diff --git a/.github/CONTRIBUTING.md b/.github/CONTRIBUTING.md new file mode 100644 index 000000000000..23abe87f95cd --- /dev/null +++ b/.github/CONTRIBUTING.md @@ -0,0 +1,31 @@ +## How to create an Issue + +Hello! + +You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. However please read this wall of text before doing so. The amount of incomplete or ambiguous requests occasionally becomes overwhelming, so please do your best to clarify your request. Thank you! + +**Prerequisites for new users of dear imgui:** +- Please read the FAQ in imgui.cpp. +- Please read misc/fonts/README.txt if your question relates to fonts or text. +- Please run ImGui::ShowDemoWindow() to explore the demo and its sources. +- Please use the Search function of GitHub to look for similar issues. You may also browse issues by tags. +- Please use the Search function of your IDE to search in the code for comments related to your situation. +- If you get a assert, use a debugger to locate the line triggering it and read the comments around the assert. + +**Guidelines to report an issue or ask a question:** +- Try to provide a Minimal, Complete and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste in one of the examples/ application to understand and reproduce it. Narrowing your problem to its shortest and purest form is often the easiest way to understand it. Often while creating the MCVE you will end up solving the problem! +- Try to attach screenshots to clarify the context. They often convey useful information that are omitted by the description. You can drag pictures/files here (prefer github attachments over 3rd party hosting). +- If you are discussing an assert or a crash, please provide a debugger callstack. +- Please provide your imgui version number. +- Please state if you have made substantial modifications to your copy of imgui. +- When discussing issues related to rendering or inputs, please state which OS you are using, and if you are using a vanilla copy of one of the back end (imgui_impl_xxx files), or a modified one, or if you built your own. +- When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). +- Due to frequent abuse of this service from a certain category of users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and less patience for incomplete questions. + +If you have been using dear imgui for a while and/or have been using C/C++ for several years and/or have demonstrated good behavior here, it is ok to not fullfill every item to the letter. Those are guidelines and experienced users of dear imgui will know what information are useful in a given context. + +## How to create an Pull Request + +- If you are adding a feature, please describe the usage context (how you intend to use it, why you need it, etc.). +- Try to attach screenshots to clarify the context and demonstrate the feature at a glance. You can drag pictures/files here (prefer github attachments over 3rd party hosting). +- Make sure you create a branch for the pull request. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits). diff --git a/.github/issue_template.md b/.github/issue_template.md new file mode 100644 index 000000000000..6d57049e0597 --- /dev/null +++ b/.github/issue_template.md @@ -0,0 +1,12 @@ +You may use the Issue Tracker to ask for help and submit bug reports, feature requests or suggestions. +PLEASE CAREFULLY READ THIS DOCUMENT before doing so: +[CONTRIBUTING.md](https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md). + +You can include code snippets using `Begin()` for short in-line snippets, or: +```cpp +ImGui::Begin("Hello"); +ImGui::ThisIsMoreCode(); +``` +For multiline snippets. + +(Clear this form before submitting your issue. Please read the CONTRIBUTING.md file!) diff --git a/.github/pull_request_template.md b/.github/pull_request_template.md new file mode 100644 index 000000000000..1a6418d5a6f8 --- /dev/null +++ b/.github/pull_request_template.md @@ -0,0 +1,6 @@ +- If you are adding a feature, please explain the context of the change: what do you need the feature for? +- Try to attach screenshots to clarify the context and demonstrate the feature at a glance. +- Make sure you create a branch for the pull request. