789,21 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) "Left-click on color square to open color picker,\n" "Right-click to open edit options menu."); - ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); - ImGui::PushItemWidth(-160); + 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) { @@ -6775,7 +7023,7 @@ static void ShowExampleMenuFile() { static bool enabled = true; ImGui::MenuItem("Enabled", "", &enabled); - ImGui::BeginChild("child", ImVec2(0, 60), true); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Border); for (int i = 0; i < 10; i++) ImGui::Text("Scrolling Text %d", i); ImGui::EndChild(); @@ -6860,19 +7108,19 @@ struct ExampleAppConsole { ClearLog(); for (int i = 0; i < History.Size; i++) - free(History[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 = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + 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++) - free(Items[i]); + ImGui::MemFree(Items[i]); Items.clear(); } @@ -6941,7 +7189,7 @@ struct ExampleAppConsole // 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), false, ImGuiWindowFlags_HorizontalScrollbar)) + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) { if (ImGui::BeginPopupContextWindow()) { @@ -7038,7 +7286,7 @@ struct ExampleAppConsole for (int i = History.Size - 1; i >= 0; i--) if (Stricmp(History[i], command_line) == 0) { - free(History[i]); + ImGui::MemFree(History[i]); History.erase(History.begin() + i); break; } @@ -7252,7 +7500,7 @@ struct ExampleAppLog ImGui::Separator(); - if (ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar)) + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), ImGuiChildFlags_None, ImGuiWindowFlags_HorizontalScrollbar)) { if (clear) Clear(); @@ -7371,7 +7619,7 @@ static void ShowExampleAppLayout(bool* p_open) // Left static int selected = 0; { - ImGui::BeginChild("left pane", ImVec2(150, 0), true); + 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 @@ -7599,18 +7847,31 @@ static void ShowExampleAppConstrainedResize(bool* p_open) { // Helper functions to demonstrate programmatic constraints // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. - static void AspectRatio(ImGuiSizeCallbackData* data) { float aspect_ratio = *(float*)data->UserData; data->DesiredSize.x = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); } - static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); } - static void Step(ImGuiSizeCallbackData* data) { float step = *(float*)data->UserData; data->DesiredSize = ImVec2((int)(data->CurrentSize.x / step + 0.5f) * step, (int)(data->CurrentSize.y / step + 0.5f) * step); } + // 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 only", - "Resize horizontal only", + "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)", @@ -7619,7 +7880,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open) // Options static bool auto_resize = false; static bool window_padding = true; - static int type = 5; // Aspect Ratio + static int type = 6; // Aspect Ratio static int display_lines = 10; // Submit constraint @@ -7627,12 +7888,13 @@ static void ShowExampleAppConstrainedResize(bool* p_open) 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)); // Vertical only - if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only + 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(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio - if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square - if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + 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) @@ -7807,6 +8069,14 @@ static void ShowExampleAppWindowTitles(bool*) // [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) { @@ -7879,6 +8149,9 @@ static void ShowExampleAppCustomRendering(bool* p_open) 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++) @@ -7887,41 +8160,63 @@ static void ShowExampleAppCustomRendering(bool* p_open) 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), sz*0.5f, sz*0.3f, col, -0.3f, circle_segments, th); x += sz + spacing; // Ellipse + 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) - ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) }; - draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing; + 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) - ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) }; - draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments); + 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), sz * 0.5f, sz * 0.3f, col, -0.3f, circle_segments); x += sz + spacing;// Ellipse + 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) * 11.2f, (sz + spacing) * 3.0f)); + ImGui::Dummy(ImVec2((sz + spacing) * 13.2f, (sz + spacing) * 3.0f)); ImGui::PopItemWidth(); ImGui::EndTabItem(); } @@ -7943,7 +8238,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) // 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), true, ImGuiWindowFlags_NoMove); + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_NoMove); // ImGui::PopStyleColor(); // ImGui::PopStyleVar(); // [...] @@ -8515,13 +8810,13 @@ void ShowExampleAppDocuments(bool* p_open) { ImGui::Text("Save change to the following items?"); float item_height = ImGui::GetTextLineHeightWithSpacing(); - if (ImGui::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height))) + if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle)) { for (int n = 0; n < close_queue.Size; n++) if (close_queue[n]->Dirty) ImGui::Text("%s", close_queue[n]->Name); } - ImGui::EndChildFrame(); + ImGui::EndChild(); ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); if (ImGui::Button("Yes", button_size)) diff --git a/3rdlibs/imgui/dear-imgui/imgui_draw.cpp b/3rdlibs/imgui/dear-imgui/imgui_draw.cpp index e6bb0b5..648a056 100644 --- a/3rdlibs/imgui/dear-imgui/imgui_draw.cpp +++ b/3rdlibs/imgui/dear-imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.90.5 // (drawing and font code) /* @@ -8,6 +8,7 @@ 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 @@ -135,7 +136,7 @@ namespace IMGUI_STB_NAMESPACE #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)ImFloorSigned(x)) +#define STBTT_ifloor(x) ((int)ImFloor(x)) #define STBTT_iceil(x) ((int)ImCeil(x)) #define STBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION @@ -392,9 +393,9 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) void ImDrawList::_ResetForNewFrame() { // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. - IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); - IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); - IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + 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); @@ -481,7 +482,7 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) } // Compare ClipRect, TextureId and VtxOffset with a single memcmp() -#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#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) @@ -647,7 +648,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count) _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size; } -// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve(). +// 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); @@ -1197,8 +1198,8 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa 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)ImFloorSigned(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)ImFloorSigned(a_max_sample_f); + 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; @@ -1223,10 +1224,10 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa } } -void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments) +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. + 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)); @@ -1235,11 +1236,10 @@ void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float 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 float rel_x = (point.x * cos_rot) - (point.y * sin_rot); - const float rel_y = (point.x * sin_rot) + (point.y * cos_rot); - point.x = rel_x + center.x; - point.y = rel_y + center.y; + 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); } } @@ -1564,31 +1564,31 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in } // Ellipse -void ImDrawList::AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments, float thickness) +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. + 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_x, radius_y, rot, 0.0f, a_max, num_segments - 1); + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); PathStroke(col, true, thickness); } -void ImDrawList::AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments) +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. + 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_x, radius_y, rot, 0.0f, a_max, num_segments - 1); + PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } @@ -1619,10 +1619,11 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, 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); - if (text_begin == text_end) - return; // Pull default font/size from the shared ImDrawListSharedData instance if (font == NULL) @@ -1706,6 +1707,316 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi 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 @@ -1995,6 +2306,14 @@ void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int ve } } +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 //----------------------------------------------------------------------------- @@ -2007,6 +2326,7 @@ ImFontConfig::ImFontConfig() OversampleV = 1; GlyphMaxAdvanceX = FLT_MAX; RasterizerMultiply = 1.0f; + RasterizerDensity = 1.0f; EllipsisChar = (ImWchar)-1; } @@ -2227,7 +2547,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) 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_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + 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(); @@ -2564,7 +2884,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // Convert our ranges in the format stb_truetype wants ImFontConfig& cfg = atlas->ConfigData[src_i]; - src_tmp.PackRange.font_size = cfg.SizePixels; + 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; @@ -2573,7 +2893,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) 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) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); + 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++) { @@ -2669,12 +2989,14 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) int unscaled_ascent, unscaled_descent, unscaled_line_gap; stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); - const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); - const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); + const float ascent = ImTrunc(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); + const float descent = ImTrunc(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); 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 @@ -2683,7 +3005,11 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) 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); - dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); + 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); } } @@ -2879,7 +3205,7 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas) // - 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 = ImFloor(cfg.SizePixels); + cfg.SizePixels = ImTrunc(cfg.SizePixels); // Register texture region for mouse cursors or standard white pixels if (atlas->PackIdMouseCursors < 0) @@ -3406,7 +3732,7 @@ void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, floa advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); if (advance_x != advance_x_original) { - float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + 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; } @@ -3674,8 +4000,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im if (glyph->Colored) col |= ~IM_COL32_A_MASK; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - float x = IM_FLOOR(pos.x); - float y = IM_FLOOR(pos.y); + 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); } @@ -3687,8 +4013,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im 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_FLOOR(pos.x); - float y = IM_FLOOR(pos.y); + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); if (y > clip_rect.w) return; @@ -3997,8 +4323,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im } else { - draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL - draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR + 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) { @@ -4017,8 +4343,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im } else { - draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR - draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR + 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); @@ -4216,8 +4542,8 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i //----------------------------------------------------------------------------- // ProggyClean.ttf // Copyright (c) 2004, 2005 Tristan Grimmer -// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip) -// Download and more information at http://upperbounds.net +// 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). diff --git a/3rdlibs/imgui/dear-imgui/imgui_internal.h b/3rdlibs/imgui/dear-imgui/imgui_internal.h index 6f86067..df086e5 100644 --- a/3rdlibs/imgui/dear-imgui/imgui_internal.h +++ b/3rdlibs/imgui/dear-imgui/imgui_internal.h @@ -1,12 +1,7 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.90.5 // (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. -// To implement maths operators for ImVec2 (disabled by default to not conflict with using IM_VEC2_CLASS_EXTRA with your own math types+operators), use: -/* -#define IMGUI_DEFINE_MATH_OPERATORS -#include "imgui_internal.h" -*/ /* @@ -20,6 +15,8 @@ Index of this file: // [SECTION] Generic helpers // [SECTION] ImDrawList support // [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Data types support +// [SECTION] Popup support // [SECTION] Inputs support // [SECTION] Clipper support // [SECTION] Navigation support @@ -82,7 +79,7 @@ Index of this file: #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 ImFloorSigned() +#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" @@ -90,10 +87,12 @@ Index of this file: #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 #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 "-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 @@ -206,13 +205,13 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer namespace ImStb { -#undef STB_TEXTEDIT_STRING -#undef STB_TEXTEDIT_CHARTYPE -#define STB_TEXTEDIT_STRING ImGuiInputTextState -#define STB_TEXTEDIT_CHARTYPE ImWchar -#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) -#define STB_TEXTEDIT_UNDOSTATECOUNT 99 -#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#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 @@ -240,15 +239,16 @@ namespace ImStb #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_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) +#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, "") @@ -281,10 +281,13 @@ namespace ImStb #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_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#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 @@ -309,11 +312,11 @@ namespace ImStb #elif defined(__clang__) #define IM_DEBUG_BREAK() __builtin_debugtrap() #elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) -#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03") +#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"); +#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 @@ -448,7 +451,6 @@ IM_MSVC_RUNTIME_CHECKS_OFF #define ImAcos(X) acosf(X) #define ImAtan2(Y, X) atan2f((Y), (X)) #define ImAtof(STR) atof(STR) -//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() #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); } @@ -486,10 +488,10 @@ static inline float ImSaturate(float 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 ImFloor(float f) { return (float)(int)(f); } -static inline float ImFloorSigned(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((float)(int)(v.x), (float)(int)(v.y)); } -static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); } +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); } @@ -508,7 +510,8 @@ IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const 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 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) @@ -552,6 +555,7 @@ struct IMGUI_API ImRect 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; } @@ -562,7 +566,7 @@ struct IMGUI_API ImRect 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_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } + 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); } }; @@ -701,9 +705,6 @@ struct ImPool 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); } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) -#endif }; // Helper: ImChunkStream<> @@ -727,7 +728,6 @@ struct ImChunkStream 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& rhs) { rhs.Buf.swap(Buf); } - }; // Helper: ImGuiTextIndex<> @@ -848,8 +848,8 @@ enum ImGuiItemStatusFlags_ 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_FocusedByTabbing = 1 << 8, // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon) - ImGuiItemStatusFlags_Visible = 1 << 9, // [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_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 // Additional status + semantic for ImGuiTestEngine #ifdef IMGUI_ENABLE_TEST_ENGINE @@ -876,6 +876,7 @@ enum ImGuiInputTextFlagsPrivate_ 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_ @@ -998,43 +999,6 @@ enum ImGuiPlotType ImGuiPlotType_Histogram, }; -enum ImGuiPopupPositionPolicy -{ - ImGuiPopupPositionPolicy_Default, - ImGuiPopupPositionPolicy_ComboBox, - ImGuiPopupPositionPolicy_Tooltip, -}; - -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 ImGuiDataTypeTempStorage -{ - ImU8 Data[8]; // Can 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, -}; - // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { @@ -1071,6 +1035,7 @@ struct IMGUI_API ImGuiGroupData ImGuiID WindowID; ImVec2 BackupCursorPos; ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; ImVec1 BackupIndent; ImVec1 BackupGroupOffset; ImVec2 BackupCurrLineSize; @@ -1078,6 +1043,7 @@ struct IMGUI_API ImGuiGroupData ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; bool EmitItem; }; @@ -1117,7 +1083,7 @@ struct IMGUI_API ImGuiInputTextState 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 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 TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. - ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + ImVector 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 @@ -1127,12 +1093,15 @@ struct IMGUI_API ImGuiInputTextState 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 STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_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 @@ -1144,21 +1113,16 @@ struct IMGUI_API ImGuiInputTextState 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; } -}; -// Storage for current popup stack -struct ImGuiPopupData -{ - ImGuiID PopupId; // Set on OpenPopup() - ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* BackupNavWindow;// 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 + // 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; } - ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } }; enum ImGuiNextWindowDataFlags_ @@ -1172,9 +1136,10 @@ enum ImGuiNextWindowDataFlags_ ImGuiNextWindowDataFlags_HasFocus = 1 << 5, ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, ImGuiNextWindowDataFlags_HasScroll = 1 << 7, - ImGuiNextWindowDataFlags_HasViewport = 1 << 8, - ImGuiNextWindowDataFlags_HasDock = 1 << 9, - ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, + ImGuiNextWindowDataFlags_HasViewport = 1 << 9, + ImGuiNextWindowDataFlags_HasDock = 1 << 10, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 11, }; // Storage for SetNexWindow** functions @@ -1190,6 +1155,7 @@ struct ImGuiNextWindowData ImVec2 SizeVal; ImVec2 ContentSizeVal; ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; bool PosUndock; bool CollapsedVal; ImRect SizeConstraintRect; @@ -1211,9 +1177,10 @@ typedef ImS64 ImGuiSelectionUserData; enum ImGuiNextItemDataFlags_ { - ImGuiNextItemDataFlags_None = 0, - ImGuiNextItemDataFlags_HasWidth = 1 << 0, - ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, }; struct ImGuiNextItemData @@ -1221,10 +1188,11 @@ 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() - float Width; // Set by SetNextItemWidth() ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) - ImGuiCond OpenCond; + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() bool OpenVal; // Set by SetNextItemOpen() + ImGuiCond OpenCond : 8; ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! @@ -1238,7 +1206,9 @@ struct ImGuiLastItemData ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ ImRect Rect; // Full rectangle ImRect NavRect; // Navigation scoring rectangle (not displayed) - ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags is set. + ImRect DisplayRect; // Display rectangle (ONLY VALID IF ImGuiItemStatusFlags_HasDisplayRect is set) + ImRect ClipRect; // Clip rectangle at the time of submitting item (ONLY VALID IF ImGuiItemStatusFlags_HasClipRect is set) ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } }; @@ -1273,9 +1243,9 @@ struct IMGUI_API ImGuiStackSizes // Data saved for each window pushed into the stack struct ImGuiWindowStackData { - ImGuiWindow* Window; - ImGuiLastItemData ParentLastItemDataBackup; - ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting }; struct ImGuiShrinkWidthItem @@ -1294,6 +1264,66 @@ struct ImGuiPtrOrIndex ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; +//----------------------------------------------------------------------------- +// [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 ImGuiDataTypeTempStorage +{ + ImU8 Data[8]; // Can 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] 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 //----------------------------------------------------------------------------- @@ -1342,7 +1372,6 @@ enum ImGuiInputSource ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. ImGuiInputSource_Keyboard, ImGuiInputSource_Gamepad, - ImGuiInputSource_Clipboard, // Currently only used by InputText() ImGuiInputSource_COUNT }; @@ -1387,11 +1416,12 @@ struct ImGuiKeyRoutingData { ImGuiKeyRoutingIndex NextEntryIndex; ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super. + ImU8 RoutingCurrScore; // [DEBUG] For debug display ImU8 RoutingNextScore; // Lower is better (0: perfect score) ImGuiID RoutingCurr; ImGuiID RoutingNext; - ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } }; // Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. @@ -1419,49 +1449,69 @@ struct ImGuiKeyOwnerData }; // Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() -// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) enum ImGuiInputFlags_ { - // Flags for IsKeyPressed(), IsMouseClicked(), Shortcut() + // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() ImGuiInputFlags_None = 0, - ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Repeat mode + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster - ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + + // 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 SetItemKeyOwner() - ImGuiInputFlags_CondHovered = 1 << 4, // Only set if item is hovered (default to both) - ImGuiInputFlags_CondActive = 1 << 5, // Only set if item is active (default to both) + ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both) ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, - ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, // Flags for SetKeyOwner(), SetItemKeyOwner() - ImGuiInputFlags_LockThisFrame = 1 << 6, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. - ImGuiInputFlags_LockUntilRelease = 1 << 7, // Access 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. This is useful to make input-owner-aware code steal keys from non-input-owner-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 << 10, // 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 << 11, // 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. // Routing policies for Shortcut() + low-level SetShortcutRouting() // - The general idea is that several callers register interest in a shortcut, and only one owner gets it. - // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(), + // 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 does it calls before Parent results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - Visualize registered routes in 'Metrics->Inputs' and submitted routes in 'Debug Log->InputRouting'. + // - When a policy (except for _RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), // allowing the system to decide where to route the input among other route-aware calls. - // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll - // will register a route and only succeed when parent window is in the focus stack and if no-one - // with a higher priority is claiming the shortcut. - // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods. + // (* Using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key)). + // - Shortcut() uses ImGuiInputFlags_RouteFocused by default. Meaning that a Shortcut() call will register + // a route and only succeed when parent window is in the focus-stack and if no-one with a higher priority + // is claiming the same shortcut. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute(). // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow. // - Can select only 1 policy among all available. - ImGuiInputFlags_RouteFocused = 1 << 8, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. - ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority. - ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText). - ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items) - ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! - ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly. - ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. - ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, + ImGuiInputFlags_RouteFocused = 1 << 12, // (Default) Honor focus route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobalLow = 1 << 13, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority IF you need a Global priority. + ImGuiInputFlags_RouteGlobal = 1 << 14, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this). + ImGuiInputFlags_RouteGlobalHigh = 1 << 15, // Register route globally (higher priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overriden by this) + ImGuiInputFlags_RouteAlways = 1 << 16, // Do not register route, poll keys directly. + // Routing polices: extra options + ImGuiInputFlags_RouteUnlessBgFocused= 1 << 17, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. // [Internal] Mask of which function support which flags - ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_, - ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_, + 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_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, }; @@ -1506,6 +1556,8 @@ enum ImGuiActivateFlags_ 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() @@ -1526,8 +1578,7 @@ enum ImGuiScrollFlags_ enum ImGuiNavHighlightFlags_ { ImGuiNavHighlightFlags_None = 0, - ImGuiNavHighlightFlags_TypeDefault = 1 << 0, - ImGuiNavHighlightFlags_TypeThin = 1 << 1, + 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, }; @@ -1551,6 +1602,7 @@ enum ImGuiNavMoveFlags_ 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 @@ -1576,6 +1628,12 @@ struct ImGuiNavItemData void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } }; +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + //----------------------------------------------------------------------------- // [SECTION] Typing-select support //----------------------------------------------------------------------------- @@ -1617,7 +1675,7 @@ struct IMGUI_API ImGuiTypingSelectState // [SECTION] Columns support //----------------------------------------------------------------------------- -// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays! +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! enum ImGuiOldColumnFlags_ { ImGuiOldColumnFlags_None = 0, @@ -1625,16 +1683,16 @@ enum ImGuiOldColumnFlags_ 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, // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + 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, + //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 }; @@ -1701,6 +1759,7 @@ enum ImGuiDockNodeFlagsPrivate_ 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. @@ -1891,6 +1950,7 @@ struct ImGuiWindowSettings 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 @@ -1930,6 +1990,7 @@ enum ImGuiLocKey : int ImGuiLocKey_WindowingUntitled, ImGuiLocKey_DockingHideTabBar, ImGuiLocKey_DockingHoldShiftToDock, + ImGuiLocKey_DockingDragToUndockOrMoveNode, ImGuiLocKey_COUNT }; @@ -1947,34 +2008,56 @@ struct ImGuiLocEntry 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_EventDocking = 1 << 7, - ImGuiDebugLogFlags_EventViewport = 1 << 8, - ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, - ImGuiDebugLogFlags_OutputToTTY = 1 << 10, // Also send output to TTY - ImGuiDebugLogFlags_OutputToTestEngine = 1 << 11,// Also send output to Test Engine + 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 ShowStackTool = 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 @@ -1988,8 +2071,8 @@ struct ImGuiStackLevelInfo ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } }; -// State for Stack tool queries -struct ImGuiStackTool +// State for ID Stack tool queries +struct ImGuiIDStackTool { int LastActiveFrame; int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level @@ -1998,7 +2081,7 @@ struct ImGuiStackTool bool CopyToClipboardOnCtrlC; float CopyToClipboardLastTime; - ImGuiStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } }; //----------------------------------------------------------------------------- @@ -2062,6 +2145,7 @@ struct ImGuiContext 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. @@ -2069,12 +2153,13 @@ struct ImGuiContext 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 Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + 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; bool HoveredIdAllowOverlap; @@ -2090,10 +2175,11 @@ struct ImGuiContext 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 - int ActiveIdMouseButton; ImGuiID ActiveIdPreviousFrame; bool ActiveIdPreviousFrameIsAlive; bool ActiveIdPreviousFrameHasBeenEditedBefore; @@ -2105,34 +2191,39 @@ struct ImGuiContext // - 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_None (== -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; // == g.FocusScopeStack.back() - ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + 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 - ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() - ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() - ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() - ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() - ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() - ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() - ImVector OpenPopupStack; // Which popups are open (persistent) - ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - ImVector NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted. - - int BeginMenuCount; + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVector NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted. // Viewports ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. @@ -2142,6 +2233,7 @@ struct ImGuiContext 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 @@ -2149,11 +2241,14 @@ struct ImGuiContext // Gamepad/keyboard Navigation ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' ImGuiID NavId; // Focused item for navigation - ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. 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; + 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; @@ -2200,6 +2295,7 @@ struct ImGuiContext float NavWindowingTimer; float NavWindowingHighlightAlpha; bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; ImVec2 NavWindowingAccumDeltaPos; ImVec2 NavWindowingAccumDeltaSize; @@ -2215,6 +2311,7 @@ struct ImGuiContext 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) @@ -2231,6 +2328,7 @@ struct ImGuiContext // 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 TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) ImPool Tables; // Persistent table data @@ -2261,6 +2359,8 @@ struct ImGuiContext ImGuiInputTextDeactivatedState InputTextDeactivatedState; ImFont InputTextPasswordFont; ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + 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 @@ -2269,6 +2369,8 @@ struct ImGuiContext 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; 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? @@ -2321,17 +2423,24 @@ struct ImGuiContext 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; - ImU8 DebugLogClipperAutoDisableFrames; + 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; - ImGuiStackTool DebugStackTool; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. // Misc @@ -2343,6 +2452,7 @@ struct ImGuiContext int WantCaptureKeyboardNextFrame; // " int WantTextInputNextFrame; ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; ImGuiContext(ImFontAtlas* shared_font_atlas) { @@ -2372,7 +2482,7 @@ struct ImGuiContext HoveredWindowUnderMovingWindow = NULL; MovingWindow = NULL; WheelingWindow = NULL; - WheelingWindowStartFrame = -1; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; WheelingWindowReleaseTimer = 0.0f; DebugHookIdInfo = 0; @@ -2389,6 +2499,7 @@ struct ImGuiContext ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; + ActiveIdFromShortcut = false; ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; @@ -2400,6 +2511,8 @@ struct ImGuiContext LastActiveId = 0; LastActiveIdTimer = 0.0f; + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + ActiveIdUsingNavDirMask = 0x00; ActiveIdUsingAllKeyboardKeys = false; #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO @@ -2408,7 +2521,7 @@ struct ImGuiContext CurrentFocusScopeId = 0; CurrentItemFlags = ImGuiItemFlags_None; - BeginMenuCount = 0; + DebugShowGroupRects = false; CurrentDpiScale = 0.0f; CurrentViewport = NULL; @@ -2421,6 +2534,8 @@ struct ImGuiContext 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; @@ -2448,6 +2563,7 @@ struct ImGuiContext NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; DimBgRatio = 0.0f; @@ -2476,10 +2592,12 @@ struct ImGuiContext MouseStationaryTimer = 0.0f; TempInputId = 0; + BeginMenuDepth = BeginComboDepth = 0; ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; ColorEditCurrentID = ColorEditSavedID = 0; ColorEditSavedHue = ColorEditSavedSat = 0.0f; ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; SliderGrabClickOffset = 0.0f; SliderCurrentAccum = 0.0f; SliderCurrentAccumDirty = false; @@ -2515,18 +2633,29 @@ struct ImGuiContext DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY; DebugLocateId = 0; - DebugLogClipperAutoDisableFrames = 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)); } }; @@ -2576,6 +2705,7 @@ struct IMGUI_API ImGuiWindowTempData 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. @@ -2592,6 +2722,7 @@ struct IMGUI_API ImGuiWindow 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) @@ -2632,6 +2763,7 @@ struct IMGUI_API ImGuiWindow 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 @@ -2640,7 +2772,6 @@ struct IMGUI_API ImGuiWindow short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) ImS8 AutoFitFramesX, AutoFitFramesY; - ImS8 AutoFitChildAxises; bool AutoFitOnlyGrows; ImGuiDir AutoPosLastDirection; ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames @@ -2688,6 +2819,7 @@ struct IMGUI_API ImGuiWindow 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) @@ -2892,16 +3024,17 @@ struct ImGuiTableCellData }; // 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 LastFirstRowHeight; // Height of first row from last frame (FIXME: this is used as "header height" and may be reworked) + 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 = LastFirstRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } }; // FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData @@ -2953,6 +3086,8 @@ struct IMGUI_API ImGuiTable 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; @@ -2975,8 +3110,10 @@ struct IMGUI_API ImGuiTable ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= 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. @@ -3002,6 +3139,7 @@ struct IMGUI_API ImGuiTable 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) @@ -3009,6 +3147,8 @@ struct IMGUI_API ImGuiTable 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; @@ -3021,11 +3161,12 @@ struct IMGUI_API ImGuiTable // 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. -// sizeof() ~ 112 bytes. +// sizeof() ~ 120 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() ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() ImDrawListSplitter DrawSplitter; @@ -3106,7 +3247,8 @@ namespace ImGui 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 SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window); + 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); } @@ -3135,7 +3277,7 @@ namespace ImGui IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); - IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock); IMGUI_API void UpdateMouseMovingWindowNewFrame(); IMGUI_API void UpdateMouseMovingWindowEndFrame(); @@ -3228,7 +3370,7 @@ namespace ImGui 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, bool border, ImGuiWindowFlags flags); + 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); @@ -3236,6 +3378,7 @@ namespace ImGui 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(); @@ -3264,11 +3407,13 @@ namespace ImGui 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 @@ -3285,7 +3430,8 @@ namespace ImGui 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 ImGuiKeyChord ConvertShortcutMod(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; IM_ASSERT_PARANOID(key_chord & ImGuiMod_Shortcut); return (key_chord & ~ImGuiMod_Shortcut) | (g.IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); } + inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord); inline ImGuiKey ConvertSingleModFlagToKey(ImGuiContext* ctx, ImGuiKey key) { ImGuiContext& g = *ctx; @@ -3299,7 +3445,7 @@ namespace ImGui IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } - IMGUI_API void GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size); + 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); @@ -3340,6 +3486,7 @@ namespace ImGui IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); // [EXPERIMENTAL] Shortcut Routing // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. @@ -3351,8 +3498,13 @@ namespace ImGui // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route. // - Multiple read sites may use the same owner id and will all get the granted route. // - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location. + // - TL;DR; + // - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect. + // - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects. + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord); IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); - IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // 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); @@ -3428,7 +3580,7 @@ namespace ImGui IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); - IMGUI_API void RenderDragDropTargetRect(const ImRect& bb); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); // Typing-Select API IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); @@ -3455,8 +3607,10 @@ namespace ImGui 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(float angle, float max_label_width = 0.0f); // Tables: Internals inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } @@ -3469,7 +3623,7 @@ namespace ImGui IMGUI_API void TableUpdateBorders(ImGuiTable* table); IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); IMGUI_API void TableDrawBorders(ImGuiTable* table); - IMGUI_API void TableDrawContextMenu(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]; } @@ -3536,7 +3690,7 @@ namespace ImGui 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_TypeDefault); // Navigation highlight + 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); @@ -3554,7 +3708,7 @@ namespace ImGui 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& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, 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); @@ -3618,6 +3772,7 @@ namespace ImGui // 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(); @@ -3627,6 +3782,7 @@ namespace ImGui // 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); @@ -3638,7 +3794,9 @@ namespace ImGui 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(); - inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + 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); @@ -3666,13 +3824,12 @@ namespace ImGui 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 - // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // 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 = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' - // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' (WIP) - // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() - inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() - inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem + // (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 #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO 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! diff --git a/3rdlibs/imgui/dear-imgui/imgui_tables.cpp b/3rdlibs/imgui/dear-imgui/imgui_tables.cpp index 7fbf618..676c3b4 100644 --- a/3rdlibs/imgui/dear-imgui/imgui_tables.cpp +++ b/3rdlibs/imgui/dear-imgui/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.90.5 // (tables and columns code) /* @@ -24,8 +24,9 @@ Index of this file: */ // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. -// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - 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 @@ -48,7 +49,8 @@ Index of this file: // - 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 -// | TableDrawContextMenu() - draw right-click context menu +// | 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 @@ -321,13 +323,17 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG 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 auto-fitting windows! + 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); 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); const ImGuiTableFlags table_last_flags = table->Flags; @@ -346,7 +352,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG flags = TableFixFlags(flags, outer_window); // Initialize - const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; table->ID = id; table->Flags = flags; table->LastFrameActive = g.FrameCount; @@ -444,6 +451,18 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG 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 | @@ -477,7 +496,11 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; table->IsUnfrozenRows = true; - table->DeclColumnsCount = 0; + 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); @@ -937,7 +960,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) if (column->Flags & ImGuiTableColumnFlags_WidthStretch) { float weight_ratio = column->StretchWeight / stretch_sum_weights; - column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); width_remaining_for_stretched_columns -= column->WidthRequest; } @@ -947,7 +970,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; // Assign final width, record width in case we will need to shrink - column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth)); + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); table->ColumnsGivenWidth += column->WidthGiven; } @@ -974,14 +997,19 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); table_instance->HoveredRowLast = table_instance->HoveredRowNext; table_instance->HoveredRowNext = -1; - table->HoveredColumnBody = -1; - table->HoveredColumnBorder = -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; @@ -1023,7 +1051,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } // Detect hovered column - if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x) + 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 @@ -1040,9 +1068,10 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // - 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 = ImFloor(column->WidthGiven * 0.65f); + 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; @@ -1092,8 +1121,22 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); // Reset content width variables - column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; - column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX; + 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) @@ -1122,13 +1165,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // 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 (g.IO.MousePos.x >= unused_x1) + 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. @@ -1140,7 +1183,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); } table->InnerWindow->ParentWorkRect = table->WorkRect; - table->BorderX1 = table->InnerClipRect.Min.x + ((table->Flags & ImGuiTableFlags_BordersOuterV) ? 1.0f : 0.0f); + 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. @@ -1157,14 +1200,26 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // [Part 10] Hit testing on borders if (table->Flags & ImGuiTableFlags_Resizable) TableUpdateBorders(table); - table_instance->LastFirstRowHeight = 0.0f; + table_instance->LastTopHeadersRowHeight = 0.0f; table->IsLayoutLocked = true; table->IsUsingHeaders = false; - // [Part 11] Context menu - if (TableBeginContextMenuPopup(table)) + // 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)) { - TableDrawContextMenu(table); + TableDrawDefaultContextMenu(table, table->Flags); EndPopup(); } @@ -1201,9 +1256,9 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) // 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 = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; - const float hit_y1 = table->OuterRect.Min.y; - const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight); - const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight; + 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++) { @@ -1234,7 +1289,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) { TableSetColumnWidthAutoSingle(table, column_n); ClearActiveID(); - held = hovered = false; + held = false; } if (held) { @@ -1306,7 +1361,7 @@ void ImGui::EndTable() 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->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth; } // Pop clipping rect @@ -1378,10 +1433,12 @@ void ImGui::EndTable() { ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); - const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + 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!"); @@ -1422,7 +1479,7 @@ void ImGui::EndTable() } else if (temp_data->UserOuterSize.x <= 0.0f) { - const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; + const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f); outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); } @@ -1461,7 +1518,7 @@ void ImGui::EndTable() NavUpdateCurrentWindowIsScrollPushableX(); } -// See "COLUMN SIZING POLICIES" comments at the top of this file +// 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) { @@ -1489,6 +1546,11 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo 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; @@ -1522,6 +1584,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo } // 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) { @@ -1836,15 +1899,16 @@ void ImGui::TableEndRow(ImGuiTable* table) 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); - if (table->CurrentRow == 0) - TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1; + 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) - TableGetInstanceData(table, table->InstanceCurrent)->HoveredRowNext = table->CurrentRow; + 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; @@ -1922,7 +1986,7 @@ void ImGui::TableEndRow(ImGuiTable* table) IM_ASSERT(table->IsUnfrozenRows == false); const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); table->IsUnfrozenRows = true; - TableGetInstanceData(table, table->InstanceCurrent)->LastFrozenHeight = y0 - table->OuterRect.Min.y; + 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); @@ -2108,6 +2172,8 @@ void ImGui::TableEndCell(ImGuiTable* table) // - 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) @@ -2300,6 +2366,7 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) // - TablePopBackgroundChannel() [Internal] // - TableSetupDrawChannels() [Internal] // - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] // - TableDrawBorders() [Internal] //------------------------------------------------------------------------- @@ -2583,6 +2650,18 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) } } +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) { @@ -2597,9 +2676,9 @@ void ImGui::TableDrawBorders(ImGuiTable* table) // Draw inner border and resizing feedback ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float border_size = TABLE_BORDER_SIZE; - const float draw_y1 = table->InnerRect.Min.y + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); + 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->LastFirstRowHeight) : draw_y1; + 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++) @@ -2625,21 +2704,9 @@ void ImGui::TableDrawBorders(ImGuiTable* table) // 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. - ImU32 col; - float draw_y2; - if (is_hovered || is_resized || is_frozen_separator) - { - draw_y2 = draw_y2_body; - col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong; - } - else - { - draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body; - col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight; - } - + 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), col, border_size); + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); } } @@ -2880,8 +2947,11 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table) // [SECTION] Tables: Headers //------------------------------------------------------------------------- // - TableGetHeaderRowHeight() [Internal] +// - TableGetHeaderAngledMaxLabelWidth() [Internal] // - TableHeadersRow() // - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] //------------------------------------------------------------------------- float ImGui::TableGetHeaderRowHeight() @@ -2890,16 +2960,26 @@ float ImGui::TableGetHeaderRowHeight() // 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... - float row_height = GetTextLineHeight(); - int columns_count = TableGetColumnCount(); - for (int column_n = 0; column_n < columns_count; column_n++) - { - ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n); - if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel)) - row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); - } - row_height += GetStyle().CellPadding.y * 2.0f; - return row_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(). @@ -2919,9 +2999,9 @@ void ImGui::TableHeadersRow() TableUpdateLayout(table); // Open row - const float row_y1 = GetCursorScreenPos().y; 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; @@ -2943,7 +3023,7 @@ void ImGui::TableHeadersRow() 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(-1); // Will open a non-column-specific popup. + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. } // Emit a column header (text + optional sort order) @@ -2977,11 +3057,14 @@ void ImGui::TableHeader(const char* label) // 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 = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + 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); @@ -2989,13 +3072,12 @@ void ImGui::TableHeader(const char* label) } } - // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging. + // 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, column->WorkMaxX); + 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. - const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent); 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 @@ -3006,9 +3088,10 @@ void ImGui::TableHeader(const char* label) //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 || selected) + 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); @@ -3020,7 +3103,7 @@ void ImGui::TableHeader(const char* label) if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); } - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding); if (held) table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; @@ -3086,11 +3169,148 @@ void ImGui::TableHeader(const char* label) TableOpenContextMenu(column_n); } +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: highlight without ImGuiTableFlags_HighlightHoveredColumn +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + TableAngledHeadersRowEx(g.Style.TableAngledHeadersAngle, 0.0f); +} + +void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) +{ + 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 + + const ImGuiID row_id = GetID("##AngledHeaders"); + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + 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; + + // Draw background and labels in first pass, then all borders. + float max_x = 0.0f; + ImVec2 padding = g.Style.CellPadding; // We will always use swapped component + for (int pass = 0; pass < 2; pass++) + 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_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + + 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], GetColorU32(ImGuiCol_TableHeaderBg)); + if (column_n == highlight_column_n) + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover + 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; + float line_off_curr_x = 0.0f; + 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 symetrical 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; + RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, clip_r.Max.x, label_name, label_name_eol, &label_size); + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Rotate and offset label + ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x, window->ClipRect.Min.y + label_size.y); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y); + line_off_curr_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, 2.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); } + + // Register header width + column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(line_off_curr_x); + 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] -// - TableDrawContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] //------------------------------------------------------------------------- // Use -1 to open menu not specific to a given column. @@ -3126,7 +3346,13 @@ bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) // 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? -void ImGui::TableDrawContextMenu(ImGuiTable* table) +// 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; @@ -3138,7 +3364,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; // Sizing - if (table->Flags & ImGuiTableFlags_Resizable) + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) { if (column != NULL) { @@ -3158,7 +3384,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) } // Ordering - if (table->Flags & ImGuiTableFlags_Reorderable) + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) { if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) table->IsResetDisplayOrderRequest = true; @@ -3172,7 +3398,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) // Sorting // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) #if 0 - if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) { if (want_separator) Separator(); @@ -3187,7 +3413,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) #endif // Hiding / Visibility - if (table->Flags & ImGuiTableFlags_Hideable) + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) { if (want_separator) Separator(); @@ -3623,7 +3849,8 @@ static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_poli void ImGui::DebugNodeTable(ImGuiTable* table) { - const bool is_active = (table->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + 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(); } @@ -3635,6 +3862,13 @@ void ImGui::DebugNodeTable(ImGuiTable* table) 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)" : ""); @@ -3955,7 +4189,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl // 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 = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + 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); @@ -4002,7 +4236,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl 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_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + 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; } @@ -4018,7 +4252,7 @@ void ImGui::NextColumn() if (columns->Count == 1) { - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); IM_ASSERT(columns->Current == 0); return; } @@ -4050,7 +4284,7 @@ void ImGui::NextColumn() window->DC.IsSameLine = false; columns->LineMinY = columns->LineMaxY; } - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + 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; @@ -4114,7 +4348,7 @@ void ImGui::EndColumns() // Draw column const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = IM_FLOOR(x); + const float xi = IM_TRUNC(x); window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); } @@ -4135,7 +4369,7 @@ void ImGui::EndColumns() window->ParentWorkRect = columns->HostBackupParentWorkRect; window->DC.CurrentColumns = NULL; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); NavUpdateCurrentWindowIsScrollPushableX(); } diff --git a/3rdlibs/imgui/dear-imgui/imgui_widgets.cpp b/3rdlibs/imgui/dear-imgui/imgui_widgets.cpp index 5d1dd45..8361c5b 100644 --- a/3rdlibs/imgui/dear-imgui/imgui_widgets.cpp +++ b/3rdlibs/imgui/dear-imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.90 WIP +// dear imgui, v1.90.5 // (widgets code) /* @@ -122,9 +122,9 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); //------------------------------------------------------------------------- // For InputTextEx() -static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); -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); +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. @@ -477,6 +477,9 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // 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; @@ -597,9 +600,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool g.NavDisableHighlight = true; } - // Gamepad/Keyboard navigation - // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. - if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + // 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) @@ -621,8 +624,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool pressed = true; SetActiveID(id, window); g.ActiveIdSource = g.NavInputSource; - if (!(flags & ImGuiButtonFlags_NoNavFocus)) + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; } } @@ -666,13 +671,19 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool 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) + 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; @@ -808,7 +819,7 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) 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(ImFloor(bb_interact.GetSize() * -0.25f)); + 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). @@ -862,7 +873,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no // Switch to moving the window after mouse is moved beyond the initial drag threshold if (IsItemActive() && IsMouseDragging(0)) - StartMouseMovingWindowOrNode(window, dock_node, true); + StartMouseMovingWindowOrNode(window, dock_node, true); // Undock from window/collapse menu button return pressed; } @@ -944,7 +955,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 const bool allow_interaction = (alpha >= 1.0f); ImRect bb = bb_frame; - bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + 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(); @@ -972,7 +983,6 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // 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); - SetHoveredID(id); bool seek_absolute = false; if (g.ActiveIdIsJustActivated) @@ -1013,33 +1023,30 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 return held; } -void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +// - 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; - ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); - if (border_col.w > 0.0f) - bb.Max += ImVec2(2, 2); + 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; - if (border_col.w > 0.0f) - { - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); - window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); - } - else - { - window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); - } + // 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& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +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(); @@ -1047,7 +1054,7 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size return false; const ImVec2 padding = g.Style.FramePadding; - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); ItemSize(bb); if (!ItemAdd(bb, id)) return false; @@ -1066,14 +1073,15 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size return pressed; } -bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +// 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, size, uv0, uv1, bg_col, tint_col); + return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -1140,12 +1148,12 @@ bool ImGui::Checkbox(const char* label, bool* v) { // 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_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); + 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_FLOOR(square_sz / 6.0f)); + 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); } @@ -1240,7 +1248,7 @@ bool ImGui::RadioButton(const char* label, bool active) 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_FLOOR(square_sz / 6.0f)); + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); } @@ -1286,12 +1294,15 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over if (!ItemAdd(bb, 0)) return; - // Render + // Out of courtesy we accept a NaN fraction without crashing fraction = ImSaturate(fraction); + const float fraction_not_nan = (fraction == fraction) ? fraction : 0.0f; + + // Render RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); - const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); - RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); + const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction_not_nan), bb.Max.y); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction_not_nan, style.FrameRounding); // Default displaying the fraction as percentage string, but user can override it char overlay_buf[32]; @@ -1420,26 +1431,19 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) else if (flags & ImGuiSeparatorFlags_Horizontal) { // Horizontal Separator - float x1 = window->Pos.x; - float x2 = window->Pos.x + window->Size.x; - - // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator - if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) - x1 += window->DC.Indent.x; - - // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want, - // need to introduce a variant of WorkRect for that purpose. (#4787) - if (ImGuiTable* table = g.CurrentTable) - { - x1 = table->Columns[table->CurrentColumn].MinX; - x2 = table->Columns[table->CurrentColumn].MaxX; - } + 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) @@ -1473,7 +1477,11 @@ void ImGui::Separator() // 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; - flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot. + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + SeparatorEx(flags, 1.0f); } @@ -1490,14 +1498,14 @@ void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end 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 = ImFloor((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f)); + 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 = ImFloor((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); + 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 @@ -1572,8 +1580,7 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float ImRect bb_render = bb; if (held) { - ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; - float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; + 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); @@ -1586,12 +1593,8 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float // Apply resize if (mouse_delta != 0.0f) { - if (mouse_delta < 0.0f) - IM_ASSERT(*size1 + mouse_delta >= min_size1); - if (mouse_delta > 0.0f) - IM_ASSERT(*size2 - mouse_delta >= min_size2); - *size1 += mouse_delta; - *size2 -= mouse_delta; + *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); } @@ -1645,7 +1648,7 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc width_excess = 0.0f; for (int n = 0; n < count; n++) { - float width_rounded = ImFloor(items[n].Width); + float width_rounded = ImTrunc(items[n].Width); width_excess += items[n].Width - width_rounded; items[n].Width = width_rounded; } @@ -1691,10 +1694,13 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF 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 w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); + 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); @@ -1787,7 +1793,7 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags // This is essentially a specialized version of BeginPopupEx() char name[16]; - ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + 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? @@ -1814,12 +1820,15 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags 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 @@ -1995,7 +2004,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void* // - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() -// - DataTypeApplyOpFromText() +// - DataTypeApplyFromText() // - DataTypeCompare() // - DataTypeClamp() // - GetMinimumStepAtDecimalPrecision @@ -2442,14 +2451,13 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, if (!temp_input_is_active) { // Tabbing or CTRL-clicking on Drag turns it into an InputText - const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool clicked = hovered && IsMouseClicked(0, id); const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); - const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == 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 (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + 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 @@ -3034,13 +3042,12 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat if (!temp_input_is_active) { // Tabbing or CTRL-clicking on Slider turns it into an input box - const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool clicked = hovered && IsMouseClicked(0, id); - const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id); + const bool make_active = (clicked || g.NavActivateId == id); if (make_active && clicked) SetKeyOwner(ImGuiKey_MouseLeft, id); if (make_active && temp_input_allowed) - if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) temp_input_is_active = true; if (make_active && !temp_input_is_active) @@ -3412,14 +3419,6 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* return value_changed; } -static inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter(ImGuiDataType data_type, const char* format) -{ - if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) - return ImGuiInputTextFlags_CharsScientific; - const char format_last_char = format[0] ? format[strlen(format) - 1] : 0; - return (format_last_char == 'x' || format_last_char == 'X') ? ImGuiInputTextFlags_CharsHexadecimal : ImGuiInputTextFlags_CharsDecimal; -} - // 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. @@ -3436,8 +3435,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); ImStrTrimBlanks(data_buf); - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; - flags |= InputScalar_DefaultCharsFilter(data_type, format); + 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)) @@ -3481,10 +3479,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data char buf[64]; DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); - // Testing ActiveId as a minor optimization as filtering is not needed until active - if (g.ActiveId == 0 && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) - flags |= InputScalar_DefaultCharsFilter(data_type, format); - flags |= ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + 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) @@ -3578,7 +3574,6 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_dat bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) { - flags |= ImGuiInputTextFlags_CharsScientific; return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); } @@ -3621,7 +3616,6 @@ bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) { - flags |= ImGuiInputTextFlags_CharsScientific; return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); } @@ -3720,7 +3714,7 @@ 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 STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +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) @@ -3838,13 +3832,13 @@ static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const Im #define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page #define STB_TEXTEDIT_K_SHIFT 0x400000 -#define STB_TEXTEDIT_IMPLEMENTATION -#define STB_TEXTEDIT_memmove memmove +#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 STB_TEXTEDIT_CHARTYPE* text, int text_len) +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); @@ -3932,9 +3926,8 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons } // Return false to discard a character. -static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard) { - IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); unsigned int c = *p_char; // Filter non-printable (NB: isprint is unreliable! see #2467) @@ -3942,14 +3935,14 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im if (c < 0x20) { bool pass = false; - pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) - pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); + 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 != ImGuiInputSource_Clipboard) + if (input_source_is_clipboard == false) { // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) if (c == 127) @@ -3965,7 +3958,7 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im return false; // Generic named filters - if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))) + 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 '.'. @@ -3975,7 +3968,7 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im // 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)) + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)) if (c == '.' || c == ',') c = c_decimal_point; @@ -4063,7 +4056,7 @@ static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* st 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 (STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len)) + 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); } @@ -4115,12 +4108,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const bool RENDER_SELECTION_WHEN_INACTIVE = false; const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; - 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! if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) BeginGroup(); @@ -4134,7 +4121,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ ImGuiWindow* draw_window = window; ImVec2 inner_size = frame_size; - ImGuiItemStatusFlags item_status_flags = 0; ImGuiLastItemData item_data_backup; if (is_multiline) { @@ -4145,11 +4131,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ EndGroup(); return false; } - item_status_flags = g.LastItemData.StatusFlags; item_data_backup = g.LastItemData; window->DC.CursorPos = backup_pos; - // Prevent NavActivate reactivating in BeginChild(). + // 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; @@ -4181,7 +4170,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!(flags & ImGuiInputTextFlags_MergedItem)) if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) return false; - item_status_flags = g.LastItemData.StatusFlags; } const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); if (hovered) @@ -4190,7 +4178,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); - const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + 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]; @@ -4201,27 +4197,32 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 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 || input_requested_by_tabbing); + 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) + 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); - // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) - // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) + // 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); - 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); + 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 differenciate recycle_cursor vs recycle_undostate? - bool recycle_state = (state->ID == id && !init_changed_specs); + // 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; @@ -4246,13 +4247,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ stb_textedit_initialize_state(&state->Stb, !is_multiline); } - if (!