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR. +- You can read [CONTRIBUTING.md](https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md) for more details. + +(Clear this form before submitting your PR) diff --git a/.travis.yml b/.travis.yml index 044b87a96159..f4de9ecae3d7 100644 --- a/.travis.yml +++ b/.travis.yml @@ -1,4 +1,6 @@ language: cpp +sudo: required +dist: trusty os: - linux @@ -9,8 +11,19 @@ compiler: - clang before_install: - - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-add-repository --yes ppa:zoogie/sdl2-snapshots && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev; fi - - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glfw3 && brew install sdl2; fi + - if [ $TRAVIS_OS_NAME == linux ]; then + sudo apt-get update -qq; + sudo apt-get install -y --no-install-recommends libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev; + wget https://github.com/glfw/glfw/releases/download/3.2.1/glfw-3.2.1.zip; + unzip glfw-3.2.1.zip && cd glfw-3.2.1; + cmake -DBUILD_SHARED_LIBS=true -DGLFW_BUILD_EXAMPLES=false -DGLFW_BUILD_TESTS=false -DGLFW_BUILD_DOCS=false .; + sudo make -j $CPU_NUM install && cd ..; + fi + - if [ $TRAVIS_OS_NAME == osx ]; then + brew update; + brew install glfw3; + brew install sdl2; + fi script: - make -C examples/opengl2_example diff --git a/CHANGELOG.txt b/CHANGELOG.txt new file mode 100644 index 000000000000..253f2ddc143e --- /dev/null +++ b/CHANGELOG.txt @@ -0,0 +1,739 @@ +dear imgui +CHANGELOG + +----------------------------------------------------------------------- + +This document holds the programmer changelog that we also use in release notes. +We generally fold multiple commits pertaining to the same topic as a single entry, and simplify various things. + +Release notes: (with links and screenshots) + https://github.com/ocornut/imgui/releases + +Changes to the examples/bindings are included within the individual .cpp files in examples. + +Individual commits: + https://github.com/ocornut/imgui/commits/master + +Report issues, ask questions: + https://github.com/ocornut/imgui/issues + +----------------------------------------------------------------------- + +WHEN TO UPDATE? + +It is generally safe to sync to the latest commit in master. The library is fairly stable and regressions tends to be fixed fast when reported. +Keeping your copy of dear imgui updated once in a while is recommended. + +HOW TO UPDATE? + +- Overwrite every file except imconfig.h (if you have modified it). +- You may also locally branch to modify imconfig.h and merge latest into your branch. +- Read the `Breaking Changes` section (in imgui.cpp or here in the Changelog). +- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. +- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful. +- You may diff your previous Changelog with the one you just copied and read that diff. +- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development API updates have a little more frequent lately. They are carefully documented and should not affect all users. +- Please report any issue! + +----------------------------------------------------------------------- + +VERSION 1.60 (Released 2018-04-07) +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60 + +The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged. +Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitly. +Various internal refactors have also been done, as part of the navigation work and as part of the upcoing viewport/docking work. + +Breaking Changes: + + - Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). + e.g. with example back-ends, call ImDrawData* draw_data = ImGui::GetDrawData(); ImGui_ImplXXXX_RenderDrawData(draw_data). + - Reorganized context handling to be more explicit: (#1599) + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. If you are using an old back-end from the examples/ folder, remove the line that calls Shutdown(). + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - Fonts: Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - Fonts: changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer. + If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619) + - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, not used by core, and honored by some binding ahead of merging the Nav branch). + - Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now. + - Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + +Other Changes: + +- Doc: Added a Changelog file in the repository to ease comparing versions (it goes back to dear imgui 1.48), until now it was only on GitHub. +- Navigation: merged in the gamepad/keyboard navigation (about a million changes!). (#787, #323) + The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. + - To use Gamepad Navigation: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Read imgui.cpp for more details. + - See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW + - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details. + - To use Keyboard Navigation: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. + - Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set. + For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details. +- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787) +- Navigation: Added IsItemFocused(), added IsAnyItemFocused(). (#787) +- Navigation: Added window flags: ImGuiWindowFlags_NoNav (== ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus). +- Navigation: Style: Added ImGuiCol_NavHighlight, ImGuiCol_NavWindowingHighlight colors. (#787) +- Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079) +- Navigation: IO: Added io.ConfigFlags (input), io.NavActive (output), io.NavVisible (output). (#787) +- Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565, #1599) + YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. Existing apps will assert/crash without it. +- Context: Added SetAllocatorFunctions() to rewire memory allocators (as a replacement to previous parameters to CreateContext()). Allocators are shared by all contexts and imgui helpers. (#1565, #586, #992, #1007, #1558) +- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it. (#1599) +- Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558) +- IO: Added io.ConfigFlags for user application to store settings for imgui and for the back-end: + - ImGuiConfigFlags_NavEnableKeyboard: Enable keyboard navigation. + - ImGuiConfigFlags_NavEnableGamepad: Enable gamepad navigation (provided ImGuiBackendFlags_HasGamepad is also set by back-end). + - ImGuiConfigFlags_NavEnableSetMousePos: Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. + - ImGuiConfigFlags_NoMouseCursorChange: Instruct back-end to not alter mouse cursor shape and visibility (by default the example back-end use mouse cursor API of the platform when available) + - ImGuiConfigFlags_NoMouse: Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information passed by the back-end. + - ImGuiConfigFlags_IsSRGB, ImGuiConfigFlags_IsTouchScreen: Flags for general application use. +- IO: Added io.BackendFlags for back-end to store its capabilities (currently: _HasGamepad, _HasMouseCursors, _HasSetMousePos). This will be used more in the next version. +- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example bindings. (#1541) +- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker] +- IO: Added IsAnyMouseDown() helper which is helpful for bindings to handle mouse capturing. +- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (#1381, #1337) +- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382) +- Window: Added SetNextWindowBgAlpha() helper. Particularly helpul since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567) +- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363) +- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left). +- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), Ctrl+Insert (copy), Shift+Insert (paste). (#1541) +- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554) +- InputText: Added ImGuiInputTextFlags_CharsScientific flag to also allow 'e'/'E' for input of values using scientific notation. Automatically used by InputFloat. +- Style: Default style is now StyleColorsDark(), instead of the old StyleColorsClassic(). (#707) +- Style: Enable window border by default. (#707) +- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181) +- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939). +- Style: Close button nows display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707) +- Popup: OpenPopup() Always reopen existing popup. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533). +- Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439) +- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497) +- Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533) +- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time. +- Tooltip: BeginTooltip() sets ImGuiWindowFlags_NoInputs flag. +- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574) +- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!). +- Columns: Clear offsets data when columns count changed. (#1525) +- Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted] +- Columns: Fixed resizing a window very small breaking some columns positioning (broken in 1.53). +- Columns: The available column extent takes consideration of the right-most clipped pixel, so the right-most column may look a little wider but will contain the same amount of visible contents. +- MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable). +- TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581) +- Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143) +- Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143) +- DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559) +- InputFloat: Allow inputing value using scientific notation e.g. "1e+10". +- InputDouble: Added InputDouble() function. We use a format string instead of a decimal_precision parameter to also for "%e" and variants. (#1011) +- Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx] +- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and only display the wide value preview box. +- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button. +- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded. +- PlotLines: plot a flat line