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 (input_requested_by_tabbing || (user_clicked && io.KeyCtrl)) + if (user_clicked && io.KeyCtrl) select_all = true; } @@ -4276,6 +4283,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 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) @@ -4285,8 +4294,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } if (is_osx) SetKeyOwner(ImGuiMod_Alt, id); - if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - SetShortcutRouting(ImGuiKey_Tab, 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) @@ -4415,11 +4422,20 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // 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) && Shortcut(ImGuiKey_Tab, id) && !is_readonly) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) - state->OnKeyPressed((int)c); + if (Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat)) + { + 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, id, ImGuiInputFlags_Repeat)) + { + } + */ } // Process regular text input (before we check for Return because using some IME will effectively send a Return?) @@ -4434,7 +4450,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 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, ImGuiInputSource_Keyboard)) + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) state->OnKeyPressed((int)c); } @@ -4517,7 +4533,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else if (!is_readonly) { unsigned int c = '\n'; // Insert new line - if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) state->OnKeyPressed((int)c); } } @@ -4584,7 +4600,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { unsigned int c; s += ImTextCharFromUtf8(&c, s, NULL); - if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) + if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) continue; clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } @@ -4617,7 +4633,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ apply_new_text = ""; apply_new_text_length = 0; value_changed = true; - STB_TEXTEDIT_CHARTYPE empty_string; + IMSTB_TEXTEDIT_CHARTYPE empty_string; stb_textedit_replace(state, &state->Stb, &empty_string, 0); } else if (strcmp(buf, state->InitialTextA.Data) != 0) @@ -4726,7 +4742,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 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((flags & ImGuiInputTextFlags_ReadOnly) == 0); + 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) @@ -4897,9 +4913,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 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_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + 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_FLOOR(cursor_offset.x - visible_width + scroll_increment_x); + state->ScrollX = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); } else { @@ -4949,7 +4965,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else { ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + 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)) @@ -4972,7 +4988,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { 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 = ImFloor(draw_pos + cursor_offset - draw_scroll); + 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)); @@ -5057,10 +5073,10 @@ void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) 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() * 15), true)) // Visualize undo state + 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 < STB_TEXTEDIT_UNDOSTATECOUNT; n++) + 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' : ' '; @@ -5142,10 +5158,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const float square_sz = GetFrameHeight(); - const float w_full = CalcItemWidth(); - const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); - const float w_inputs = w_full - w_button; const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); g.NextItemData.ClearFlags(); BeginGroup(); @@ -5179,6 +5193,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag 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 }; @@ -5202,10 +5219,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); - const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); - const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + 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] = { @@ -5221,11 +5237,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag }; 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); - SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + 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) @@ -5250,7 +5269,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag 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_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase)) { value_changed = true; char* p = buf; @@ -5348,7 +5367,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // 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) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + 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)) @@ -5413,6 +5432,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl 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); @@ -5447,7 +5467,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl 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_FLOOR(bars_width * 0.20f); + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); float backup_initial_col[4]; memcpy(backup_initial_col, col, components * sizeof(float)); @@ -5483,7 +5503,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { // Hue wheel + SV triangle logic InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); - if (IsItemActive()) + if (IsItemActive() && !is_readonly) { ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; ImVec2 current_off = g.IO.MousePos - wheel_center; @@ -5518,7 +5538,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { // SV rectangle logic InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); - if (IsItemActive()) + 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)); @@ -5531,7 +5551,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // Hue bar logic SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); - if (IsItemActive()) + if (IsItemActive() && !is_readonly) { H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = value_changed_h = true; @@ -5615,7 +5635,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl 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_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + 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)) @@ -5737,7 +5757,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } // 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 ? 10.0f : 6.0f; + 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); @@ -6171,36 +6191,52 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // 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 = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + 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 = window->WorkRect.Max.x; + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.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_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); - frame_bb.Max.x += IM_FLOOR(window->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); } - const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing + 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 > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapsing 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 (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; + // 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(). @@ -6226,6 +6262,13 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l 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; @@ -6308,7 +6351,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // Render const ImU32 text_col = GetColorU32(ImGuiCol_Text); - ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_Compact; if (display_frame) { // Framed type @@ -6326,7 +6369,6 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (g.LogEnabled) LogSetNextTextDecoration("###", "###"); - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); } else { @@ -6343,9 +6385,17 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l 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); - RenderText(text_pos, label, label_end, false); } + 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)); @@ -6446,7 +6496,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl ImGuiID id = window->GetID(label); flags |= ImGuiTreeNodeFlags_CollapsingHeader; if (p_visible) - flags |= ImGuiTreeNodeFlags_AllowOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; bool is_open = TreeNodeBehavior(id, flags, label); if (p_visible != NULL) { @@ -6512,8 +6562,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl { const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; const float spacing_y = style.ItemSpacing.y; - const float spacing_L = IM_FLOOR(spacing_x * 0.50f); - const float spacing_U = IM_FLOOR(spacing_y * 0.50f); + 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); @@ -6521,7 +6571,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl } //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/PushTableBackground for every Selectable.. + // 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) @@ -6547,10 +6597,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // 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 && window->DC.CurrentColumns) - PushColumnsBackground(); - else if (span_all_columns && g.CurrentTable) - TablePushBackgroundChannel(); + 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; @@ -6599,12 +6654,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl RenderFrame(bb.Min, bb.Max, col, false, 0.0f); } if (g.NavId == id) - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_Compact | ImGuiNavHighlightFlags_NoRounding); - if (span_all_columns && window->DC.CurrentColumns) - PopColumnsBackground(); - else if (span_all_columns && g.CurrentTable) - TablePopBackgroundChannel(); + 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); @@ -6843,6 +6901,7 @@ void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_d // - 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) @@ -6858,7 +6917,7 @@ bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) // 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 = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + 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)); @@ -6872,16 +6931,17 @@ bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) return false; } - // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well. + // 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(); } - BeginChildFrame(id, frame_bb.GetSize()); + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); return true; } @@ -6892,7 +6952,7 @@ void ImGui::EndListBox() IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); IM_UNUSED(window); - EndChildFrame(); + EndChild(); EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label } @@ -6912,7 +6972,7 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)( 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, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); if (!BeginListBox(label, size)) return false; @@ -7444,15 +7504,15 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) // 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_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + 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_FLOOR(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(). + 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 { @@ -7461,7 +7521,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) // 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_FLOOR(g.FontSize * 1.20f); + 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); @@ -7479,6 +7539,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) 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)) { @@ -7489,18 +7550,18 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) 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) { - float ref_unit = g.FontSize; // FIXME-DPI - float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; - ImRect next_window_rect = child_menu_window->Rect(); + 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(); - float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack. + 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 - extra) - 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 + extra) - ta.y, +ref_unit * 8.0f); + 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] } @@ -7508,18 +7569,22 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) // 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) + 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 = true; + want_open = want_open_nav_init = true; NavMoveRequestCancel(); + NavRestoreHighlightAfterMove(); } } else @@ -7551,13 +7616,13 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { - // Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame. + // 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); + OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0)); } if (menu_is_open) @@ -7569,6 +7634,14 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) 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; @@ -7638,14 +7711,14 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut // 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_FLOOR(style.ItemSpacing.x * 0.5f); + 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_FLOOR(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(). + 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 { @@ -7654,7 +7727,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut // 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_FLOOR(g.FontSize * 1.20f); + 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)); @@ -7801,8 +7874,8 @@ bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) 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_FLOOR(window->WindowPadding.x * 0.5f); - tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); + 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); } @@ -8069,7 +8142,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) 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_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); if (shrinked_width < 0.0f) continue; @@ -8270,7 +8343,7 @@ void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) if (tab->Flags & ImGuiTabItemFlags_Button) return; // A button appended with TabItemButton(). - if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + 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 @@ -8700,7 +8773,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, 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_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + 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; @@ -8806,7 +8879,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) { // Enlarge tab display when hovering - bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + 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)); } @@ -8993,7 +9066,7 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, } else if (unsaved_marker_visible) { - const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f); + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); } diff --git a/3rdlibs/imgui/dear-imgui/imstb_textedit.h b/3rdlibs/imgui/dear-imgui/imstb_textedit.h index 062d13d..c30f1a1 100644 --- a/3rdlibs/imgui/dear-imgui/imstb_textedit.h +++ b/3rdlibs/imgui/dear-imgui/imstb_textedit.h @@ -4,6 +4,7 @@ // - 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 @@ -30,7 +31,7 @@ // DEPENDENCIES // // Uses the C runtime function 'memmove', which you can override -// by defining STB_TEXTEDIT_memmove before the implementation. +// by defining IMSTB_TEXTEDIT_memmove before the implementation. // Uses no other functions. Performs no runtime allocations. // // @@ -274,8 +275,8 @@ //// //// -#ifndef INCLUDE_STB_TEXTEDIT_H -#define INCLUDE_STB_TEXTEDIT_H +#ifndef INCLUDE_IMSTB_TEXTEDIT_H +#define INCLUDE_IMSTB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////// // @@ -286,33 +287,33 @@ // and undo state. // -#ifndef STB_TEXTEDIT_UNDOSTATECOUNT -#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 #endif -#ifndef STB_TEXTEDIT_UNDOCHARCOUNT -#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 #endif -#ifndef STB_TEXTEDIT_CHARTYPE -#define STB_TEXTEDIT_CHARTYPE int +#ifndef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_CHARTYPE int #endif -#ifndef STB_TEXTEDIT_POSITIONTYPE -#define STB_TEXTEDIT_POSITIONTYPE int +#ifndef IMSTB_TEXTEDIT_POSITIONTYPE +#define IMSTB_TEXTEDIT_POSITIONTYPE int #endif typedef struct { // private data - STB_TEXTEDIT_POSITIONTYPE where; - STB_TEXTEDIT_POSITIONTYPE insert_length; - STB_TEXTEDIT_POSITIONTYPE delete_length; + 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 [STB_TEXTEDIT_UNDOSTATECOUNT]; - STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; + 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; @@ -371,7 +372,7 @@ typedef struct float ymin,ymax; // height of row above and below baseline int num_chars; } StbTexteditRow; -#endif //INCLUDE_STB_TEXTEDIT_H +#endif //INCLUDE_IMSTB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////////// @@ -384,11 +385,11 @@ typedef struct // implementation isn't include-guarded, since it might have indirectly // included just the "header" portion -#ifdef STB_TEXTEDIT_IMPLEMENTATION +#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION -#ifndef STB_TEXTEDIT_memmove +#ifndef IMSTB_TEXTEDIT_memmove #include -#define STB_TEXTEDIT_memmove memmove +#define IMSTB_TEXTEDIT_memmove memmove #endif @@ -398,7 +399,7 @@ typedef struct // // traverse the layout to locate the nearest character to a display position -static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) { StbTexteditRow r; int n = STB_TEXTEDIT_STRINGLEN(str); @@ -458,7 +459,7 @@ static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) } // API click: on mouse down, move the cursor to the clicked location, and reset the selection -static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +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 @@ -476,7 +477,7 @@ static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *stat } // API drag: on mouse drag, move the cursor and selection endpoint to the clicked location -static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) { int p = 0; @@ -502,11 +503,11 @@ static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state // // forward declarations -static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); -static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); -static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +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(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); typedef struct { @@ -518,7 +519,7 @@ typedef struct // 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, STB_TEXTEDIT_STRING *str, int n, int single_line) +static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line) { StbTexteditRow r; int prev_start = 0; @@ -569,7 +570,7 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s #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(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { int n = STB_TEXTEDIT_STRINGLEN(str); if (STB_TEXT_HAS_SELECTION(state)) { @@ -583,7 +584,7 @@ static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *stat } // delete characters while updating undo -static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +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); @@ -591,7 +592,7 @@ static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *sta } // delete the section -static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { stb_textedit_clamp(str, state); if (STB_TEXT_HAS_SELECTION(state)) { @@ -628,7 +629,7 @@ static void stb_textedit_move_to_first(STB_TexteditState *state) } // move cursor to last character of selection -static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { if (STB_TEXT_HAS_SELECTION(state)) { stb_textedit_sortselection(state); @@ -640,13 +641,13 @@ static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditStat } #ifdef STB_TEXTEDIT_IS_SPACE -static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx ) +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( STB_TEXTEDIT_STRING *str, int c ) +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 ) ) @@ -661,7 +662,7 @@ static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) #endif #ifndef STB_TEXTEDIT_MOVEWORDRIGHT -static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c ) +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 @@ -688,7 +689,7 @@ static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) } // API cut: delete selection -static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +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 @@ -699,7 +700,7 @@ static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) } // API paste: replace existing selection with passed-in text -static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +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); @@ -720,14 +721,14 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta #endif // API key: process a keyboard input -static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +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) { - STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c; + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE) c; // can't add newline in single-line mode if (c == '\n' && state->single_line) @@ -892,8 +893,8 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, x = row.x0; for (i=0; i < row.num_chars; ++i) { float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); - #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE - if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) break; #endif x += dx; @@ -954,8 +955,8 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, x = row.x0; for (i=0; i < row.num_chars; ++i) { float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); - #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE - if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) break; #endif x += dx; @@ -1112,8 +1113,8 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, static void stb_textedit_flush_redo(StbUndoState *state) { - state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; - state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; } // discard the oldest entry in the undo list @@ -1125,13 +1126,13 @@ static void stb_textedit_discard_undo(StbUndoState *state) int n = state->undo_rec[0].insert_length, i; // delete n characters from all other records state->undo_char_point -= n; - STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE))); + 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; - STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); } } @@ -1141,7 +1142,7 @@ static void stb_textedit_discard_undo(StbUndoState *state) // fill up even though the undo buffer didn't static void stb_textedit_discard_redo(StbUndoState *state) { - int k = STB_TEXTEDIT_UNDOSTATECOUNT-1; + int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1; if (state->redo_point <= k) { // if the k'th undo state has characters, clean those up @@ -1149,7 +1150,7 @@ static void stb_textedit_discard_redo(StbUndoState *state) 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; - STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE))); + 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) @@ -1157,12 +1158,12 @@ static void stb_textedit_discard_redo(StbUndoState *state) } // 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)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + 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); - STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + 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; @@ -1176,32 +1177,32 @@ static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numch // if we have no free records, we have to make room, by sliding the // existing records down - if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + 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 > STB_TEXTEDIT_UNDOCHARCOUNT) { + 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 > STB_TEXTEDIT_UNDOCHARCOUNT) + while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) stb_textedit_discard_undo(state); return &state->undo_rec[state->undo_point++]; } -static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +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 = (STB_TEXTEDIT_POSITIONTYPE) insert_len; - r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len; + r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len; if (insert_len == 0) { r->char_storage = -1; @@ -1213,7 +1214,7 @@ static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, } } -static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { StbUndoState *s = &state->undostate; StbUndoRecord u, *r; @@ -1240,7 +1241,7 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) // 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 >= STB_TEXTEDIT_UNDOCHARCOUNT) { + 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 { @@ -1249,7 +1250,7 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) // 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 == STB_TEXTEDIT_UNDOSTATECOUNT) + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) return; // there's currently not enough room, so discard a redo record stb_textedit_discard_redo(s); @@ -1281,11 +1282,11 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) s->redo_point--; } -static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { StbUndoState *s = &state->undostate; StbUndoRecord *u, r; - if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) return; // we need to do two things: apply the redo record, and create an undo record @@ -1337,20 +1338,20 @@ static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int le stb_text_createundo(&state->undostate, where, 0, length); } -static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) { int i; - STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + 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(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) { int i; - STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + 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); @@ -1362,8 +1363,8 @@ static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_lin { state->undostate.undo_point = 0; state->undostate.undo_char_point = 0; - state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; - state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + 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; @@ -1386,16 +1387,16 @@ static void stb_textedit_initialize_state(STB_TexteditState *state, int is_singl #pragma GCC diagnostic ignored "-Wcast-qual" #endif -static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) +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, (STB_TEXTEDIT_CHARTYPE *) ctext, len); + return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len); } #if defined(__GNUC__) || defined(__clang__) #pragma GCC diagnostic pop #endif -#endif//STB_TEXTEDIT_IMPLEMENTATION +#endif//IMSTB_TEXTEDIT_IMPLEMENTATION /* ------------------------------------------------------------------------------ diff --git a/3rdlibs/imgui/dear-imgui/misc/freetype/imgui_freetype.cpp b/3rdlibs/imgui/dear-imgui/misc/freetype/imgui_freetype.cpp index facb9c9..a78bd5e 100644 --- a/3rdlibs/imgui/dear-imgui/misc/freetype/imgui_freetype.cpp +++ b/3rdlibs/imgui/dear-imgui/misc/freetype/imgui_freetype.cpp @@ -6,6 +6,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics. // 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG' (#6591) // 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly. // 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL. @@ -63,8 +64,10 @@ #pragma GCC diagnostic push #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 +#ifndef __clang__ #pragma GCC diagnostic ignored "-Wsubobject-linkage" // warning: 'xxxx' has a field 'xxxx' whose type uses the anonymous namespace #endif +#endif //------------------------------------------------------------------------- // Data @@ -164,6 +167,8 @@ namespace unsigned int UserFlags; // = ImFontConfig::RasterizerFlags FT_Int32 LoadFlags; FT_Render_Mode RenderMode; + float RasterizationDensity; + float InvRasterizationDensity; }; // From SDL_ttf: Handy routines for converting from fixed point @@ -206,6 +211,9 @@ namespace if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor) LoadFlags |= FT_LOAD_COLOR; + RasterizationDensity = cfg.RasterizerDensity; + InvRasterizationDensity = 1.0f / RasterizationDensity; + memset(&Info, 0, sizeof(Info)); SetPixelHeight((uint32_t)cfg.SizePixels); @@ -229,19 +237,19 @@ namespace FT_Size_RequestRec req; req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM; req.width = 0; - req.height = (uint32_t)pixel_height * 64; + req.height = (uint32_t)(pixel_height * 64 * RasterizationDensity); req.horiResolution = 0; req.vertResolution = 0; FT_Request_Size(Face, &req); // Update font info FT_Size_Metrics metrics = Face->size->metrics; - Info.PixelHeight = (uint32_t)pixel_height; - Info.Ascender = (float)FT_CEIL(metrics.ascender); - Info.Descender = (float)FT_CEIL(metrics.descender); - Info.LineSpacing = (float)FT_CEIL(metrics.height); - Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender); - Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance); + Info.PixelHeight = (uint32_t)(pixel_height * InvRasterizationDensity); + Info.Ascender = (float)FT_CEIL(metrics.ascender) * InvRasterizationDensity; + Info.Descender = (float)FT_CEIL(metrics.descender) * InvRasterizationDensity; + Info.LineSpacing = (float)FT_CEIL(metrics.height) * InvRasterizationDensity; + Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender) * InvRasterizationDensity; + Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance) * InvRasterizationDensity; } const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint) @@ -429,7 +437,7 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u ImFontAtlasBuildInit(atlas); // Clear atlas - atlas->TexID = (ImTextureID)nullptr; + atlas->TexID = 0; atlas->TexWidth = atlas->TexHeight = 0; atlas->TexUvScale = ImVec2(0.0f, 0.0f); atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); @@ -693,15 +701,15 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u const int ty = pack_rect.y + padding; // Register glyph - float x0 = info.OffsetX + font_off_x; - float y0 = info.OffsetY + font_off_y; - float x1 = x0 + info.Width; - float y1 = y0 + info.Height; + float x0 = info.OffsetX * src_tmp.Font.InvRasterizationDensity + font_off_x; + float y0 = info.OffsetY * src_tmp.Font.InvRasterizationDensity + font_off_y; + float x1 = x0 + info.Width * src_tmp.Font.InvRasterizationDensity; + float y1 = y0 + info.Height * src_tmp.Font.InvRasterizationDensity; float u0 = (tx) / (float)atlas->TexWidth; float v0 = (ty) / (float)atlas->TexHeight; float u1 = (tx + info.Width) / (float)atlas->TexWidth; float v1 = (ty + info.Height) / (float)atlas->TexHeight; - dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX); + dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX * src_tmp.Font.InvRasterizationDensity); ImFontGlyph* dst_glyph = &dst_font->Glyphs.back(); IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint); @@ -840,7 +848,7 @@ static FT_Error ImGuiLunasvgPortInit(FT_Pointer* _state) static void ImGuiLunasvgPortFree(FT_Pointer* _state) { - IM_DELETE(*(LunasvgPortState*)_state); + IM_DELETE(*(LunasvgPortState**)_state); } static FT_Error ImGuiLunasvgPortRender(FT_GlyphSlot slot, FT_Pointer* _state) diff --git a/3rdlibs/imgui/dear-imgui/misc/freetype/imgui_freetype.h b/3rdlibs/imgui/dear-imgui/misc/freetype/imgui_freetype.h index cc58ba6..b4e1d48 100644 --- a/3rdlibs/imgui/dear-imgui/misc/freetype/imgui_freetype.h +++ b/3rdlibs/imgui/dear-imgui/misc/freetype/imgui_freetype.h @@ -43,9 +43,8 @@ namespace ImGuiFreeType IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = nullptr); // Obsolete names (will be removed soon) - // Prefer using '#define IMGUI_ENABLE_FREETYPE' #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); } + //static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); } // Prefer using '#define IMGUI_ENABLE_FREETYPE' #endif } diff --git a/nickel/CMakeLists.txt b/nickel/CMakeLists.txt index 266ad1f..d90b6cd 100644 --- a/nickel/CMakeLists.txt +++ b/nickel/CMakeLists.txt @@ -34,8 +34,7 @@ set_target_properties(Nickel.Graphics PROPERTIES PUBLIC_HEADER "${nickel_graphics_headers}") target_compile_features(Nickel.Graphics PUBLIC cxx_std_17) -target_link_libraries(Nickel.Graphics PUBLIC glad) -target_link_libraries(Nickel.Graphics PRIVATE stb_image rapidxml freetype lunasvg tinygltf SDL2 Nickel.Common) +target_link_libraries(Nickel.Graphics PRIVATE glad stb_image rapidxml freetype lunasvg tinygltf SDL2 Nickel.Common) target_compile_definitions(Nickel.Graphics PUBLIC TINYGLTF_NO_STB_IMAGE TINYGLTF_NO_STB_IMAGE_WRITE @@ -75,8 +74,7 @@ set_target_properties(Nickel.Video PROPERTIES PUBLIC_HEADER "${nickel_video_headers}") target_compile_features(Nickel.Video PUBLIC cxx_std_17) -# remove Nickel.Graphics(due to window depedent opengl) -target_link_libraries(Nickel.Video PUBLIC Nickel.Common Nickel.Graphics) +target_link_libraries(Nickel.Video PUBLIC Nickel.Common) target_link_libraries(Nickel.Video PRIVATE SDL2) # Nickel.Physics @@ -123,18 +121,18 @@ target_compile_features(Nickel.Animation PUBLIC cxx_std_17) target_link_libraries(Nickel.Animation PUBLIC Nickel.Common) # Nickel.UI -aux_source_directory(src/ui nickel_ui_src) -file(GLOB_RECURSE nickel_ui_headers ./include/ui/*.hpp) - -add_library(Nickel.UI STATIC) -target_sources(Nickel.UI PRIVATE ${nickel_ui_src}) -target_sources(Nickel.UI PUBLIC ${nickel_ui_headers}) -target_include_directories(Nickel.UI PUBLIC ./include) -set_target_properties(Nickel.UI - PROPERTIES - PUBLIC_HEADER "${nickel_ui_headers}") -target_compile_features(Nickel.UI PUBLIC cxx_std_17) -target_link_libraries(Nickel.UI PUBLIC Nickel.Common Nickel.Graphics) +# aux_source_directory(src/ui nickel_ui_src) +# file(GLOB_RECURSE nickel_ui_headers ./include/ui/*.hpp) +# +# add_library(Nickel.UI STATIC) +# target_sources(Nickel.UI PRIVATE ${nickel_ui_src}) +# target_sources(Nickel.UI PUBLIC ${nickel_ui_headers}) +# target_include_directories(Nickel.UI PUBLIC ./include) +# set_target_properties(Nickel.UI +# PROPERTIES +# PUBLIC_HEADER "${nickel_ui_headers}") +# target_compile_features(Nickel.UI PUBLIC cxx_std_17) +# target_link_libraries(Nickel.UI PUBLIC Nickel.Common Nickel.Graphics) # Nickel.Refl aux_source_directory(src/refl nickel_refl_src) @@ -154,7 +152,8 @@ target_link_libraries(Nickel.Refl PUBLIC Nickel.Animation Nickel.Audio Nickel.Physics - Nickel.UI) + #Nickel.UI +) # Nickel.Misc aux_source_directory(src/misc nickel_misc_src) diff --git a/nickel/include/common/cgmath.hpp b/nickel/include/common/cgmath.hpp index 2a1262c..aca79ce 100644 --- a/nickel/include/common/cgmath.hpp +++ b/nickel/include/common/cgmath.hpp @@ -732,7 +732,7 @@ using Mat33 = Mat; using Mat44 = Mat; inline Mat44 CreatePersp(float fov, float aspect, float near, float far, - bool GLCoord = false) { + bool GLCoord) { float focal = 1.0 / std::tan(fov * 0.5); // clang-format off @@ -746,14 +746,23 @@ inline Mat44 CreatePersp(float fov, float aspect, float near, float far, } inline Mat44 CreateOrtho(float left, float right, float top, float bottom, - float near, float far, bool GLCoord = false) { + float near, float far, bool GLCoord) { // clang-format off - return Mat44::FromRow({ - 2.0f / (right - left), 0.0f, 0.0f, (left + right) / (left - right), - 0.0f, (GLCoord ? 1.0f : -1.0f) * 2.0f / (top - bottom), 0.0f, (bottom + top) / (bottom - top), - 0.0f, 0.0f, 2.0f / (near - far), (near + far) / (far - near), - 0.0f, 0.0f, 0.0f, 1.0f, - }); + if (GLCoord) { + return Mat44::FromRow({ + 2.0f / (right - left), 0.0f, 0.0f, (left + right) / (left - right), + 0.0f, 2.0f / (top - bottom), 0.0f, (bottom + top) / (bottom - top), + 0.0f, 0.0f, 2.0f / (near - far), (near + far) / (far - near), + 0.0f, 0.0f, 0.0f, 1.0f, + }); + } else { + return Mat44::FromRow({ + 2.0f / (right - left), 0.0f, 0.0f, (left + right) / (left - right), + 0.0f,-2.0f / (top - bottom), 0.0f, (bottom + top) / (bottom - top), + 0.0f, 0.0f,1.0f / (near - far), far/ (far - near), + 0.0f, 0.0f, 0.0f, 1.0f, + }); + } // clang-format on } diff --git a/nickel/include/common/filetype.hpp b/nickel/include/common/filetype.hpp index 9bab867..a20613f 100644 --- a/nickel/include/common/filetype.hpp +++ b/nickel/include/common/filetype.hpp @@ -14,6 +14,7 @@ enum class FileType { Tilesheet, Animation, Timer, + GLTF, FileTypeCount, }; diff --git a/nickel/include/common/log_tag.hpp b/nickel/include/common/log_tag.hpp index 9f09b72..5163395 100644 --- a/nickel/include/common/log_tag.hpp +++ b/nickel/include/common/log_tag.hpp @@ -11,6 +11,7 @@ constexpr std::string_view Glad = "Glad"; constexpr std::string_view GL = "GL"; constexpr std::string_view Config = "Config"; constexpr std::string_view Asset = "Asset"; +constexpr std::string_view RHI = "RHI"; constexpr std::string_view Renderer = "Renderer"; constexpr std::string_view Nickel = "Nickel"; constexpr std::string_view Misc = "Misc"; diff --git a/nickel/include/common/manager.hpp b/nickel/include/common/manager.hpp index 1050327..4908623 100644 --- a/nickel/include/common/manager.hpp +++ b/nickel/include/common/manager.hpp @@ -3,6 +3,7 @@ #include "common/asset.hpp" #include "common/handle.hpp" #include "common/filetype.hpp" +#include "common/util.hpp" namespace nickel { @@ -297,7 +298,8 @@ class Manager::value>>> { std::unordered_map datas_; - std::unordered_map pathHandleMap_; + + std::unordered_map pathHandleMap_; }; diff --git a/nickel/include/common/util.hpp b/nickel/include/common/util.hpp index f6fa70b..49be84d 100644 --- a/nickel/include/common/util.hpp +++ b/nickel/include/common/util.hpp @@ -4,6 +4,7 @@ #include #include #include +#include #include "common/singlton.hpp" @@ -25,7 +26,7 @@ inline std::optional ReadWholeFile( std::ios_base::openmode openmode = std::ios_base::in) { std::ifstream file(filename, openmode); if (file.fail()) { - LOGE("file %s open failed", filename); + LOGE("file ", filename, " open failed"); return std::nullopt; } T content(std::istreambuf_iterator(file), @@ -149,6 +150,12 @@ void VisitTuple(const std::tuple& t, F f) { doVisitTuple(t, std::make_index_sequence(), f); } +struct PathHasher { + size_t operator()(const std::filesystem::path& path) const { + return std::filesystem::hash_value(path); + } +}; + /** * @} */ diff --git a/nickel/include/graphics/batch.hpp b/nickel/include/graphics/batch.hpp deleted file mode 100644 index f75d2db..0000000 --- a/nickel/include/graphics/batch.hpp +++ /dev/null @@ -1,109 +0,0 @@ -#pragma once - -#include "config/config.hpp" -#include "common/cgmath.hpp" -#include "stdpch.hpp" -#include "graphics/gogl.hpp" -#include "graphics/vertex.hpp" - - -namespace nickel { - -namespace internal { - -template -struct RenderBatch final { - std::vector vertices; - std::vector indices; - - RenderBatch() { - vertices.reserve(config::MaxVertexPerBatch); - indices.reserve(config::MaxVertexPerBatch * 4); - } -}; - -struct DrawCall final { - gogl::PrimitiveType primitive = gogl::PrimitiveType::Unknown; - gogl::Texture* texture = nullptr; - size_t vertex_start_idx = 0; - size_t vertex_count = 0; - std::optional index_start_idx; - size_t index_count = 0; -}; - -/** - * help to do batch rendering - * usage: - * - * @code {.cpp} - * Batch batch; - * // start to draw a primitive - * batch.BeginPrimitive(gogl::PrimitiveType::TriangleList, white_texture); - * // push all vertices - * batch.PushVertex(Vertex1); - * ... - * // if need, push all indices - * batch.PushIndex(index1); - * ... - * - * // star to draw another primitive - * batch.BeginPrimitive(gogl::PrimitiveType::Lines, image); - * // push vertices and indices - * ... - * - * // after record all drawcalls, do `Render()` once to draw them - * batch.Render(shader, texture_name); - * @endcode - * - */ -class Batch final { -public: - using vertex_type = Vertex; - - Batch(); - - /** - * @brief prepare to draw a kine of primitive - * - * @note begin a new primitive or texture different from last will create a - * new drawcall. The efficient way to use batch rendering is recording the - * same primitive & texture objects together as much as possible - */ - void BeginPrimitive(gogl::PrimitiveType, gogl::Texture& texture); - - /** - * @brief push a vertex into batch - */ - template - void PushVertex(Args&&... args) { - batch.vertices.emplace_back(std::forward(args)...); - } - - /** - * @brief push a index into batch - */ - void PushIndex(uint32_t index); - - /** - * @brief transfer data to GPU and render all drawcalls, then clear all - * datas & drawcalls - * - * @param shader your shader - * @param texture_uniform_name your texture uniform name in shader - */ - void Render(gogl::Shader& shader, std::string_view texture_uniform_name); - -private: - RenderBatch batch; - std::vector drawcalls; - gogl::Buffer vertex_buffer; - gogl::Buffer indices_buffer; - gogl::AttributePointer attr_ptr; - - void doOneDrawCall(DrawCall&, gogl::Shader&, - std::string_view texture_uniform_name); -}; - -} // namespace internal - -} // namespace nickel \ No newline at end of file diff --git a/nickel/include/graphics/camera.hpp b/nickel/include/graphics/camera.hpp index 32cdf48..42e8b93 100644 --- a/nickel/include/graphics/camera.hpp +++ b/nickel/include/graphics/camera.hpp @@ -1,11 +1,17 @@ #pragma once #include "common/cgmath.hpp" -#include "graphics/gogl.hpp" +#include "common/ecs.hpp" +#include "graphics/rhi/rhi.hpp" namespace nickel { + +struct SphericalCoordCameraProxy; + class Camera { public: + friend class SphericalCoordCameraProxy; + enum class Type { Ortho, Perspective, @@ -13,42 +19,31 @@ class Camera { static Camera CreateOrtho(float left, float right, float top, float bottom, float near, float far) { + auto api = ECS::Instance() + .World() + .res() + ->RequestAdapterInfo() + .api; return {Type::Ortho, - cgmath::CreateOrtho(left, right, top, bottom, near, far), + cgmath::CreateOrtho(left, right, top, bottom, near, far, + api == rhi::APIPreference::GL), cgmath::Mat44::Identity()}; } static Camera CreateOrthoByWindowRegion(const cgmath::Vec2& size) { - return CreateOrtho(0.0, size.w, 0.0, size.h, 1.0, -1.0); + auto halfSize = size * 0.5; + return CreateOrtho(-halfSize.w, halfSize.w, halfSize.h, -halfSize.h, + 1000.0, -1000.0); } auto& Project() const { return proj_; } void SetProject(const cgmath::Mat44& proj) { proj_ = proj; } + void SetView(const cgmath::Mat44& view) { view_ = view; } auto& View() const { return view_; } - void SetRenderTarget(gogl::Framebuffer& target) { renderTarget_ = ⌖ } - - auto& GetRenderTarget() const { return renderTarget_; } - - void ApplyRenderTarget() { - if (renderTarget_) { - renderTarget_->Bind(); - GL_CALL(glViewport(0, 0, renderTarget_->Size().w, - renderTarget_->Size().h)); - if (IsOrtho()) { - // TODO: record cube to create ortho - SetProject(cgmath::CreateOrtho(0, renderTarget_->Size().w, 0, - renderTarget_->Size().h, 10000, - -10000)); - } - } else { - GL_CALL(glBindFramebuffer(GL_FRAMEBUFFER, 0)); - } - } - auto GetType() const { return type_; } bool IsOrtho() const { return type_ == Type::Ortho; } @@ -106,7 +101,6 @@ class Camera { cgmath::Vec3 position_; cgmath::Vec3 scale_{1, 1}; - gogl::Framebuffer* renderTarget_ = nullptr; Type type_; cgmath::Color clearColor_{0.1, 0.1, 0.1, 1}; @@ -116,4 +110,73 @@ class Camera { } }; +struct SphericalCoordCameraProxy final { +public: + SphericalCoordCameraProxy(Camera& camera, + const nickel::cgmath::Vec3& center) + : camera_{camera}, center_{center} { + auto dir = camera_.Position() - center_; + auto zAxis = nickel::cgmath::Vec3{0, 1, 0}; + radius_ = dir.Length(); + dir.Normalize(); + Assert(radius_ != 0, "your camera too close to origin (distance = 0)"); + + auto xozVec = nickel::cgmath::Normalize(dir - (dir.Dot(zAxis) * zAxis)); + + theta_ = nickel::cgmath::GetRadianIn360( + nickel::cgmath::Vec3{0, 1, 0}, dir, + nickel::cgmath::Cross({0, 1, 0}, xozVec)); + + phi_ = nickel::cgmath::GetRadianIn180Signed( + nickel::cgmath::Vec2{1, 0}, + nickel::cgmath::Vec2{xozVec.x, xozVec.z}); + } + + void SetRadius(float r) { + if (r < MinRadius) { + radius_ = MinRadius; + } else { + radius_ = r; + } + } + + auto GetRadius() const { return radius_; } + + void SetPhi(float p) { phi_ = p; } + + auto GetPhi() const { return phi_; } + + void SetTheta(float t) { + if (t > MaxTheta) { + t = MaxTheta; + } else if (t < MinTheta) { + t = MinTheta; + } + theta_ = t; + } + + auto GetTheta() const { return theta_; } + + void Update2Camera() { + auto xoyAxis = nickel::cgmath::Vec2{std::cos(phi_), std::sin(phi_)} * + std::sin(theta_) * radius_; + auto y = std::cos(theta_) * radius_; + + camera_.position_.Set(xoyAxis.x, y, xoyAxis.y); + camera_.view_ = + nickel::cgmath::LookAt(center_, camera_.position_, {0, 1, 0}); + } + +private: + Camera& camera_; + nickel::cgmath::Vec3 center_; + float radius_; + float phi_; + float theta_; + + static constexpr float MaxTheta = cgmath::PI - 0.001; + static constexpr float MinTheta = 0.001; + static constexpr float MinRadius = 0.0001; +}; + } // namespace nickel \ No newline at end of file diff --git a/nickel/include/graphics/context.hpp b/nickel/include/graphics/context.hpp index 6535ea9..1e46898 100644 --- a/nickel/include/graphics/context.hpp +++ b/nickel/include/graphics/context.hpp @@ -1,33 +1,119 @@ #pragma once -#include "common/log_tag.hpp" #include "common/cgmath.hpp" +#include "common/log_tag.hpp" +#include "graphics/material.hpp" #include "graphics/texture.hpp" #include "graphics/vertex.hpp" namespace nickel { +class RenderContext; + +struct GPUMesh2D final { + rhi::Buffer verticesBuffer; + rhi::Buffer indicesBuffer; + uint32_t elemCount; + + ~GPUMesh2D(); +}; + +struct Mesh2D final { + std::vector vertices; + std::vector indices; + + // std::unique_ptr CreateGPUMesh2D(rhi::Device); +}; + +struct Render2DContext { + rhi::RenderPipeline pipeline; + rhi::PipelineLayout pipelineLayout; + rhi::BindGroupLayout bindGroupLayout; + + std::unique_ptr identityRectMesh_; + std::unique_ptr defaultMaterial_; + + Render2DContext(rhi::APIPreference, rhi::Device, + const cgmath::Rect& viewport, RenderContext&); + ~Render2DContext(); + + // get sampler(will create when not exists) + rhi::Sampler GetSampler(rhi::SamplerAddressMode u, + rhi::SamplerAddressMode v, rhi::Filter min, + rhi::Filter mag); + +private: + rhi::Device device_; + std::unordered_map samplers_; + + rhi::PipelineLayout createPipelineLayout(); + void initPipelineShader(rhi::RenderPipeline::Descriptor&, + rhi::APIPreference); + rhi::BindGroupLayout createBindGroupLayout(RenderContext& ctx); + rhi::RenderPipeline createPipeline(rhi::APIPreference, + const nickel::cgmath::Rect& viewport, + RenderContext&); + void initSamplers(); + std::unique_ptr createDefaultMaterial(); + std::unique_ptr createIdentityRectMesh(); +}; + +struct Render3DContext { + rhi::RenderPipeline pipeline; + rhi::PipelineLayout pipelineLayout; + rhi::BindGroupLayout bindGroupLayout; + + Render3DContext(rhi::APIPreference, rhi::Device, + const cgmath::Rect& viewport, RenderContext&); + ~Render3DContext(); + +private: + rhi::Device device_; + + rhi::PipelineLayout createPipelineLayout(); + void initPipelineShader(rhi::RenderPipeline::Descriptor&, + rhi::APIPreference); + rhi::BindGroupLayout createBindGroupLayout(RenderContext& ctx); + rhi::RenderPipeline createPipeline(rhi::APIPreference, + const nickel::cgmath::Rect& viewport, + RenderContext&); +}; + /** * @brief [resource][inner] render context */ struct RenderContext final { - struct RenderInfo { - std::array vertices; - cgmath::Mat44 model; - const Texture* texture; - }; - - std::vector renderInfos; - float depthBias = 0; - float depthBiasStep = 0.0001; - - void ResetBias() { - depthBias = 0; - } - - void ClearRenderInfo() { - renderInfos.clear(); - } + RenderContext(rhi::APIPreference, rhi::Device, + const cgmath::Vec2& windowSize); + ~RenderContext(); + + std::unique_ptr ctx2D; + std::unique_ptr ctx3D; + + // common resources + rhi::Buffer mvpBuffer; + rhi::Buffer cameraBuffer; + rhi::Texture depthTexture; + rhi::TextureView depthTextureView; + rhi::Texture whiteTexture; + rhi::TextureView whiteTextureView; + rhi::Texture blackTexture; + rhi::TextureView blackTextureView; + rhi::Texture defaultNormalTexture; + rhi::TextureView defaultNormalTextureView; + rhi::Sampler defaultSampler; // for default textures and glTF + + // temporary vars during rendering + rhi::Texture presentTexture; + rhi::TextureView presentTextureView; + rhi::CommandEncoder encoder; + +private: + void initDepthTexture(rhi::Device, const nickel::cgmath::Vec2& size); + void initMVPBuffer(rhi::Device); + rhi::Buffer createCameraBuffer(rhi::Device); + rhi::Sampler createDefaultSampler(rhi::Device); + rhi::Texture createSingleValueTexture(rhi::Device, uint32_t color); }; -} \ No newline at end of file +} // namespace nickel \ No newline at end of file diff --git a/nickel/include/graphics/gltf.hpp b/nickel/include/graphics/gltf.hpp new file mode 100644 index 0000000..59852de --- /dev/null +++ b/nickel/include/graphics/gltf.hpp @@ -0,0 +1,49 @@ +#pragma once +#include "common/transform.hpp" +#include "graphics/mesh.hpp" +#include "graphics/context.hpp" + +namespace nickel { + +struct GLTFModel final: public Asset { + std::vector scenes; + std::vector samplers; + std::vector> materials; + rhi::Buffer pbrParamBuffer; + + static GLTFModel Null; + + GLTFModel() = default; + GLTFModel(std::vector&& scenes, std::vector&& samplers, + std::vector>&& materials, rhi::Buffer buffers); + GLTFModel(GLTFModel&&) = default; + GLTFModel& operator=(GLTFModel&&) = default; + + toml::table Save2Toml() const override; + + ~GLTFModel(); + + operator bool() const; + +private: + bool valid_ = false; +}; + +template <> +std::unique_ptr LoadAssetFromMeta(class toml::v3::table const &); + +using GLTFHandle = Handle; + +class GLTFManager : public Manager { +public: + static FileType GetFileType() { return FileType::GLTF; } + + GLTFHandle Load(const std::filesystem::path& filename); +}; + +struct GLTFBundle { + Transform transform; + GLTFHandle gltf; +}; + +} // namespace nickel \ No newline at end of file diff --git a/nickel/include/graphics/gogl.hpp b/nickel/include/graphics/gogl.hpp deleted file mode 100644 index 128bc36..0000000 --- a/nickel/include/graphics/gogl.hpp +++ /dev/null @@ -1,1115 +0,0 @@ -#pragma once - -#include "common/assert.hpp" -#include "common/cgmath.hpp" -#include "common/log.hpp" -#include "common/log_tag.hpp" -#include "glad/glad.h" -#include -#include - -/******** some macro to make opengl call safer *********/ - -namespace nickel { - -namespace gogl { - -#define _GL_MAX_ERROR 1024 - -inline void GLClearError() { - static unsigned int count = 0; - count = 0; - GLenum err = glGetError(); - while (err != GL_NO_ERROR && count < _GL_MAX_ERROR) { - err = glGetError(); - count++; - } -} - -inline const char* GLError2Str(GLenum error) { -#define CASE(x) \ - case x: \ - return #x; - switch (error) { - CASE(GL_INVALID_ENUM) - CASE(GL_INVALID_VALUE) - CASE(GL_INVALID_OPERATION) - CASE(GL_INVALID_FRAMEBUFFER_OPERATION) - CASE(GL_OUT_OF_MEMORY) -#ifdef GL_STACK_UNDERFLOW - CASE(GL_STACK_UNDERFLOW) -#endif - -#ifdef GL_STACK_OVERFLOW - CASE(GL_STACK_OVERFLOW) -#endif - default: - return "GL_UNKNOWN_ERROR"; - } -#undef CASE -} - -#define GL_CALL(expr) \ - do { \ - gogl::GLClearError(); \ - expr; \ - auto e = glGetError(); \ - if (e != GL_NO_ERROR) { \ - LOGE(log_tag::GL, gogl::GLError2Str(e)); \ - } \ - } while (0) - -#define GL_RET_CALL(expr) \ - [&]() { \ - GLClearError(); \ - auto value = expr; \ - GLenum e = glGetError(); \ - if (e != GL_NO_ERROR) { \ - LOGE(log_tag::GL, gogl::GLError2Str(e)); \ - } \ - return value; \ - }() - -/************ Shader *****************/ - -class Shader; - -class ShaderModule final { -public: - friend class Shader; - - enum