if scale_min==scale_max. (#1621) +- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. + If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619) +- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622) +- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut] +- Fonts: Moved extra_fonts/ to misc/fonts/. +- ImFontAtlas: Fixed cfg.MergeMode not reusing existing glyphs if available (always overwrote). +- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527) +- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939) +- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613) +- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613) +- ImDrawList: Fixed AddRect() with antialiasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646) +- ImDrawList: Added CloneOutput() helper to facilitate the cloning of ImDrawData or ImDrawList for multi-threaded rendering. +- Misc: Functions passed to libc qsort are explicitly marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul] +- Misc: ImVec2: added [] operator. This is becoming desirable for some code working of either axes independently. Better adding it sooner than later. +- Misc: NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555) +- Misc: Added IM_OFFSETOF() helper in imgui.h (previously was in imgui_internal.h) +- Misc: Added obsolete redirection function GetItemsLineHeightWithSpacing() (which redirects to GetFrameHeightWithSpacing()), as intended and stated in docs of 1.53. +- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualize imgui internal types. Added to examples projects. +- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41) +- Misc: Added IMGUI_STB_TRUETYPE_FILENAME and IMGUI_STB_RECT_PACK_FILENAME compile time directives to use another version of the stb_ files. +- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes). + (Those flags are not used by ImGui itself, they only exists to make it easy for the engine/back-end to pass information to the application in a standard manner.) +- Metrics: Added display of Columns state. +- Demo: Improved Selectable() examples. (#1528) +- Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions. +- Demo: Console: Using ImGuiCol_Text to be more friendly to color changes. +- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible. +- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your bindings if needed. +- Examples: Using Dark theme by default. (#707). Tweaked demo code. +- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker] +- Examples: All examples now setup the io.BackendFlags to signify they can honor mouse cursors, gamepad, etc. +- Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3] +- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version from 330 to 150. (#1466, #1504) +- Examples: OpenGL3+GLFW,SDL: Added a way to override the GLSL version string in the Init function. (#1466, #1504). +- Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217) +- Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466) +- Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture. +- Examples: OpenGL: Calls to glPolygonMode() are casting parameters as GLEnum to not fail with more strict bindings. (#1628) [@ilia-glushchenko] +- Examples: Win32 (DirectX9,10,11,12): Added support for mouse cursor shapes. (#1495) +- Examples: Win32 (DirectX9,10,11,12: Support for windows using the CS_DBLCLKS class flag by handling the double-click messages (WM_LBUTTONDBLCLK etc.). (#1538, #754) [@ndandoulakis] +- Examples: Win32 (DirectX9,10,11,12): Made the Win32 proc handlers not assert if there is no active context yet, to be more flexible with creation order. (#1565) +- Examples: GLFW: Added support for mouse cursor shapes (the diagonal resize cursors are unfortunately not supported by GLFW at the moment. (#1495) +- Examples: GLFW: Don't attempt to change the mouse cursor input mode if it is set to GLFW_CURSOR_DISABLED by the application. (#1202) [@PhilCK] +- Examples: SDL: Added support for mouse cursor shapes. (#1626) [@olls] +- Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging (SDL 2.0.4+ only, otherwise using SDL_WINDOW_INPUT_FOCUS instead of previously SDL_WINDOW_MOUSE_FOCUS). (#1559) +- Examples: SDL: Enabled vsync by default so people don't come at us with demoes running at 2000 FPS burning a cpu core. +- Examples: SDL: Using SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency() to handle framerate over 1000 FPS properly. (#996) +- Examples: SDL: Using scancode exclusively instead of a confusing mixture of scancodes and keycodes. +- Examples: SDL: Visual Studio: Added .vcxproj file. Using %SDL2_DIR% in the default .vcxproj and build files instead of %SDL_DIR%, the earlier being more standard. +- Examples: Vulkan: Visual Studio: Added .vcxproj file. +- Examples: Apple: Fixed filenames in OSX xcode project. Various other Mac friendly fixes. [@gerryhernandez etc.] +- Examples: Visual Studio: Disabled extraneous function-level check in Release build. +- Various fixes, tweaks, internal refactoring, optimizations, comments. + +----------------------------------------------------------------------- + +VERSION 1.53 (Released 2017-12-25) +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.53 + +Breaking Changes: + +- Renamed the emblematic `ShowTestWindow()` function to `ShowDemoWindow()`. Kept redirection function (will obsolete). +- Renamed `GetItemsLineHeightWithSpacing()` to `GetFrameHeightWithSpacing()` for consistency. Kept redirection function (will obsolete). +- Renamed `ImGuiTreeNodeFlags_AllowOverlapMode` flag to `ImGuiTreeNodeFlags_AllowItemOverlap`. Kept redirection enum (will obsolete). +- Obsoleted `IsRootWindowFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootWindow)`. Kept redirection function (will obsolete). (#1382) +- Obsoleted `IsRootWindowOrAnyChildFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382) +- Obsoleted `IsRootWindowOrAnyChildHovered()` in favor of using `IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382) +- Obsoleted `SetNextWindowContentWidth() in favor of using `SetNextWindowContentSize()`. Kept redirection function (will obsolete). +- Renamed `ImGuiTextBuffer::append()` helper to `appendf()`, and `appendv()` to `appendfv()` for consistency. If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. +- ImDrawList: Removed 'bool anti_aliased = true' final parameter of `ImDrawList::AddPolyline()` and `ImDrawList::AddConvexPolyFilled()`. Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. +- Style, ImDrawList: Renamed `style.AntiAliasedShapes` to `style.AntiAliasedFill` for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags. +- Style, Begin: Removed `ImGuiWindowFlags_ShowBorders` window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. `style.FrameBorderSize`, `style.WindowBorderSize`, `style.PopupBorderSize`). + Use `ImGui::ShowStyleEditor()` to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. + It is recommended that you use the `StyleColorsClassic()`, `StyleColorsDark()`, `StyleColorsLight()` functions. Also see `ShowStyleSelector()`. +- Style: Removed `ImGuiCol_ComboBg` in favor of combo boxes using `ImGuiCol_PopupBg` for consistency. Combo are normal popups. +- Style: Renamed `ImGuiCol_ChildWindowBg` to `ImGuiCol_ChildBg`. +- Style: Renamed `style.ChildWindowRounding` to `style.ChildRounding`, `ImGuiStyleVar_ChildWindowRounding` to `ImGuiStyleVar_ChildRounding`. +- Removed obsolete redirection functions: SetScrollPosHere() - marked obsolete in v1.42, July 2015. +- Removed obsolete redirection functions: GetWindowFont(), GetWindowFontSize() - marked obsolete in v1.48, March 2016. + +Other Changes: + +- Added `io.OptCursorBlink` option to allow disabling cursor blinking. (#1427) +- Added `GetOverlayDrawList()` helper to quickly get access to a ImDrawList that will be rendered in front of every windows. +- Added `GetFrameHeight()` helper which returns `(FontSize + style.FramePadding.y * 2)`. +- Drag and Drop: Added Beta API to easily use drag and drop patterns between imgui widgets. + - Setup a source on a widget with `BeginDragDropSource()`, `SetDragDropPayload()`, `EndDragDropSource()` functions. + - Receive data with `BeginDragDropTarget()`, `AcceptDragDropPayload()`, `EndDragDropTarget()`. + - See ImGuiDragDropFlags for various options. + - The ColorEdit4() and ColorButton() widgets now support Drag and Drop. + - The API is tagged as Beta as it still may be subject to small changes. +- Drag and Drop: When drag and drop is active, tree nodes and collapsing header can be opened by hovering on them for 0.7 seconds. +- Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should not affect users as the compile-time default is usually enough. (#473, #650) +- Style: Added StyleColorsDark() style. (#707) [@dougbinks] +- Style: Added StyleColorsLight() style. Best used with frame borders + thicker font than the default font. (#707) +- Style: Added style.PopupRounding setting. (#1112) +- Style: Added style.FrameBorderSize, style.WindowBorderSize, style.PopupBorderSize. Removed ImGuiWindowFlags_ShowBorders window flag! + Borders are now fully set up in the ImGuiStyle structure. Use ImGui::ShowStyleEditor() to look them up. (#707, fix #819, #1031) +- Style: Various small changes to the classic style (most noticeably, buttons are now using blue shades). (#707) +- Style: Renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. +- Style: Renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. +- Style: Removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. (#707) +- Style: Made the ScaleAllSizes() helper rounds down every values so they are aligned on integers. +- Focus: Added SetItemDefaultFocus(), which