class Type { - Vertex, - Fragment, - Compute, - }; - - static auto CreateVertexShader(const std::string& code) { - return ShaderModule(Type::Vertex, code); - } - - static auto CreateFragmentShader(const std::string& code) { - return ShaderModule(Type::Fragment, code); - } - - static auto CreateComputeShader(const std::string& code) { - return ShaderModule(Type::Compute, code); - } - - ShaderModule(const ShaderModule&) = delete; - ShaderModule& operator=(const ShaderModule&) = delete; - - ShaderModule(Type type, const std::string& code) : type_(type) { - id_ = glCreateShader(type2gl(type)); - const char* source = code.c_str(); - GL_CALL(glShaderSource(id_, 1, &source, nullptr)); - GL_CALL(glCompileShader(id_)); - - int success; - char infoLog[1024]; - GL_CALL(glGetShaderiv(id_, GL_COMPILE_STATUS, &success)); - if (!success) { - GL_CALL(glGetShaderInfoLog(id_, 1024, NULL, infoLog)); - LOGF(log_tag::GL, type2str(type), " shader compile failed:\r\n", - infoLog); - } - } - - ~ShaderModule() { GL_CALL(glDeleteShader(id_)); } - -private: - GLuint id_ = 0; - Type type_; - - GLenum type2gl(ShaderModule::Type type) { - switch (type) { - case ShaderModule::Type::Vertex: - return GL_VERTEX_SHADER; - case ShaderModule::Type::Fragment: - return GL_FRAGMENT_SHADER; - case ShaderModule::Type::Compute: - return GL_COMPUTE_SHADER; - default: - Assert(false, "invalid shader module type"); - return -1; - } - } - - std::string_view type2str(ShaderModule::Type type) { - switch (type) { - case ShaderModule::Type::Vertex: - return "Vertex"; - case ShaderModule::Type::Fragment: - return "Fragment"; - case ShaderModule::Type::Compute: - return "Compute"; - } - return "Unkown"; - } -}; - -enum class PrimitiveType { - Unknown, - Points, - LineStrip, - LineLoop, - Lines, - LineStripAdjacency, - LinesAdjacency, - TriangleStrip, - TriangleFan, - Triangles, - TriangleStripAdjacency, - TrianglesAdjacency, - Patches, -}; - -inline GLenum Primitive2GL(PrimitiveType type) { - switch (type) { - case PrimitiveType::Points: - return GL_POINTS; - case PrimitiveType::LineStrip: - return GL_LINE_STRIP; - case PrimitiveType::LineLoop: - return GL_LINE_LOOP; - case PrimitiveType::Lines: - return GL_LINES; - case PrimitiveType::LineStripAdjacency: - return GL_LINE_STRIP_ADJACENCY; - case PrimitiveType::LinesAdjacency: - return GL_LINES_ADJACENCY; - case PrimitiveType::TriangleStrip: - return GL_TRIANGLE_STRIP; - case PrimitiveType::TriangleFan: - return GL_TRIANGLE_FAN; - case PrimitiveType::Triangles: - return GL_TRIANGLES; - case PrimitiveType::TriangleStripAdjacency: - return GL_TRIANGLE_STRIP_ADJACENCY; - case PrimitiveType::TrianglesAdjacency: - return GL_TRIANGLES_ADJACENCY; - case PrimitiveType::Patches: - return GL_PATCHES; - default: - Assert(false, "invaid primitive type"); - return -1; - } -} - -enum class BarrierType { - AtomicCounter, - Framebuffer, - ShaderImageAccess, - ShaderStorage, - TextureFetch, - Uniform, -}; - -inline GLenum Barrier2GL(BarrierType type) { - switch (type) { - case BarrierType::AtomicCounter: - return GL_ATOMIC_COUNTER_BARRIER_BIT; - case BarrierType::Framebuffer: - return GL_FRAMEBUFFER_BARRIER_BIT; - case BarrierType::ShaderImageAccess: - return GL_SHADER_IMAGE_ACCESS_BARRIER_BIT; - case BarrierType::ShaderStorage: - return GL_SHADER_STORAGE_BARRIER_BIT; - case BarrierType::TextureFetch: - return GL_TEXTURE_FETCH_BARRIER_BIT; - case BarrierType::Uniform: - return GL_UNIFORM_BARRIER_BIT; - } -} - -class Shader final { -public: - static Shader CreateGraphics(const ShaderModule& vertex, - const ShaderModule& fragment) { - return Shader(vertex, fragment); - } - - static Shader CreateCompute(const ShaderModule& compute) { - return Shader(compute); - } - - Shader(const ShaderModule& compute) : type_(Type::Compute) { - id_ = GL_RET_CALL(glCreateProgram()); - - GL_CALL(glAttachShader(id_, compute.id_)); - GL_CALL(glLinkProgram(id_)); - - int success; - char infoLog[1024]; - GL_CALL(glGetProgramiv(id_, GL_LINK_STATUS, &success)); - if (!success) { - glGetProgramInfoLog(id_, 1024, NULL, infoLog); - LOGF(log_tag::GL, "shader link failed:\r\n", infoLog); - } - } - - Shader(const ShaderModule& vertex, const ShaderModule& fragment) - : type_(Type::Graphics) { - id_ = GL_RET_CALL(glCreateProgram()); - - GL_CALL(glAttachShader(id_, vertex.id_)); - GL_CALL(glAttachShader(id_, fragment.id_)); - GL_CALL(glLinkProgram(id_)); - - int success; - char infoLog[1024]; - GL_CALL(glGetProgramiv(id_, GL_LINK_STATUS, &success)); - if (!success) { - glGetProgramInfoLog(id_, 1024, NULL, infoLog); - LOGF(log_tag::GL, "shader link failed:\r\n", infoLog); - } - } - - Shader(const Shader&) = delete; - Shader& operator=(const Shader&) = delete; - - ~Shader() { GL_CALL(glDeleteProgram(id_)); } - - void Use() const { GL_CALL(glUseProgram(id_)); } - - void Unuse() const { GL_CALL(glUseProgram(0)); } - - void SetMat4(std::string_view name, const cgmath::Mat44& m) { - Use(); - auto loc = GL_RET_CALL(glGetUniformLocation(id_, name.data())); - if (loc == -1) { - LOGE(log_tag::GL, "don't has uniform ", name); - } else { - GL_CALL(glUniformMatrix4fv(loc, 1, GL_FALSE, m.data)); - } - } - - void SetVec3(std::string_view name, const cgmath::Vec3& v) { - Use(); - auto loc = GL_RET_CALL(glGetUniformLocation(id_, name.data())); - if (loc == -1) { - LOGE(log_tag::GL, "don't has uniform ", name); - } else { - GL_CALL(glUniform3f(loc, v.x, v.y, v.z)); - } - } - - void SetInt(std::string_view name, int value) { - Use(); - auto loc = GL_RET_CALL(glGetUniformLocation(id_, name.data())); - if (loc == -1) { - LOGE(log_tag::GL, "don't has uniform ", name); - } else { - GL_CALL(glUniform1i(loc, value)); - } - } - - void DrawArray(PrimitiveType type, uint64_t first, uint64_t count) { - if (type_ != Type::Graphics) { - LOGE(log_tag::GL, "your shader isn't graphics shader"); - } else { - GL_CALL(glDrawArrays(Primitive2GL(type), - static_cast(first), - static_cast(count))); - } - } - - void DrawElements(PrimitiveType type, uint64_t count, GLenum dataType, - uint64_t offset) { - if (type_ != Type::Graphics) { - LOGE(log_tag::GL, "your shader isn't graphics shader"); - } else { - GL_CALL(glDrawElements(static_cast(Primitive2GL(type)), - static_cast(count), dataType, - (void*)offset)); - } - } - - void DispatchCompute(uint64_t x, uint64_t y, uint64_t z) { - if (type_ != Type::Compute) { - LOGE(log_tag::GL, "your shader isn't graphics shader"); - } else { - GL_CALL(glDispatchCompute(static_cast(x), - static_cast(y), - static_cast(z))); - } - } - - void WaitMemoryBarrier(BarrierType type) { - GL_CALL(glMemoryBarrier(Barrier2GL(type))); - } - -private: - GLuint id_ = 0; - - enum Type { - Graphics, - Compute, - } type_; -}; - -/************ Buffer *****************/ -enum class BufferType { - Array, - Element, - ShaderStorage, - AtomicCounter, - CopyRead, - CopyWrite, - DispatchIndirect, - DrawIndirect, - PixelPack, - PixelUnpack, - QueryBuffer, - TextureBuffer, - TransformFeedback, - UniformBuffer, -}; - -inline GLenum BufferType2GL(BufferType type) { - switch (type) { - case BufferType::Array: - return GL_ARRAY_BUFFER; - case BufferType::Element: - return GL_ELEMENT_ARRAY_BUFFER; - case BufferType::ShaderStorage: - return GL_SHADER_STORAGE_BUFFER; - case BufferType::AtomicCounter: - return GL_ATOMIC_COUNTER_BUFFER; - case BufferType::CopyRead: - return GL_COPY_READ_BUFFER; - case BufferType::CopyWrite: - return GL_COPY_WRITE_BUFFER; - case BufferType::DispatchIndirect: - return GL_DISPATCH_INDIRECT_BUFFER; - case BufferType::DrawIndirect: - return GL_DRAW_INDIRECT_BUFFER; - case BufferType::PixelPack: - return GL_PIXEL_PACK_BUFFER; - case BufferType::PixelUnpack: - return GL_PIXEL_UNPACK_BUFFER; - case BufferType::QueryBuffer: - return GL_QUERY_BUFFER; - case BufferType::TextureBuffer: - return GL_TEXTURE_BUFFER; - case BufferType::TransformFeedback: - return GL_TRANSFORM_FEEDBACK_BUFFER; - case BufferType::UniformBuffer: - return GL_UNIFORM_BUFFER; - default: - Assert(false, "invalid buffer type"); - return -1; - } -} - -inline std::string_view BufferType2Str(BufferType type) { - switch (type) { - case BufferType::Array: - return "Array"; - case BufferType::Element: - return "Element"; - case BufferType::ShaderStorage: - return "ShaderStorage"; - case BufferType::AtomicCounter: - return "AtomicCounter"; - case BufferType::CopyRead: - return "CopyRead"; - case BufferType::CopyWrite: - return "CopyWrite"; - case BufferType::DispatchIndirect: - return "DispatchIndirect"; - case BufferType::DrawIndirect: - return "DrawIndirect"; - case BufferType::PixelPack: - return "PixelPack"; - case BufferType::PixelUnpack: - return "PixelUnpack"; - case BufferType::QueryBuffer: - return "QueryBuffer"; - case BufferType::TextureBuffer: - return "TextureBuffer"; - case BufferType::TransformFeedback: - return "TransformFeedback"; - case BufferType::UniformBuffer: - return "UniformBuffer"; - } - return "Unknown"; -} - -class Buffer final { -public: - enum Access { - ReadOnly, - WriteOnly, - ReadWrite, - - InvalidRange, - InvalidBuffer, - FlushExplicit, - }; - - struct MapGuard final { - MapGuard(Buffer& buffer, void* ptr) : buffer_(buffer), ptr(ptr) {} - - ~MapGuard() { Unmap(); } - - void Unmap() { - if (!unmapped_) { - buffer_.Bind(); - GL_CALL(glUnmapBuffer(BufferType2GL(buffer_.type_))); - unmapped_ = true; - } - } - - MapGuard(const MapGuard&) = delete; - MapGuard& operator=(const MapGuard&) = delete; - - void* ptr; - - private: - bool unmapped_ = false; - Buffer& buffer_; - }; - - Buffer(BufferType type) : type_(type) { GL_CALL(glGenBuffers(1, &id_)); } - - Buffer(const Buffer&) = delete; - Buffer& operator=(const Buffer&) = delete; - - ~Buffer() { GL_CALL(glDeleteBuffers(1, &id_)); } - - void SetData(const void* datas, size_t size) { - Bind(); - GL_CALL( - glBufferData(BufferType2GL(type_), size, datas, GL_STATIC_DRAW)); - } - - void GetData(void* buf) const { - Bind(); - size_t size = Size(); - GL_CALL(glGetBufferSubData(BufferType2GL(type_), 0, size, buf)); - } - - void GetSubData(void* buf, size_t offset, size_t len) const { - Bind(); - GL_CALL(glGetBufferSubData(BufferType2GL(type_), offset, len, buf)); - } - - void ExtendSize(size_t size) { SetData(nullptr, size); } - - MapGuard Map(Access access) { - Bind(); - return MapGuard(*this, GL_RET_CALL(glMapBuffer(BufferType2GL(type_), - access2gl(access)))); - } - - MapGuard MapRange(size_t offset, size_t len, Access access) { - Bind(); - return MapGuard( - *this, GL_RET_CALL(glMapBufferRange(BufferType2GL(type_), offset, - len, access2gl(access)))); - } - - void Flush(size_t offset, size_t len) { - Bind(); - GL_CALL(glFlushMappedBufferRange(BufferType2GL(type_), offset, len)); - } - - void Bind() const { GL_CALL(glBindBuffer(BufferType2GL(type_), id_)); } - - void Unbind() const { GL_CALL(glBindBuffer(BufferType2GL(type_), 0)); } - - void Bind2Base(uint8_t slot) const { - if (type_ != BufferType::AtomicCounter && - type_ != BufferType::TransformFeedback && - type_ != BufferType::UniformBuffer && - type_ != BufferType::ShaderStorage) { - LOGW(log_tag::GL, "the buffer type don't support bind to base"); - } else { - GL_CALL(glBindBufferBase(BufferType2GL(type_), slot, id_)); - } - } - - int Size() const { - GLint size = 0; - Bind(); - GL_CALL(glGetBufferParameteriv(BufferType2GL(type_), GL_BUFFER_SIZE, - &size)); - return size; - } - -private: - GLuint id_; - BufferType type_; - - GLenum access2gl(Access access) const { - switch (access) { - case Access::ReadOnly: - return GL_READ_ONLY; - case Access::WriteOnly: - return GL_WRITE_ONLY; - case Access::ReadWrite: - return GL_READ_WRITE; - case Access::InvalidBuffer: - return GL_MAP_INVALIDATE_BUFFER_BIT; - case Access::InvalidRange: - return GL_MAP_INVALIDATE_RANGE_BIT; - case Access::FlushExplicit: - return GL_MAP_FLUSH_EXPLICIT_BIT; - } - } -}; - -/************ texture *****************/ -enum class TextureWrapperType { - Repeat = GL_REPEAT, - MirroredRepeat = GL_MIRRORED_REPEAT, - ClampToEdge = GL_CLAMP_TO_EDGE, - ClampToBorder = GL_CLAMP_TO_BORDER, -}; - -std::string_view GetTextureWrapperTypeName(TextureWrapperType); -std::optional GetTextureWrapperTypeFromName( - std::string_view); - -enum class TextureFilterType { - Nearest = GL_NEAREST, - Linear = GL_LINEAR, - - LinearMipmapLinear = GL_LINEAR_MIPMAP_LINEAR, - LinearMipmapNearest = GL_LINEAR_MIPMAP_NEAREST, - NearestMipmapLinear = GL_NEAREST_MIPMAP_LINEAR, - NearestMipmapNearest = GL_NEAREST_MIPMAP_NEAREST, -}; - -std::string_view GetTextureFilterTypeName(TextureFilterType); -std::optional GetTextureFilterTypeByName(std::string_view); - -struct Sampler final { - struct Wrapper { - TextureWrapperType s = TextureWrapperType::Repeat, - r = TextureWrapperType::Repeat, - t = TextureWrapperType::Repeat; - float borderColor[4] = {1, 1, 1, 1}; - - bool NeedBorderColor() const { - return s == TextureWrapperType::ClampToBorder || - r == TextureWrapperType::ClampToBorder || - t == TextureWrapperType::ClampToBorder; - } - - bool operator==(const Wrapper& o) const { - return s == o.s && r == o.r && t == o.t && - borderColor == o.borderColor; - } - - bool operator!=(const Wrapper& o) const { return !(*this == o); } - } wrapper; - - struct Filter { - TextureFilterType min = TextureFilterType::Linear, - mag = TextureFilterType::Linear; - - bool operator==(const Filter& o) const { - return min == o.min && mag == o.mag; - } - - bool operator!=(const Filter& o) const { return !(*this == o); } - } filter; - - bool mipmap = false; - - static Sampler CreateLinearRepeat() { - Sampler sampler; - sampler.mipmap = false; - sampler.filter.mag = TextureFilterType::Linear; - sampler.filter.min = TextureFilterType::Linear; - sampler.wrapper.s = TextureWrapperType::Repeat; - sampler.wrapper.r = TextureWrapperType::Repeat; - sampler.wrapper.t = TextureWrapperType::Repeat; - return sampler; - } - - static Sampler CreateNearestRepeat() { - Sampler sampler; - sampler.mipmap = false; - sampler.filter.mag = TextureFilterType::Nearest; - sampler.filter.min = TextureFilterType::Nearest; - sampler.wrapper.s = TextureWrapperType::Repeat; - sampler.wrapper.r = TextureWrapperType::Repeat; - sampler.wrapper.t = TextureWrapperType::Repeat; - return sampler; - } - - bool operator==(const Sampler& o) const { - return mipmap == o.mipmap && wrapper == o.wrapper && filter == o.filter; - } - - bool operator!=(const Sampler& o) const { return !(*this == o); } -}; - -enum class Format { - Red = GL_RED, - RG = GL_RG, - RGB = GL_RGB, - BGR = GL_BGR, - RGBA = GL_RGBA, - BGRA = GL_BGRA, - Alpha = GL_ALPHA, - RedInteger = GL_RED_INTEGER, - RGInteger = GL_RG_INTEGER, - RGBInteger = GL_RGB_INTEGER, - BGRInteger = GL_BGR_INTEGER, - RGBAInteger = GL_RGBA_INTEGER, - BGRAInteger = GL_BGRA_INTEGER, - StencilIndex = GL_STENCIL_INDEX, - DepthComponent = GL_DEPTH_COMPONENT, - DepthStencil = GL_DEPTH_STENCIL -}; - -enum class DataType { - UByte = GL_UNSIGNED_BYTE, - UInt24_8 = GL_UNSIGNED_INT_24_8, -}; - -class Texture final { -public: - friend class Framebuffer; - - static auto Null() { return Texture{}; } - - enum class Type { - Null = -1, // null texture - Dimension2 = GL_TEXTURE_2D, - Dimension3 = GL_TEXTURE_3D, - // TODO: do other type support later - }; - - Texture(Type type, void* pixels, int w, int h, const Sampler& sampler, - Format fmt, Format gpuFmt, DataType data_type) - : type_(type), w_(w), h_(h) { - GLenum glType = static_cast(type); - - GL_CALL(glGenTextures(1, &id_)); - Bind(); - GL_CALL(glTexParameteri(glType, GL_TEXTURE_WRAP_S, - static_cast(sampler.wrapper.s))); - GL_CALL(glTexParameteri(glType, GL_TEXTURE_WRAP_T, - static_cast(sampler.wrapper.t))); - if (type == Type::Dimension3) { - GL_CALL(glTexParameteri(glType, GL_TEXTURE_WRAP_R, - static_cast(sampler.wrapper.r))); - } - if (sampler.wrapper.NeedBorderColor()) { - GL_CALL(glTexParameterfv(glType, GL_TEXTURE_BORDER_COLOR, - sampler.wrapper.borderColor)); - } - - GL_CALL(glTexParameteri(glType, GL_TEXTURE_MIN_FILTER, - static_cast(sampler.filter.min))); - - GL_CALL(glTexParameteri(glType, GL_TEXTURE_MAG_FILTER, - static_cast(sampler.filter.mag))); - - GL_CALL(glTexImage2D(glType, 0, static_cast(gpuFmt), w, h, - sampler.wrapper.NeedBorderColor(), - static_cast(fmt), - static_cast(data_type), pixels)); - if (sampler.mipmap) { - GL_CALL(glGenerateMipmap(glType)); - } - Unbind(); - } - - void Bind(int slot = 0) const { - GL_CALL(glActiveTexture(GL_TEXTURE0 + slot)); - GL_CALL(glBindTexture(static_cast(type_), id_)); - } - - void Unbind() const { - GL_CALL(glBindTexture(static_cast(type_), 0)); - } - - Texture(const Texture&) = delete; - Texture& operator=(const Texture&) = delete; - - Texture(Texture&& rhs) { - id_ = rhs.id_; - type_ = rhs.type_; - rhs = Null(); - } - - Texture& operator=(Texture&& rhs) { - if (&rhs == this) { - return *this; - } - - GL_CALL(glDeleteTextures(1, &id_)); - id_ = rhs.id_; - type_ = rhs.type_; - rhs = Null(); - - return *this; - } - - bool operator==(const Texture& o) const { return id_ == o.id_; } - - bool operator!=(const Texture& o) const { return !(*this == o); } - - int Width() const { return w_; } - - int Height() const { return h_; } - - auto Type() const { return type_; } - - GLuint Id() const { return id_; } - - explicit operator bool() const { return id_ == 0; } - - ~Texture() { GL_CALL(glDeleteTextures(1, &id_)); } - -private: - Texture() : id_(0), type_(gogl::Texture::Type::Null) {} - - GLuint id_; - enum Type type_; - int w_; - int h_; -}; - -/************ buffer layout *****************/ -struct Attribute final { - enum class Type { Vec2, Vec3, Vec4, Mat2, Mat3, Mat4 } type; - int location; - size_t offset; - - Attribute(Type type, int location, size_t offset) - : type(type), location(location), offset(offset) {} - - Attribute(Type type, int location) - : type(type), location(location), offset(0) {} -}; - -inline uint8_t GetAttributeTypeCount(Attribute::Type type) { - switch (type) { - case Attribute::Type::Vec2: - return 2; - case Attribute::Type::Vec3: - return 3; - case Attribute::Type::Vec4: - return 4; - case Attribute::Type::Mat2: - return 2 * 2; - case Attribute::Type::Mat3: - return 3 * 3; - case Attribute::Type::Mat4: - return 4 * 4; - } - LOGW(log_tag::GL, "Unknown attribute type"); - return 0; -} - -inline uint8_t GetAttributeTypeSize(Attribute::Type type) { - uint8_t typeCount = GetAttributeTypeCount(type); - switch (type) { - case Attribute::Type::Vec2: - return typeCount * 4; - case Attribute::Type::Vec3: - return typeCount * 4; - case Attribute::Type::Vec4: - return typeCount * 4; - case Attribute::Type::Mat2: - return 4 * typeCount; - case Attribute::Type::Mat3: - return 4 * typeCount; - case Attribute::Type::Mat4: - return 4 * typeCount; - } - LOGW(log_tag::GL, "Unknown attribute type"); - return 0; -} - -class BufferLayout final { -public: - static auto CreateFromTypes( - const std::initializer_list& types) { - std::vector attrs; - int i = 0; - size_t offset = 0; - for (auto type : types) { - size_t size = GetAttributeTypeSize(type); - attrs.push_back(Attribute(type, i++, offset)); - offset += size; - } - - return BufferLayout(std::move(attrs), offset); - } - - static auto CreateFromUnoffsetAttrs( - const std::initializer_list& attrs) { - std::vector attributes; - int i = 0; - size_t offset = 0; - for (auto attr : attrs) { - size_t size = GetAttributeTypeSize(attr.type); - attributes.push_back(Attribute(attr.type, i++, offset)); - offset += size; - } - - return BufferLayout(std::move(attrs), offset); - } - - static auto CreateFromAttrs(const std::initializer_list& attrs) { - size_t stride = 0; - for (auto& attr : attrs) { - stride += GetAttributeTypeSize(attr.type); - } - return BufferLayout(attrs, stride); - } - - BufferLayout(std::vector&& attrs, size_t stride) - : attributes_(std::move(attrs)), stride_(stride) {} - - BufferLayout(const std::vector& attrs, size_t stride) - : attributes_(attrs), stride_(stride) {} - - auto& Attributes() const { return attributes_; } - - auto Stride() const { return stride_; } - -private: - std::vector attributes_; - size_t stride_ = 0; -}; - -class AttributePointer final { -public: - AttributePointer(const BufferLayout& layout) : layout_(layout) { - GL_CALL(glGenVertexArrays(1, &id_)); - bindAttributes(layout_); - } - - AttributePointer(BufferLayout&& layout) : layout_(std::move(layout)) { - GL_CALL(glGenVertexArrays(1, &id_)); - bindAttributes(layout_); - } - - AttributePointer(const AttributePointer&) = delete; - AttributePointer& operator=(const AttributePointer&) = delete; - - ~AttributePointer() { GL_CALL(glDeleteVertexArrays(1, &id_)); } - - void Bind() const { GL_CALL(glBindVertexArray(id_)); } - - void Unbind() const { GL_CALL(glBindVertexArray(0)); } - -private: - BufferLayout layout_; - GLuint id_; - - void bindAttributes(const BufferLayout& layout) { - Bind(); - for (auto& attr : layout.Attributes()) { - GL_CALL(glVertexAttribPointer( - attr.location, GetAttributeTypeCount(attr.type), GL_FLOAT, - GL_FALSE, static_cast(layout.Stride()), - (void*)attr.offset)); - GL_CALL(glEnableVertexAttribArray(attr.location)); - } - } -}; - -class RenderBuffer final { -public: - friend class Framebuffer; - - RenderBuffer(int w, int h) : w_(w), h_(h) { - GL_CALL(glGenRenderbuffers(1, &id_)); - Bind(); - GL_CALL( - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, w, h)); - } - - void Bind() { GL_CALL(glBindRenderbuffer(GL_RENDERBUFFER, id_)); } - - void Unbind() const { GL_CALL(glBindRenderbuffer(GL_RENDERBUFFER, 0)); } - - ~RenderBuffer() { GL_CALL(glDeleteRenderbuffers(1, &id_)); } - - RenderBuffer(const RenderBuffer&) = delete; - RenderBuffer& operator=(const RenderBuffer&) = delete; - - int Width() const { return w_; } - - int Height() const { return h_; } - -private: - GLuint id_; - int w_, h_; -}; - -enum class FramebufferAccess { - Draw = GL_DRAW_FRAMEBUFFER, - Read = GL_READ_FRAMEBUFFER, - ReadDraw = GL_FRAMEBUFFER, -}; - -class Framebuffer final { -public: - Framebuffer(FramebufferAccess access) : access_(access) { - GL_CALL(glCreateFramebuffers(1, &id_)); - } - - Framebuffer(const Framebuffer&) = delete; - Framebuffer& operator=(const Framebuffer&) = delete; - - void Bind() const { - GL_CALL(glBindFramebuffer(static_cast(access_), id_)); - } - - void Unbind() const { - GL_CALL(glBindFramebuffer(static_cast(access_), 0)); - } - - void AttachColorTexture2D(Texture& texture, uint32_t idx = 0) { - Assert(texture.Type() == Texture::Type::Dimension2, - "bind 2D color texture need a Texture2D"); - if (!checkAndSetSize(texture)) { - return; - } - - Bind(); - texture.Bind(); - GL_CALL(glFramebufferTexture2D(static_cast(access_), - GL_COLOR_ATTACHMENT0 + idx, GL_TEXTURE_2D, - texture.id_, 0)); - Unbind(); - } - - void AttachDepthStencilTexture(Texture& texture) { - Assert(texture.Type() == Texture::Type::Dimension2, - "bind 2D depth stencil texture need a Texture2D"); - if (!checkAndSetSize(texture)) { - return; - } - - Bind(); - texture.Bind(); - GL_CALL(glFramebufferTexture2D(static_cast(access_), - GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, - texture.id_, 0)); - Unbind(); - } - - void AttacheRenderBuffer(RenderBuffer& buffer) { - if (!checkAndSetSize(buffer)) { - return; - } - - Bind(); - buffer.Bind(); - GL_CALL(GL_CALL(glFramebufferRenderbuffer(static_cast(access_), - GL_DEPTH_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, buffer.id_))); - Unbind(); - } - - bool CheckValid(GLenum* errorCode = nullptr) const { - Bind(); - auto err = glCheckFramebufferStatus(static_cast(access_)); - if (errorCode) { - *errorCode = err; - } - return err == GL_FRAMEBUFFER_COMPLETE; - Unbind(); - } - - auto& Size() const { return size_; } - - ~Framebuffer() { GL_CALL(glDeleteFramebuffers(1, &id_)); } - -private: - GLuint id_; - FramebufferAccess access_; - cgmath::Vec2 size_; - - bool hasSize() const { - return size_.w != 0 && size_.h != 0; - } - - template - bool checkAndSetSize(const T& value) { - if (hasSize()) { - if (value.Width() != size_.w || value.Height() != size_.h) { - LOGW(log_tag::GL, "inconsistent width and height"); - return false; - } - } else { - size_.Set(value.Width(), value.Height()); - } - return true; - } -}; - -/************ physic device *****************/ -class PhysicDevice final { -public: - std::array GetComputeWorkGroupMaxSize() const { - std::array work_grp_cnt; - glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &work_grp_cnt[0]); - glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &work_grp_cnt[1]); - glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2, &work_grp_cnt[2]); - return work_grp_cnt; - } - - int GetComputeGroupInvocationMaxCount() const { - int work_grp_inv; - GL_CALL(glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, - &work_grp_inv)); - return work_grp_inv; - } -}; - -/************ abstract resource manager *****************/ - -template -class ResManager { -public: - template - T& Create(const std::string& name, Args&&... args) { - auto result = resources_.emplace( - std::piecewise_construct, std::forward_as_tuple(name), - std::forward_as_tuple(std::forward(args)...)); - if (!result.second) { - LOGE("[ResManager]: emplace %s failed! Maybe C++ inner error", - name.c_str()); - } - return result.first->second; - } - - void Destory(const std::string& name) { resources_.erase(name); } - - T* Find(const std::string& name) { - if (auto it = resources_.find(name); it != resources_.end()) { - return it.second; - } - return nullptr; - } - - virtual ~ResManager() { resources_.clear(); } - -private: - std::unordered_map resources_; -}; - -class ShaderManager : public ResManager {}; - -class BufferManager : public ResManager {}; - -class TextureManager : public ResManager {}; - -class AttrPointerManager : public ResManager {}; - -} // namespace gogl - -} // namespace nickel \ No newline at end of file diff --git a/nickel/include/graphics/material.hpp b/nickel/include/graphics/material.hpp new file mode 100644 index 0000000..29df348 --- /dev/null +++ b/nickel/include/graphics/material.hpp @@ -0,0 +1,79 @@ +#pragma once + +#include "graphics/texture.hpp" +#include "rhi/rhi.hpp" + +namespace nickel { + +class Material2D { +public: + Material2D(); + explicit Material2D(TextureHandle handle, rhi::SamplerAddressMode u, + rhi::SamplerAddressMode v, rhi::Filter min, + rhi::Filter mag); + Material2D(Material2D&&) = default; + Material2D& operator=(Material2D&&) = default; + Material2D(const Material2D&) = delete; + Material2D& operator=(const Material2D&) = delete; + ~Material2D(); + + rhi::Sampler::Descriptor& GetSamplerDesc(); + const rhi::Sampler::Descriptor& GetSamplerDesc() const; + TextureHandle GetTexture() const; + rhi::BindGroup GetBindGroup() const; + + void ChangeTexture(TextureHandle handle); + void ChangeSampler(rhi::SamplerAddressMode u, rhi::SamplerAddressMode v, + rhi::Filter min, rhi::Filter mag); + +private: + TextureHandle texture_; + rhi::Sampler::Descriptor samplerDesc_; + rhi::BindGroup bindGroup_; + + rhi::BindGroup createBindGroup(rhi::TextureView); +}; + +struct BufferView { + uint32_t offset{}; + uint64_t size{}; + uint32_t count{}; +}; + +struct PBRParameters { + nickel::cgmath::Vec4 baseColor; + float metalness = 1.0f; + float roughness = 1.0f; +}; + +struct Material3D final { + struct TextureInfo { + TextureHandle texture; + std::optional sampler; + }; + + BufferView pbrParameters; + std::optional basicTexture; + std::optional normalTexture; + std::optional metalicRoughnessTexture; + std::optional occlusionTexture; + rhi::BindGroup bindGroup; + + Material3D() = default; + Material3D(Material3D&&) = default; + Material3D& operator=(Material3D&&) = default; + Material3D(const Material3D&) = delete; + Material3D& operator=(const Material3D&) = delete; + + ~Material3D(); +}; + +struct TextureBundle { + rhi::Texture texture; + rhi::TextureView view; + + ~TextureBundle(); +}; + + +} // namespace nickel \ No newline at end of file diff --git a/nickel/include/graphics/mesh.hpp b/nickel/include/graphics/mesh.hpp index 1dbba22..0b3c65b 100644 --- a/nickel/include/graphics/mesh.hpp +++ b/nickel/include/graphics/mesh.hpp @@ -1,58 +1,56 @@ #pragma once -#include "common/cgmath.hpp" -#include "graphics/texture.hpp" + #include "stdpch.hpp" +#include "graphics/material.hpp" namespace nickel { -class Model; - -struct BufferAccessor { - uint32_t viewIdx; - uint32_t offset; - uint32_t count; +struct Primitive final { + BufferView posBufView; + BufferView normBufView; + BufferView tanBufView; + BufferView uvBufView; + BufferView colorBufView; + BufferView indicesBufView; + uint32_t material; }; -struct BufferView { - uint32_t bufIdx; - uint32_t offset; - uint32_t size; -}; +struct GPUMesh final { + rhi::Buffer posBuf; + rhi::Buffer normBuf; + rhi::Buffer tanBuf; + rhi::Buffer uvBuf; + rhi::Buffer indicesBuf; -struct Material { - std::optional textureIdx; - std::optional uvIdx; - // TODO: support PBR -}; + std::vector primitives; -struct Primitive { - std::optional posBufIdx; - std::optional uvBufIdx; - std::optional normBufIdx; - std::optional tangentIdx; - std::optional colorIdx; - std::optional indicesIdx; - std::optional materialIdx; + GPUMesh() = default; + GPUMesh(GPUMesh&& o) = default; + GPUMesh& operator=(GPUMesh&& o) = default; + + ~GPUMesh() { + posBuf.Destroy(); + normBuf.Destroy(); + tanBuf.Destroy(); + uvBuf.Destroy(); + indicesBuf.Destroy(); + } + + operator bool() const { + // at least we need position information + return posBuf; + } }; -class Model; - -class Mesh final { -public: - Model* model{}; - std::vector primitives; +struct Node final { + cgmath::Mat44 localModelMat = cgmath::Mat44::Identity(); + cgmath::Mat44 modelMat = cgmath::Mat44::Identity(); + GPUMesh mesh; + std::vector> children; }; -class Model final { -public: - std::vector meshes; - std::vector> buffers; - std::vector bufferViews; - std::vector accessors; - std::vector textures; - std::vector materials; +struct Scene final { + std::unique_ptr node; }; -Model LoadModelFromFile(const std::filesystem::path&, TextureManager&); - -} // namespace nickel \ No newline at end of file +} \ No newline at end of file diff --git a/nickel/include/graphics/renderer2d.hpp b/nickel/include/graphics/renderer2d.hpp deleted file mode 100644 index 56d7f94..0000000 --- a/nickel/include/graphics/renderer2d.hpp +++ /dev/null @@ -1,191 +0,0 @@ -#pragma once - -#include "common/cgmath.hpp" -#include "graphics/gogl.hpp" -#include "common/log_tag.hpp" -#include "graphics/camera.hpp" -#include "graphics/context.hpp" -#include "graphics/texture.hpp" -#include "graphics/vertex.hpp" - -namespace nickel { - -struct RectSampler final { - const Texture* texture = nullptr; - cgmath::Rect region = {0.0, 0.0, 1.0, 1.0}; -}; - -struct CircleSampler final { - const Texture* texture = nullptr; - float radius = 0.5; - cgmath::Vec2 center = {0.5, 0.5}; -}; - -class Renderer2D { -public: - virtual ~Renderer2D() = default; - - Renderer2D(); - - void BeginRenderTexture(Camera& camera); - void BeginRenderFont(Camera& camera); - void EndRender(); - - void EnableDepthTest() { GL_CALL(glEnable(GL_DEPTH_TEST)); } - - void DisableDepthTest() { GL_CALL(glDisable(GL_DEPTH_TEST)); } - - void SetViewport(const cgmath::Vec2& offset, const cgmath::Vec2& size); - - void SetLineWidth(float width) { GL_CALL(glLineWidth(width)); } - - void SetClearColor(const cgmath::Color& color) { - GL_CALL(glClearColor(color.x, color.y, color.z, color.w)); - } - - void Clear(Camera& camera) { - camera.ApplyRenderTarget(); - GL_CALL(glClear(GL_COLOR_BUFFER_BIT)); - } - - void ClearDepth(Camera& camera) { - camera.ApplyRenderTarget(); - GL_CALL(glClear(GL_DEPTH_BUFFER_BIT)); - } - - template >> - void DrawLines(const Vertices& vertices) { - Draw(gogl::PrimitiveType::LineStrip, vertices, - std::array{}); - } - - template >> - void DrawLineLoop(const Vertices& vertices, - const cgmath::Mat44& model = cgmath::Mat44::Identity()) { - Draw(gogl::PrimitiveType::LineLoop, vertices, - std::array{}); - } - - template >> - void DrawLines(const Container& pts, const cgmath::Color& color) { - for (int i = 0; i < pts.size() - 1; i++) { - DrawLine(pts[i], pts[(i + 1) % pts.size()], color); - } - } - - template >> - void DrawLineLoop(const Container& pts, const cgmath::Color& color) { - for (int i = 0; i < pts.size(); i++) { - DrawLine(pts[i], pts[(i + 1) % pts.size()], color); - } - } - - void DrawLine(const cgmath::Vec2& p1, const cgmath::Vec2& p2, - const cgmath::Vec4& color) { - DrawLines(std::array{Vertex::FromPosColor(p1, color), - Vertex::FromPosColor(p2, color)}); - } - - template - void DrawTriangles( - Vertices vertices, const Indices& indices, - const cgmath::Mat44& model = cgmath::Mat44::Identity(), - const std::optional& sampler = std::nullopt) { - Draw(gogl::PrimitiveType::Triangles, vertices, indices, model, - sampler ? sampler->texture : nullptr); - } - - void DrawRect(const cgmath::Rect& rect, const cgmath::Vec4& color, - const cgmath::Mat44& model = cgmath::Mat44::Identity()); - - void FillRect(const cgmath::Rect& rect, const cgmath::Vec4& color, - const cgmath::Mat44& model = cgmath::Mat44::Identity(), - const std::optional& image = std::nullopt); - - void DrawArc(const cgmath::Vec2& center, float radius, float beginDeg, - float endDeg, const cgmath::Vec4& color, uint32_t slice = 100); - - void DrawCircle(const cgmath::Vec2& center, float radius, - const cgmath::Vec4& color, uint32_t slice = 100); - - void FillFan(const cgmath::Vec2& center, float radius, float beginDeg, - float endDeg, const cgmath::Vec4& color, - const std::optional& sampler = std::nullopt, - uint32_t slice = 20); - - void FillCircle(const cgmath::Vec2& center, float radius, - const cgmath::Vec4& color, - const std::optional& sampler = std::nullopt, - uint32_t slice = 20); - - void DrawTexture(const Texture& texture, const cgmath::Rect& region, - const cgmath::Vec2& size, const cgmath::Vec4& color, - const cgmath::Vec2& anchor = {}, float z = 0, - const cgmath::Mat44& model = cgmath::Mat44::Identity()); - - void SetRenderTarget(Texture* texture); - - template - void Draw(gogl::PrimitiveType primitive, Vertices vertices, - const Indices& indices, - const cgmath::Mat44& model = cgmath::Mat44::Identity(), - const Texture* texture = nullptr); - -private: - gogl::Shader* shader_; - std::unique_ptr textureShader_; - std::unique_ptr fontShader_; - std::unique_ptr framebuffer_; - std::unique_ptr renderBuffer_; - std::unique_ptr whiteTexture_; - std::unique_ptr vertexBuffer_; - std::unique_ptr indicesBuffer_; - std::unique_ptr attrPtr_; - - std::unique_ptr initShader(std::string_view vert, - std::string_view frag); - std::unique_ptr initWhiteTexture(); - std::unique_ptr initVertexBuffer(); - std::unique_ptr initIndicesBuffer(); - std::unique_ptr initAttrPtr(); -}; - -template -void Renderer2D::Draw(gogl::PrimitiveType primitive, Vertices vertices, - const Indices& indices, const cgmath::Mat44& model, - const Texture* texture) { - static_assert(std::is_same_v); - static_assert(std::is_same_v); - if (indices.empty()) { - indicesBuffer_->Unbind(); - } else { - indicesBuffer_->Bind(); - indicesBuffer_->SetData((void*)indices.data(), - sizeof(uint32_t) * indices.size()); - } - if (!texture) { - whiteTexture_->Bind(); - } else { - texture->texture_->Bind(); - } - vertexBuffer_->Bind(); - vertexBuffer_->SetData((void*)vertices.data(), - sizeof(Vertex) * vertices.size()); - attrPtr_->Bind(); - shader_->Use(); - shader_->SetMat4("Model", model); - - if (indices.empty()) { - shader_->DrawArray(primitive, 0, vertices.size()); - } else { - shader_->DrawElements(primitive, indices.size(), GL_UNSIGNED_INT, 0); - } -} - -} // namespace nickel \ No newline at end of file diff --git a/nickel/include/graphics/rhi/adapter.hpp b/nickel/include/graphics/rhi/adapter.hpp index 1aca34e..4b95770 100644 --- a/nickel/include/graphics/rhi/adapter.hpp +++ b/nickel/include/graphics/rhi/adapter.hpp @@ -17,11 +17,12 @@ struct GPUSupportLimits { bool supportGeometryShader; }; +APIPreference GetSupportRenderAPI(APIPreference desired); + class AdapterImpl; class Adapter final { public: - struct Option final { APIPreference api = APIPreference::Undefine; }; @@ -33,17 +34,36 @@ class Adapter final { }; Adapter(void* window, Option option = {APIPreference::Undefine}); + + Adapter(Adapter&& o) { swap(*this, o); } + Adapter(const Adapter& o) = default; + Adapter& operator=(const Adapter& o) = default; + + Adapter& operator=(Adapter&& o) noexcept { + if (&o != this) { + swap(*this, o); + } + return *this; + } + GPUSupportFeatures Features(); const GPUSupportLimits& Limits() const; Device RequestDevice(); - Info RequestAdapterInfo(); + Info RequestAdapterInfo() const; void Destroy(); auto Impl() const { return impl_; } + auto Impl() { return impl_; } private: AdapterImpl* impl_{}; + + friend void swap(Adapter& o1, Adapter& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; } // namespace nickel::rhi \ No newline at end of file diff --git a/nickel/include/graphics/rhi/bind_group.hpp b/nickel/include/graphics/rhi/bind_group.hpp index dd306b3..edcb48a 100644 --- a/nickel/include/graphics/rhi/bind_group.hpp +++ b/nickel/include/graphics/rhi/bind_group.hpp @@ -91,15 +91,34 @@ class BindGroupLayout final { BindGroupLayout() = default; BindGroupLayout(APIPreference api, DeviceImpl&, const Descriptor&); + BindGroupLayout(const BindGroupLayout& o) = default; + BindGroupLayout& operator=(const BindGroupLayout& o) = default; + + BindGroupLayout(BindGroupLayout&& o) { swap(o, *this); } + + BindGroupLayout& operator=(BindGroupLayout&& o) noexcept { + if (&o != this) { + swap(*this, o); + } + return *this; + } + void Destroy(); operator bool() const { return impl_; } auto Impl() const { return impl_; } + auto Impl() { return impl_; } private: BindGroupLayoutImpl* impl_{}; + + friend void swap(BindGroupLayout& o1, BindGroupLayout& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; class BindGroupImpl; @@ -113,15 +132,32 @@ class BindGroup final { BindGroup() = default; BindGroup(APIPreference, DeviceImpl&, const Descriptor&); + BindGroup(const BindGroup& o) = default; + BindGroup& operator=(const BindGroup& o) = default; + BindGroup(BindGroup&& o) noexcept { swap(o, *this); } + + BindGroup& operator=(BindGroup&& o) noexcept { + if (&o != this) swap(o, *this); + return *this; + } BindGroupLayout GetLayout() const; + auto Impl() const { return impl_; } + auto Impl() { return impl_; } + void Destroy(); operator bool() const { return impl_; } private: BindGroupImpl* impl_{}; + + friend void swap(BindGroup& o1, BindGroup& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; } // namespace nickel::rhi \ No newline at end of file diff --git a/nickel/include/graphics/rhi/buffer.hpp b/nickel/include/graphics/rhi/buffer.hpp index 7c034af..205905e 100644 --- a/nickel/include/graphics/rhi/buffer.hpp +++ b/nickel/include/graphics/rhi/buffer.hpp @@ -30,6 +30,15 @@ class Buffer { Buffer() = default; Buffer(AdapterImpl&, DeviceImpl&, const Buffer::Descriptor&); + Buffer(Buffer&& o) { swap(o, *this); } + Buffer(const Buffer& o) = default; + Buffer& operator=(const Buffer& o) = default; + Buffer& operator=(Buffer&& o) noexcept { + if (&o != this) { + swap(o, *this); + } + return *this; + } void Destroy(); enum MapState MapState() const; uint64_t Size() const; @@ -49,6 +58,12 @@ class Buffer { private: BufferImpl* impl_{}; + + friend void swap(Buffer& o1, Buffer& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; } \ No newline at end of file diff --git a/nickel/include/graphics/rhi/command.hpp b/nickel/include/graphics/rhi/command.hpp index dad38fe..d13730a 100644 --- a/nickel/include/graphics/rhi/command.hpp +++ b/nickel/include/graphics/rhi/command.hpp @@ -16,7 +16,6 @@ class CommandBuffer final { public: CommandBuffer() = default; explicit CommandBuffer(CommandBufferImpl*); - void Destroy(); auto Impl() const { return impl_; } auto Impl() { return impl_; } @@ -32,6 +31,7 @@ class CommandBuffer final { class RenderPassEncoder final { public: + RenderPassEncoder() = default; RenderPassEncoder(RenderPassEncoderImpl* impl) : impl_{impl} {} void Draw(uint32_t vertexCount, uint32_t instanceCount, @@ -46,7 +46,7 @@ class RenderPassEncoder final { void SetBindGroup(BindGroup); void SetBindGroup(BindGroup, const std::vector& dynamicOffset); void SetPipeline(RenderPipeline); - void SetPushConstant(ShaderStage stage, void* value, uint32_t offset, uint32_t size); + void SetPushConstant(ShaderStage stage, const void* value, uint32_t offset, uint32_t size); void End(); @@ -70,7 +70,18 @@ class CommandEncoder final { Texture texture; }; + CommandEncoder() = default; explicit CommandEncoder(CommandEncoderImpl*); + CommandEncoder(CommandEncoder&& o) noexcept { swap(o, *this); } + CommandEncoder(const CommandEncoder& o) = default; + CommandEncoder& operator=(const CommandEncoder& o) = default; + + CommandEncoder& operator=(CommandEncoder&& o) noexcept { + if (&o != this) { + swap(o, *this); + } + return *this; + } void CopyBufferToBuffer(const Buffer& src, uint64_t srcOffset, const Buffer& dst, uint64_t dstOffset, @@ -78,13 +89,21 @@ class CommandEncoder final { void CopyBufferToTexture(const CommandEncoder::BufTexCopySrc& src, const CommandEncoder::BufTexCopyDst& dst, const Extent3D& copySize); - RenderPassEncoder BeginRenderPass(const RenderPass::Descriptor&); - CommandBuffer Finish(); + [[nodiscard]] RenderPassEncoder BeginRenderPass(const RenderPass::Descriptor&); + [[nodiscard]] CommandBuffer Finish(); void Destroy(); + CommandEncoderImpl* Impl() const; + private: CommandEncoderImpl* impl_{}; + + friend void swap(CommandEncoder& o1, CommandEncoder& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; } // namespace nickel::rhi \ No newline at end of file diff --git a/nickel/include/graphics/rhi/common.hpp b/nickel/include/graphics/rhi/common.hpp index e129598..c101294 100644 --- a/nickel/include/graphics/rhi/common.hpp +++ b/nickel/include/graphics/rhi/common.hpp @@ -26,14 +26,14 @@ enum class BufferUsage { }; enum class SamplerAddressMode { - ClampToEdge, - Repeat, - MirrorRepeat, + ClampToEdge = 0, + Repeat = 1, + MirrorRepeat = 2, }; enum class Filter { - Nearest, - Linear, + Nearest = 0, + Linear = 1, }; enum class CompareOp { diff --git a/nickel/include/graphics/rhi/device.hpp b/nickel/include/graphics/rhi/device.hpp index e77090b..7214e70 100644 --- a/nickel/include/graphics/rhi/device.hpp +++ b/nickel/include/graphics/rhi/device.hpp @@ -14,6 +14,16 @@ class Device { public: Device() = default; explicit Device(AdapterImpl& adapter); + Device(Device&& o) noexcept { swap(o, *this); } + Device(const Device& o) = default; + Device& operator=(const Device& o) = default; + + Device& operator=(Device&& o) noexcept { + if (&o != this) { + swap(o, *this); + } + return *this; + } Texture CreateTexture(const Texture::Descriptor& desc); RenderPipeline CreateRenderPipeline(const RenderPipeline::Descriptor&); @@ -31,8 +41,16 @@ class Device { void Destroy(); + DeviceImpl* Impl() const { return impl_; } + private: DeviceImpl* impl_{}; + + friend void swap(Device& o1, Device& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; } \ No newline at end of file diff --git a/nickel/include/graphics/rhi/framebuffer.hpp b/nickel/include/graphics/rhi/framebuffer.hpp index 652412e..5baf19b 100644 --- a/nickel/include/graphics/rhi/framebuffer.hpp +++ b/nickel/include/graphics/rhi/framebuffer.hpp @@ -13,15 +13,32 @@ class Framebuffer final { public: Framebuffer() = default; Framebuffer(FramebufferImpl*); + + Framebuffer(Framebuffer&& o) noexcept { swap(o, *this); } + Framebuffer(const Framebuffer& o) = default; + Framebuffer& operator=(const Framebuffer& o) = default; + + Framebuffer& operator=(Framebuffer&& o) noexcept { + if (&o != this) swap(o, *this); + return *this; + } + void Destroy(); operator bool() const { return impl_; } auto Impl() const { return impl_; } + auto Impl() { return impl_; } private: FramebufferImpl* impl_{}; + + friend void swap(Framebuffer& o1, Framebuffer& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; } // namespace nickel::rhi \ No newline at end of file diff --git a/nickel/include/graphics/rhi/gl4/adapter.hpp b/nickel/include/graphics/rhi/gl4/adapter.hpp index 8878ec2..b69d27d 100644 --- a/nickel/include/graphics/rhi/gl4/adapter.hpp +++ b/nickel/include/graphics/rhi/gl4/adapter.hpp @@ -16,7 +16,7 @@ class AdapterImpl : public rhi::AdapterImpl { GPUSupportFeatures Features() override; const GPUSupportLimits& Limits() const override; Device RequestDevice() override; - Adapter::Info RequestAdapterInfo() override; + Adapter::Info RequestAdapterInfo() const override; SDL_Window* window; diff --git a/nickel/include/graphics/rhi/gl4/command.hpp b/nickel/include/graphics/rhi/gl4/command.hpp index a15c1da..c73f4f6 100644 --- a/nickel/include/graphics/rhi/gl4/command.hpp +++ b/nickel/include/graphics/rhi/gl4/command.hpp @@ -143,7 +143,7 @@ class RenderPassEncoderImpl : public rhi::RenderPassEncoderImpl { void SetBindGroup(BindGroup, const std::vector& dynamicOffset) override; void SetPipeline(RenderPipeline) override; - void SetPushConstant(ShaderStage stage, void* value, uint32_t offset, + void SetPushConstant(ShaderStage stage, const void* value, uint32_t offset, uint32_t size) override; void End() override; diff --git a/nickel/include/graphics/rhi/gl4/convert.hpp b/nickel/include/graphics/rhi/gl4/convert.hpp index 14f7a7f..a0d98b4 100644 --- a/nickel/include/graphics/rhi/gl4/convert.hpp +++ b/nickel/include/graphics/rhi/gl4/convert.hpp @@ -282,9 +282,7 @@ inline GLenum TextureFormat2GLInternal(TextureFormat fmt) { case TextureFormat::RGBA8_UNORM: return GL_RGBA8; case TextureFormat::RGBA8_UNORM_SRGB: - // don't know why srgb seems different from Vulkan. - // use RGBA instead - return GL_RGBA; + return GL_SRGB8_ALPHA8; case TextureFormat::RGBA8_SNORM: return GL_RGBA8_SNORM; case TextureFormat::RGBA8_UINT: diff --git a/nickel/include/graphics/rhi/impl/adapter.hpp b/nickel/include/graphics/rhi/impl/adapter.hpp index 7781c94..b620c70 100644 --- a/nickel/include/graphics/rhi/impl/adapter.hpp +++ b/nickel/include/graphics/rhi/impl/adapter.hpp @@ -11,7 +11,7 @@ class AdapterImpl { virtual GPUSupportFeatures Features() = 0; virtual const GPUSupportLimits& Limits() const = 0; virtual Device RequestDevice() = 0; - virtual Adapter::Info RequestAdapterInfo() = 0; + virtual Adapter::Info RequestAdapterInfo() const = 0; }; } \ No newline at end of file diff --git a/nickel/include/graphics/rhi/impl/command.hpp b/nickel/include/graphics/rhi/impl/command.hpp index fae4da6..dcf4cb1 100644 --- a/nickel/include/graphics/rhi/impl/command.hpp +++ b/nickel/include/graphics/rhi/impl/command.hpp @@ -21,7 +21,7 @@ class RenderPassEncoderImpl { virtual void SetBindGroup(BindGroup) = 0; virtual void SetBindGroup(BindGroup, const std::vector& dynamicOffset) = 0; virtual void SetPipeline(RenderPipeline) = 0; - virtual void SetPushConstant(ShaderStage stage, void* value, uint32_t offset, uint32_t size) = 0; + virtual void SetPushConstant(ShaderStage stage, const void* value, uint32_t offset, uint32_t size) = 0; virtual void End() = 0; diff --git a/nickel/include/graphics/rhi/null/adapter.hpp b/nickel/include/graphics/rhi/null/adapter.hpp index b0c74b8..1877761 100644 --- a/nickel/include/graphics/rhi/null/adapter.hpp +++ b/nickel/include/graphics/rhi/null/adapter.hpp @@ -9,7 +9,7 @@ class AdapterImpl: public rhi::AdapterImpl { GPUSupportFeatures Features() override; const GPUSupportLimits& Limits() const override; Device RequestDevice() override; - Adapter::Info RequestAdapterInfo() override; + Adapter::Info RequestAdapterInfo() const override; private: GPUSupportLimits limits_; diff --git a/nickel/include/graphics/rhi/null/command.hpp b/nickel/include/graphics/rhi/null/command.hpp index 2978b18..d0a21c7 100644 --- a/nickel/include/graphics/rhi/null/command.hpp +++ b/nickel/include/graphics/rhi/null/command.hpp @@ -18,7 +18,7 @@ class RenderPassEncoderImpl : public rhi::RenderPassEncoderImpl { void SetBindGroup(BindGroup) override; void SetBindGroup(BindGroup, const std::vector&) override; void SetPipeline(RenderPipeline) override; - void SetPushConstant(ShaderStage stage, void* value, uint32_t offset, uint32_t size) override; + void SetPushConstant(ShaderStage stage, const void* value, uint32_t offset, uint32_t size) override; void End() override; }; diff --git a/nickel/include/graphics/rhi/pipeline_layout.hpp b/nickel/include/graphics/rhi/pipeline_layout.hpp index c8b4eb0..a0b4413 100644 --- a/nickel/include/graphics/rhi/pipeline_layout.hpp +++ b/nickel/include/graphics/rhi/pipeline_layout.hpp @@ -21,12 +21,28 @@ class PipelineLayout final { PipelineLayout() = default; PipelineLayout(APIPreference, DeviceImpl&, const Descriptor&); + PipelineLayout(const PipelineLayout& o) = default; + PipelineLayout& operator=(const PipelineLayout& o) = default; + + PipelineLayout(PipelineLayout&& o) noexcept { swap(o, *this); } + + PipelineLayout& operator=(PipelineLayout&& o) noexcept { + if (&o != this) swap(o, *this); + return *this; + } + void Destroy(); auto Impl() const { return impl_; } private: PipelineLayoutImpl* impl_{}; + + friend void swap(PipelineLayout& o1, PipelineLayout& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; -} \ No newline at end of file +} // namespace nickel::rhi \ No newline at end of file diff --git a/nickel/include/graphics/rhi/queue.hpp b/nickel/include/graphics/rhi/queue.hpp index 9bdaedc..810ada4 100644 --- a/nickel/include/graphics/rhi/queue.hpp +++ b/nickel/include/graphics/rhi/queue.hpp @@ -8,6 +8,14 @@ class QueueImpl; class Queue final { public: explicit Queue(QueueImpl* impl); + Queue(Queue&& o) noexcept { swap(o, *this); } + Queue(const Queue& o) = default; + Queue& operator=(const Queue& o) = default; + + Queue& operator=(Queue&& o) noexcept { + if (&o != this) swap(o, *this); + return *this; + } void Submit(const std::vector&); void Destroy(); @@ -16,6 +24,12 @@ class Queue final { private: QueueImpl* impl_{}; + + friend void swap(Queue & o1, Queue& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; } \ No newline at end of file diff --git a/nickel/include/graphics/rhi/render_pipeline.hpp b/nickel/include/graphics/rhi/render_pipeline.hpp index b0399c1..a32d114 100644 --- a/nickel/include/graphics/rhi/render_pipeline.hpp +++ b/nickel/include/graphics/rhi/render_pipeline.hpp @@ -4,7 +4,6 @@ #include "graphics/rhi/pipeline_layout.hpp" #include "graphics/rhi/renderpass.hpp" #include "graphics/rhi/shader.hpp" -#include #include #include @@ -123,6 +122,14 @@ class RenderPipeline { RenderPipeline() = default; RenderPipeline(APIPreference api, DeviceImpl&, const Descriptor& desc); + RenderPipeline(RenderPipeline&& o) noexcept { swap(o, *this); } + RenderPipeline(const RenderPipeline& o) = default; + RenderPipeline& operator=(const RenderPipeline& o) = default; + + RenderPipeline& operator=(RenderPipeline&& o) noexcept { + if (&o != this) swap(o, *this); + return *this; + } PipelineLayout GetLayout() const; operator bool() const { return impl_; } @@ -135,6 +142,12 @@ class RenderPipeline { private: RenderPipelineImpl* impl_{}; + + friend void swap(RenderPipeline & o1, RenderPipeline& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; } // namespace nickel::rhi \ No newline at end of file diff --git a/nickel/include/graphics/rhi/renderpass.hpp b/nickel/include/graphics/rhi/renderpass.hpp index 9177342..d5a29b6 100644 --- a/nickel/include/graphics/rhi/renderpass.hpp +++ b/nickel/include/graphics/rhi/renderpass.hpp @@ -39,6 +39,14 @@ class RenderPass final { RenderPass() = default; RenderPass(APIPreference, DeviceImpl&, const Descriptor&); + RenderPass(RenderPass&& o) { swap(o, *this); } + RenderPass(const RenderPass& o) = default; + RenderPass& operator=(const RenderPass& o) = default; + + RenderPass& operator=(RenderPass&& o) { + if (&o != this) swap(o, *this); + return *this; + } auto& GetDescriptor() const { return desc_; } void Destroy(); @@ -52,6 +60,13 @@ class RenderPass final { private: Descriptor desc_; RenderPassImpl* impl_{}; + + friend void swap(RenderPass& o1, RenderPass& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + swap(o1.desc_, o2.desc_); + } }; } // namespace nickel::rhi \ No newline at end of file diff --git a/nickel/include/graphics/rhi/sampler.hpp b/nickel/include/graphics/rhi/sampler.hpp index 37c5955..e15520c 100644 --- a/nickel/include/graphics/rhi/sampler.hpp +++ b/nickel/include/graphics/rhi/sampler.hpp @@ -18,13 +18,23 @@ class Sampler { uint32_t lodMinClamp = 0; uint32_t lodMaxClamp = 32; std::optional maxAnisotropy; - Filter min = Filter::Nearest; - Filter mag = Filter::Nearest; - Filter mipmapFilter = Filter::Nearest; + Filter min = Filter::Linear; + Filter mag = Filter::Linear; + Filter mipmapFilter = Filter::Linear; }; Sampler() = default; - explicit Sampler(APIPreference api, DeviceImpl& dev, const Descriptor& desc); + explicit Sampler(APIPreference api, DeviceImpl& dev, + const Descriptor& desc); + + Sampler(Sampler&& o) noexcept { swap(o, *this); } + Sampler(const Sampler& o) = default; + Sampler& operator=(const Sampler& o) = default; + + Sampler& operator=(Sampler&& o) noexcept { + if (&o != this) swap(o, *this); + return *this; + } void Destroy(); operator bool() const { @@ -36,6 +46,12 @@ class Sampler { private: SamplerImpl* impl_{}; + + friend void swap(Sampler& o1, Sampler& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; } \ No newline at end of file diff --git a/nickel/include/graphics/rhi/shader.hpp b/nickel/include/graphics/rhi/shader.hpp index d203607..fa12898 100644 --- a/nickel/include/graphics/rhi/shader.hpp +++ b/nickel/include/graphics/rhi/shader.hpp @@ -17,6 +17,15 @@ class ShaderModule final { ShaderModule() = default; ShaderModule(APIPreference, DeviceImpl&, const Descriptor&); + ShaderModule(const ShaderModule& o) = default; + ShaderModule& operator=(const ShaderModule& o) = default; + + ShaderModule(ShaderModule&& o) noexcept { swap(o, *this); } + + ShaderModule& operator=(ShaderModule&& o) noexcept { + if (&o != this) swap(o, *this); + return *this; + } void Destroy(); auto Impl() const { return impl_; } @@ -28,6 +37,12 @@ class ShaderModule final { private: std::shared_ptr impl_{}; + + friend void swap(ShaderModule& o1, ShaderModule& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; } diff --git a/nickel/include/graphics/rhi/texture.hpp b/nickel/include/graphics/rhi/texture.hpp index 432febf..412bca7 100644 --- a/nickel/include/graphics/rhi/texture.hpp +++ b/nickel/include/graphics/rhi/texture.hpp @@ -26,6 +26,14 @@ class Texture { Texture() = default; Texture(AdapterImpl&, DeviceImpl&, const Descriptor&, const std::vector& queueIndices); + Texture(Texture&& o) noexcept { swap(o, *this); } + Texture(const Texture& o) = default; + Texture& operator=(const Texture& o) = default; + + Texture& operator=(Texture&& o) noexcept { + if (&o != this) swap(o, *this); + return *this; + } explicit Texture(TextureImpl*); void Destroy(); @@ -44,6 +52,12 @@ class Texture { private: TextureImpl* impl_{}; + + friend void swap(Texture& o1, Texture& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; } // namespace nickel::rhi \ No newline at end of file diff --git a/nickel/include/graphics/rhi/texture_view.hpp b/nickel/include/graphics/rhi/texture_view.hpp index c44ab8e..3c4b25c 100644 --- a/nickel/include/graphics/rhi/texture_view.hpp +++ b/nickel/include/graphics/rhi/texture_view.hpp @@ -22,7 +22,17 @@ class TextureView { }; TextureView() = default; - TextureView(APIPreference api, DeviceImpl&, TextureImpl&, const TextureView::Descriptor&); + TextureView(APIPreference api, DeviceImpl&, TextureImpl&, + const TextureView::Descriptor&); + TextureView(const TextureView& o) = default; + TextureView& operator=(const TextureView& o) = default; + + TextureView(TextureView&& o) noexcept { swap(o, *this); } + + TextureView& operator==(TextureView&& o) noexcept { + if (&o != this) swap(o, *this); + return *this; + } explicit TextureView(TextureViewImpl*); enum TextureFormat Format() const; class Texture Texture() const; @@ -45,6 +55,12 @@ class TextureView { private: TextureViewImpl* impl_{}; + + friend void swap(TextureView& o1, TextureView& o2) noexcept { + using std::swap; + + swap(o1.impl_, o2.impl_); + } }; } \ No newline at end of file diff --git a/nickel/include/graphics/rhi/vk/adapter.hpp b/nickel/include/graphics/rhi/vk/adapter.hpp index c8ec5e7..cb9ba34 100644 --- a/nickel/include/graphics/rhi/vk/adapter.hpp +++ b/nickel/include/graphics/rhi/vk/adapter.hpp @@ -13,7 +13,7 @@ class AdapterImpl: public rhi::AdapterImpl { GPUSupportFeatures Features() override; const GPUSupportLimits& Limits() const override; Device RequestDevice() override; - Adapter::Info RequestAdapterInfo() override; + Adapter::Info RequestAdapterInfo() const override; vk::Instance instance; vk::PhysicalDevice phyDevice; diff --git a/nickel/include/graphics/rhi/vk/command.hpp b/nickel/include/graphics/rhi/vk/command.hpp index 27c4074..1776c40 100644 --- a/nickel/include/graphics/rhi/vk/command.hpp +++ b/nickel/include/graphics/rhi/vk/command.hpp @@ -28,7 +28,7 @@ class RenderPassEncoderImpl : public rhi::RenderPassEncoderImpl { void SetBindGroup(BindGroup) override; void SetBindGroup(BindGroup, const std::vector& dynamicOffset) override; void SetPipeline(RenderPipeline) override; - void SetPushConstant(ShaderStage stage, void* value, uint32_t offset, uint32_t size) override; + void SetPushConstant(ShaderStage stage, const void* value, uint32_t offset, uint32_t size) override; void End() override; @@ -67,10 +67,11 @@ class CommandEncoderImpl : public rhi::CommandEncoderImpl { CmdType Type() const { return type_; } + vk::CommandPool pool; + vk::CommandBuffer buf; + private: - vk::CommandPool pool_; - CommandBuffer cmdBuf_; - vk::CommandBuffer buf_; + CommandBufferImpl* cmdBuf_{}; DeviceImpl& dev_; CmdType type_ = CmdType::None; }; diff --git a/nickel/include/graphics/rhi/vk/render_pipeline.hpp b/nickel/include/graphics/rhi/vk/render_pipeline.hpp index 2a801d0..2e2d461 100644 --- a/nickel/include/graphics/rhi/vk/render_pipeline.hpp +++ b/nickel/include/graphics/rhi/vk/render_pipeline.hpp @@ -6,7 +6,6 @@ #include "graphics/rhi/vk/pipeline_layout.hpp" #include "graphics/rhi/vk/util.hpp" - namespace nickel::rhi::vulkan { class DeviceImpl; @@ -14,17 +13,19 @@ class DeviceImpl; class RenderPipelineImpl : public rhi::RenderPipelineImpl { public: RenderPipelineImpl(DeviceImpl&, const RenderPipeline::Descriptor&); - RenderPipelineImpl(DeviceImpl&, const RenderPipeline::Descriptor&, vk::RenderPass); + RenderPipelineImpl(DeviceImpl&, const RenderPipeline::Descriptor&, + vk::RenderPass); RenderPipelineImpl(RenderPipelineImpl&&); ~RenderPipelineImpl(); RenderPipelineImpl& operator=(RenderPipelineImpl&&); PipelineLayout GetLayout() const { return layout_; } + const RenderPipeline::Descriptor& GetDescriptor() const; vk::Pipeline pipeline; - vk::RenderPass renderPass; + vk::RenderPass defaultRenderPass; private: PipelineLayout layout_; @@ -32,13 +33,14 @@ class RenderPipelineImpl : public rhi::RenderPipelineImpl { RenderPipeline::Descriptor desc_; std::vector shaderModules_; - void createRenderPipeline(DeviceImpl&, const RenderPipeline::Descriptor&); + void createRenderPipeline(DeviceImpl&, const RenderPipeline::Descriptor&, + vk::RenderPass renderPass); void createRenderPass(DeviceImpl&, const RenderPipeline::Descriptor&); friend void swap(RenderPipelineImpl& o1, RenderPipelineImpl& o2) noexcept { using std::swap; swap(o1.pipeline, o2.pipeline); - swap(o1.renderPass, o2.renderPass); + swap(o1.defaultRenderPass, o2.defaultRenderPass); swap(o1.layout_, o2.layout_); swap(o1.dev_, o2.dev_); swap(o1.desc_, o2.desc_); diff --git a/nickel/include/graphics/rhi/vk/texture.hpp b/nickel/include/graphics/rhi/vk/texture.hpp index de035db..77bfe1f 100644 --- a/nickel/include/graphics/rhi/vk/texture.hpp +++ b/nickel/include/graphics/rhi/vk/texture.hpp @@ -21,7 +21,8 @@ class TextureImpl : public rhi::TextureImpl { vk::Image GetImage() const; vk::DeviceMemory mem; - std::vector layouts; + std::vector + layouts; // if image is array, they layout will store separatly private: vk::Image image_; diff --git a/nickel/include/graphics/rhi/vk/util.hpp b/nickel/include/graphics/rhi/vk/util.hpp index 34f0355..3e10547 100644 --- a/nickel/include/graphics/rhi/vk/util.hpp +++ b/nickel/include/graphics/rhi/vk/util.hpp @@ -9,22 +9,22 @@ namespace nickel::rhi::vulkan { -#define VK_CALL(return_value, expr) \ - do { \ - if (auto result = (expr); result.result != vk::Result::eSuccess) { \ - LOGE(nickel::log_tag::Vulkan, "call ", #expr, \ - " failed: ", VkError2String(result.result)); \ - } else { \ - return_value = result.value; \ - } \ +#define VK_CALL(return_value, expr) \ + do { \ + if (auto result = (expr); result.result != vk::Result::eSuccess) { \ + LOGE(nickel::log_tag::Vulkan, "call ", #expr, " failed: ", \ + nickel::rhi::vulkan::VkError2String(result.result)); \ + } else { \ + return_value = result.value; \ + } \ } while (0) -#define VK_CALL_NO_VALUE(expr) \ - do { \ - if (auto result = (expr); result != vk::Result::eSuccess) { \ - LOGE(nickel::log_tag::Vulkan, "call ", #expr, \ - " failed: ", VkError2String(result)); \ - } \ +#define VK_CALL_NO_VALUE(expr) \ + do { \ + if (auto result = (expr); result != vk::Result::eSuccess) { \ + LOGE(nickel::log_tag::Vulkan, "call ", #expr, \ + " failed: ", nickel::rhi::vulkan::VkError2String(result)); \ + } \ } while (0) #define RETURN_ENUM_NAME(e) \ @@ -160,7 +160,8 @@ inline vk::ImageLayout GetLayoutByFormat( TextureFormat fmt, bool stencilReadOnly = false, bool depthReadOnly = false, bool stencilDepthLayoutSperate = false) { if (fmt == TextureFormat::Presentation) { - return vk::ImageLayout::ePresentSrcKHR; + // return vk::ImageLayout::ePresentSrcKHR; + return vk::ImageLayout::eColorAttachmentOptimal; } if (IsDepthStencilFormat(fmt)) { diff --git a/nickel/include/graphics/sprite.hpp b/nickel/include/graphics/sprite.hpp index 3630e3e..e8b4ed3 100644 --- a/nickel/include/graphics/sprite.hpp +++ b/nickel/include/graphics/sprite.hpp @@ -5,7 +5,6 @@ #include "common/transform.hpp" #include "graphics/camera.hpp" #include "graphics/context.hpp" -#include "graphics/renderer2d.hpp" #include "graphics/texture.hpp" namespace nickel { @@ -18,10 +17,10 @@ struct Sprite final { std::optional region; std::optional customSize; cgmath::Vec2 anchor; - TextureHandle texture; + std::unique_ptr material; Flip flip = Flip::None; bool visiable = true; - int zIndex = 0; + int orderInLayer = 0; static Sprite FromTexture(TextureHandle texture); static Sprite FromRegion(TextureHandle texture, diff --git a/nickel/include/graphics/texture.hpp b/nickel/include/graphics/texture.hpp index cafe847..a9859c3 100644 --- a/nickel/include/graphics/texture.hpp +++ b/nickel/include/graphics/texture.hpp @@ -2,11 +2,10 @@ #include "common/asset.hpp" #include "common/cgmath.hpp" -#include "graphics/gogl.hpp" +#include "common/filetype.hpp" #include "common/handle.hpp" #include "common/manager.hpp" -#include "common/filetype.hpp" - +#include "rhi/rhi.hpp" /** * @addtogroup resource-manager @@ -15,28 +14,23 @@ namespace nickel { -class Renderer2D; class Texture; using TextureHandle = Handle; class Texture final : public Asset { public: - friend class Renderer2D; friend class TextureManager; - friend class Material2D; static Texture Null; - explicit Texture(const toml::table& tbl); - explicit Texture(const std::filesystem::path& filename, - const gogl::Sampler&, - gogl::Format fmt = gogl::Format::RGBA, - gogl::Format gpuFmt = gogl::Format::RGBA); - Texture(void*, int w, int h, const gogl::Sampler& sampler, - gogl::Format fmt = gogl::Format::RGBA, - gogl::Format gpuFmt = gogl::Format::RGBA); + explicit Texture(rhi::Device, const toml::table&); + Texture(rhi::Device, const std::filesystem::path& filename, + rhi::TextureFormat gpuFmt = rhi::TextureFormat::RGBA8_UNORM); + Texture(rhi::Device, void*, int w, int h, + rhi::TextureFormat gpuFmt = rhi::TextureFormat::RGBA8_UNORM); Texture() = default; + ~Texture(); Texture(const Texture&) = delete; Texture(Texture&&) = default; @@ -44,7 +38,7 @@ class Texture final : public Asset { Texture& operator=(const Texture&) = delete; - explicit operator bool() const { return texture_ != nullptr; } + explicit operator bool() const { return texture_ && view_; } int Width() const { return w_; } @@ -54,19 +48,19 @@ class Texture final : public Asset { return cgmath::Vec2{static_cast(w_), static_cast(h_)}; } - void* Raw() const { - return texture_ ? reinterpret_cast(texture_->Id()) : 0; - } - - auto& Sampler() const { return sampler_; } + rhi::Texture Raw() const { return texture_; } + rhi::TextureView View() const { return view_; } toml::table Save2Toml() const override; private: - std::unique_ptr texture_ = nullptr; - gogl::Sampler sampler_; + rhi::Texture texture_; + rhi::TextureView view_; int w_ = 0; int h_ = 0; + + rhi::Texture loadTexture(rhi::Device, void* data, uint32_t w, uint32_t h, + rhi::TextureFormat gpuFmt); }; template <> @@ -78,20 +72,17 @@ class TextureManager final : public Manager { TextureHandle Load( const std::filesystem::path& filename, - const gogl::Sampler& = gogl::Sampler::CreateLinearRepeat()); + rhi::TextureFormat gpuFmt = rhi::TextureFormat::RGBA8_UNORM); TextureHandle Create( - const std::filesystem::path& name, - void* data, uint32_t w, uint32_t h, - const gogl::Sampler& = gogl::Sampler::CreateLinearRepeat()); + const std::filesystem::path& name, void* data, uint32_t w, uint32_t h, + rhi::TextureFormat gpuFmt = rhi::TextureFormat::RGBA8_UNORM); TextureHandle LoadSVG(const std::filesystem::path& filename, - const gogl::Sampler&, std::optional size = std::nullopt); bool Replace(TextureHandle, const std::filesystem::path& filename, - const gogl::Sampler&); + rhi::TextureFormat gpuFmt = rhi::TextureFormat::RGBA8_UNORM); std::unique_ptr CreateSolitary( - void* data, int w, int h, const gogl::Sampler&, - gogl::Format fmt = gogl::Format::RGBA, - gogl::Format gpuFmt = gogl::Format::RGBA); + void* data, int w, int h, + rhi::TextureFormat gpuFmt = rhi::TextureFormat::RGBA8_UNORM); }; } // namespace nickel diff --git a/nickel/include/graphics/vertex.hpp b/nickel/include/graphics/vertex.hpp index 8b906bb..6effb4f 100644 --- a/nickel/include/graphics/vertex.hpp +++ b/nickel/include/graphics/vertex.hpp @@ -1,32 +1,36 @@ #pragma once -#include "graphics/gogl.hpp" #include "common/cgmath.hpp" +#include "rhi/rhi.hpp" namespace nickel { -struct Vertex final { +struct Vertex2D final { cgmath::Vec3 position; cgmath::Vec2 texcoord; cgmath::Vec4 color; - static Vertex FromPosition(const cgmath::Vec2& position) { + static Vertex2D FromPosition(const cgmath::Vec2& position) { return {cgmath::Vec3{position.x, position.y, 0}, }; } - static Vertex FromPosColor(const cgmath::Vec2& position, + static Vertex2D FromPosColor(const cgmath::Vec2& position, const cgmath::Vec4& color) { return {cgmath::Vec3{position.x, position.y, 0}, {}, color}; } - static const gogl::BufferLayout& Layout() { - static gogl::BufferLayout layout = gogl::BufferLayout::CreateFromTypes({ - gogl::Attribute::Type::Vec3, - gogl::Attribute::Type::Vec2, - gogl::Attribute::Type::Vec4, - }); - - return layout; + static const rhi::RenderPipeline::BufferState& Layout() { + static rhi::RenderPipeline::BufferState state{ + rhi::RenderPipeline::BufferState::StepMode::Vertex, + (3 + 2 + 4) * 4, + { + {rhi::VertexFormat::Float32x3, 0, 0}, + {rhi::VertexFormat::Float32x2, 3 * 4, 1}, + {rhi::VertexFormat::Float32x4, 5 * 4, 2}, + } + }; + + return state; } }; diff --git a/nickel/include/misc/asset_manager.hpp b/nickel/include/misc/asset_manager.hpp index dbf9595..da6f977 100644 --- a/nickel/include/misc/asset_manager.hpp +++ b/nickel/include/misc/asset_manager.hpp @@ -1,13 +1,14 @@ #pragma once #include "anim/anim.hpp" +#include "audio/audio.hpp" #include "common/filetype.hpp" #include "common/timer.hpp" +#include "common/util.hpp" #include "graphics/font.hpp" +#include "graphics/gltf.hpp" #include "graphics/texture.hpp" #include "graphics/tilesheet.hpp" -#include "audio/audio.hpp" -#include "common/util.hpp" namespace nickel { @@ -15,28 +16,40 @@ class AssetManager final { public: AssetManager(TextureManager& texture, FontManager& font, TimerManager& timer, TilesheetManager& tilesheet, - AnimationManager& anim, AudioManager& audio) - : mgrs_{texture, font, timer, tilesheet, anim, audio} {} + AnimationManager& anim, AudioManager& audio, GLTFManager& gltf) + : mgrs_{texture, font, timer, tilesheet, anim, audio, gltf} {} auto& TextureMgr() { return std::get(mgrs_); } + auto& FontMgr() { return std::get(mgrs_); } + auto& TilesheetMgr() { return std::get(mgrs_); } - auto& AnimationMgr() {return std::get(mgrs_); } - auto& TimerMgr() {return std::get(mgrs_); } - auto& AudioMgr() {return std::get(mgrs_); } + + auto& AnimationMgr() { return std::get(mgrs_); } + + auto& TimerMgr() { return std::get(mgrs_); } + + auto& AudioMgr() { return std::get(mgrs_); } auto& TextureMgr() const { return std::get(mgrs_); } + auto& FontMgr() const { return std::get(mgrs_); } + auto& TilesheetMgr() const { return std::get(mgrs_); } - auto& AnimationMgr() const {return std::get(mgrs_); } - auto& TimerMgr() const {return std::get(mgrs_); } - auto& AudioMgr() const {return std::get(mgrs_); } + + auto& AnimationMgr() const { return std::get(mgrs_); } + + auto& TimerMgr() const { return std::get(mgrs_); } + + auto& AudioMgr() const { return std::get(mgrs_); } + + auto& GLTFMgr() const { return std::get(mgrs_); } bool Load(const std::filesystem::path& path) { auto filetype = DetectFileType(path); bool success = false; - VisitTuple(mgrs_, [=, &path, &success](auto&& mgr){ + VisitTuple(mgrs_, [=, &path, &success](auto&& mgr) { if (mgr.GetFileType() == filetype) { success = success || mgr.Load(path); } @@ -47,24 +60,18 @@ class AssetManager final { void LoadFromMeta(const std::filesystem::path& path) { auto filetype = DetectFileType(StripMetaExtension(path)); - VisitTuple(mgrs_, [=, &path](auto&& mgr){ + VisitTuple(mgrs_, [=, &path](auto&& mgr) { if (mgr.GetFileType() == filetype) { mgr.LoadAssetFromMeta(path); } }); } - TextureHandle LoadTexture(const std::filesystem::path& path) { - if (auto filetype = DetectFileType(path); filetype == FileType::Image) { - return TextureMgr().Load(path, gogl::Sampler::CreateLinearRepeat()); - } - return {}; - } - - TextureHandle LoadTexture(const std::filesystem::path& path, - const gogl::Sampler& sampler) { + TextureHandle LoadTexture( + const std::filesystem::path& path, + rhi::TextureFormat gpuFmt = rhi::TextureFormat::RGBA8_UNORM_SRGB) { if (auto filetype = DetectFileType(path); filetype == FileType::Image) { - return TextureMgr().Load(path, sampler); + return TextureMgr().Load(path, gpuFmt); } return {}; } @@ -106,6 +113,13 @@ class AssetManager final { return {}; } + GLTFHandle LoadGLTF(const std::filesystem::path& path) { + if (auto filetype = DetectFileType(path); filetype == FileType::GLTF) { + return GLTFMgr().Load(path); + } + return {}; + } + template void Destroy(Handle handle) { return SwitchManager().Destroy(handle); @@ -114,7 +128,7 @@ class AssetManager final { void Destroy(const std::filesystem::path& path) { auto filetype = DetectFileType(path); - VisitTuple(mgrs_, [=, &path](auto&& mgr){ + VisitTuple(mgrs_, [=, &path](auto&& mgr) { if (mgr.GetFileType() == filetype) { mgr.Destroy(path); } @@ -136,7 +150,7 @@ class AssetManager final { bool has = false; - VisitTuple(mgrs_, [=, &filename, &has](auto&& mgr){ + VisitTuple(mgrs_, [=, &filename, &has](auto&& mgr) { if (mgr.GetFileType() == filetype) { has = has || mgr.Has(filename); } @@ -172,6 +186,7 @@ class AssetManager final { TilesheetMgr().SaveAssets2File(); TimerMgr().SaveAssets2File(); AudioMgr().SaveAssets2File(); + GLTFMgr().SaveAssets2File(); } toml::table Save2Toml(const std::filesystem::path& rootDir) const { @@ -183,6 +198,7 @@ class AssetManager final { tbl.emplace("tilesheet", TilesheetMgr().Save2Toml(rootDir)); tbl.emplace("timer", TimerMgr().Save2Toml(rootDir)); tbl.emplace("audio", AudioMgr().Save2Toml(rootDir)); + tbl.emplace("gltf", GLTFManager().Save2Toml(rootDir)); return tbl; } @@ -206,9 +222,13 @@ class AssetManager final { if (auto node = tbl.get("audio"); node && node->is_table()) { AudioMgr().LoadFromToml(*node->as_table()); } + if (auto node = tbl.get("gltf"); node && node->is_table()) { + GLTFManager().LoadFromToml(*node->as_table()); + } } auto& Managers() const { return mgrs_; } + auto& Managers() { return mgrs_; } template @@ -225,6 +245,8 @@ class AssetManager final { return std::get(mgrs_); } else if constexpr (std::is_same_v) { return std::get(mgrs_); + } else if constexpr (std::is_same_v) { + return std::get(mgrs_); } } @@ -240,7 +262,7 @@ class AssetManager final { private: std::tuple + AnimationManager&, AudioManager&, GLTFManager&> mgrs_; }; diff --git a/nickel/include/misc/project.hpp b/nickel/include/misc/project.hpp index ba01a82..6bd3da0 100644 --- a/nickel/include/misc/project.hpp +++ b/nickel/include/misc/project.hpp @@ -6,7 +6,6 @@ #include "common/timer.hpp" #include "graphics/camera.hpp" #include "graphics/font.hpp" -#include "graphics/renderer2d.hpp" #include "graphics/texture.hpp" #include "video/event.hpp" #include "video/window.hpp" diff --git a/nickel/include/nickel.hpp b/nickel/include/nickel.hpp index 2773e05..4b8435f 100644 --- a/nickel/include/nickel.hpp +++ b/nickel/include/nickel.hpp @@ -15,8 +15,6 @@ #include "geom/geom2d.hpp" #include "geom/geom3d.hpp" #include "graphics/font.hpp" -#include "graphics/gogl.hpp" -#include "graphics/renderer2d.hpp" #include "graphics/sprite.hpp" #include "graphics/texture.hpp" #include "graphics/tilesheet.hpp" @@ -28,7 +26,7 @@ #include "system/graphics.hpp" #include "system/physics.hpp" #include "system/video.hpp" -#include "ui/ui.hpp" +// #include "ui/ui.hpp" #include "video/device.hpp" #include "video/event.hpp" #include "video/input.hpp" diff --git a/nickel/include/refl/drefl.hpp b/nickel/include/refl/drefl.hpp index e146419..d9b5ba5 100644 --- a/nickel/include/refl/drefl.hpp +++ b/nickel/include/refl/drefl.hpp @@ -10,6 +10,6 @@ enum Attribute { EditorNodisplay, }; -void InitDynamicReflect(); +void RegistReflectInfos(); } \ No newline at end of file diff --git a/nickel/include/system/graphics.hpp b/nickel/include/system/graphics.hpp index 2ac7a24..6fbb453 100644 --- a/nickel/include/system/graphics.hpp +++ b/nickel/include/system/graphics.hpp @@ -1,30 +1,39 @@ #pragma once -#include "graphics/context.hpp" -#include "graphics/sprite.hpp" #include "common/transform.hpp" #include "graphics/camera.hpp" +#include "graphics/context.hpp" +#include "graphics/gltf.hpp" +#include "graphics/sprite.hpp" + namespace nickel { +void UpdateCamera2GPU(gecs::resource, + gecs::resource>); -class AssetManager; +void UpdateGLTFModelTransform( + gecs::querier>, + gecs::resource>); -void CollectSpriteRenderInfo( - gecs::querier>, - gecs::querier>, - gecs::resource, gecs::resource>, - gecs::registry); +void BeginRender(gecs::resource>, + gecs::resource>); -void RenderElements(gecs::resource> renderer2d, - gecs::resource> ctx, - gecs::resource> camera); +void EndRender(gecs::resource>, + gecs::resource>); -void BeginRenderPipeline(gecs::resource>, - gecs::resource>, - gecs::resource>); +void RenderSprite2D(gecs::resource>, + gecs::resource>, + gecs::resource>, + gecs::resource, + gecs::querier); -void EndRenderPipeline(gecs::resource>); +void RenderGLTFModel(gecs::resource>, + gecs::resource>, + gecs::resource>, + gecs::resource, + gecs::querier); -} \ No newline at end of file +void SwapContext(gecs::resource>, + gecs::resource>); +} // namespace nickel \ No newline at end of file diff --git a/nickel/include/ui/style.hpp b/nickel/include/ui/style.hpp index 9ab30b7..42aca63 100644 --- a/nickel/include/ui/style.hpp +++ b/nickel/include/ui/style.hpp @@ -1,7 +1,6 @@ #pragma once #include "common/cgmath.hpp" -#include "graphics/renderer2d.hpp" #include "ui/context.hpp" #include "common/hierarchy.hpp" diff --git a/nickel/include/ui/ui.hpp b/nickel/include/ui/ui.hpp index cc9eeaf..6b1488d 100644 --- a/nickel/include/ui/ui.hpp +++ b/nickel/include/ui/ui.hpp @@ -12,11 +12,10 @@ namespace nickel::ui { void InitSystem(gecs::commands cmds, gecs::resource window); -void RenderStyle(gecs::querier