in the current (master) branch behave the same as doing `if (IsWindowAppearing()) SetScrollHere()`. + In the navigation branch this will also set the default focus. Prefer using this when creating combo boxes with `BeginCombo()` so your code will be forward-compatible with gamepad/keyboard navigation features. (#787) +- Combo: Popup grows horizontally to accomodate for contents that is larger then the parent combo button. +- Combo: Added BeginCombo()/EndCombo() API which allows use to submit content of any form and manage your selection state without relying on indices. +- Combo: Added ImGuiComboFlags_PopupAlignLeft flag to BeginCombo() to prioritize keeping the popup on the left side (for small-button-looking combos). +- Combo: Added ImGuiComboFlags_HeightSmall, ImGuiComboFlags_HeightLarge, ImGuiComboFlags_HeightLargest to easily provide desired popup height. +- Combo: You can use SetNextWindowSizeConstraints() before BeginCombo() to specify specific popup width/height constraints. +- Combo: Offset popup position by border size so that a double border isn't so visible. (#707) +- Combo: Recycling windows by using a stack number instead of a unique id, wasting less memory (like menus do). +- InputText: Added ImGuiInputTextFlags_NoUndoRedo flag. (#1506, #1508) [@ibachar] +- Window: Fixed auto-resize allocating too much space for scrollbar when SizeContents is bigger than maximum window size (fixes c0547d3). (#1417) +- Window: Child windows with MenuBar use regular WindowPadding.y so layout look consistent as child or as a regular window. +- Window: Begin(): Fixed appending into a child window with a second Begin() from a different window stack querying the wrong window for the window->Collapsed test. +- Window: Calling IsItemActive(), IsItemHovered() etc. after a call to Begin() provides item data for the title bar, so you can easily test if the title bar is being hovered, etc. (#823) +- Window: Made it possible to use SetNextWindowPos() on a child window. +- Window: Fixed a one frame glitch. When an appearing window claimed the focus themselves, the title bar wouldn't use the focused color for one frame. +- Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests for full usability. (#822) +- Window: Sizing fixes when useing SetNextWindowSize() on individual axises. +- Window: Hide new window for one frame until they calculate their size. Also fixes SetNextWindowPos() given a non-zero pivot. (#1694) +- Window: Made mouse wheel scrolling accomodate better to windows that are smaller than the scroll step. +- Window: SetNextWindowContentSize() adjust for the size of decorations (title bar/menu bar), but _not_ for borders are we consistently make borders not affect layout. + If you need a non-child window of an exact size with border enabled but zero window padding, you'll need to accodomate for the border size yourself. +- Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502) +- Window: Active Modal window always set the WantCaptureKeyboard flag. (#744) +- Window: Moving window doesn't use accumulating MouseDelta so straying out of imgui boundaries keeps moved imgui window at the same cursor-relative position. +- Window: BeginChild() which an explicit name doesn't include the hash within the internal window name. (#1698) +- IsWindowFocused(): Added ImGuiFocusedFlags_ChildWindows flag to include child windows in the focused test. (#1382). +- IsWindowFocused(): Added ImGuiFocusedFlags_RootWindow flag to start focused test from the root (top-most) window. Obsolete IsRootWindowFocused(). (#1382) +- IsWindowHovered(): Added ImGuiHoveredFlags_ChildWindows flag to include child windows in the hovered test. (#1382). +- IsWindowHovered(): Added ImGuiHoveredFlags_RootWindow flag to start hovered test from the root (top-most) window. The combination of both flags obsoletes IsRootWindowOrAnyChildHovered(). (#1382) +- IsWindowHovered(): Fixed return value when an item is active to use the same logic as IsItemHovered(). (#1382, #1404) +- IsWindowHovered(): Always return true when current window is being moved. (#1382) +- Scrollbar: Fixed issues with vertical scrollbar flickering/appearing, typically when manually resizing and using a pattern of filling available height (e.g. full sized BeginChild). +- Scrollbar: Minor graphical fix for when scrollbar don't have enough visible space to display the full grab. +- Scrolling: Fixed padding and scrolling asymetry where lower/right sides of a window wouldn't use WindowPadding properly + causing minor scrolling glitches. +- Tree: TreePush with zero arguments was ambiguous. Resolved by making it call TreePush(const void*). [@JasonWilkins] +- Tree: Renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. (#600, #1330) +- MenuBar: Fixed minor rendering issues on the right size when resizing a window very small and using rounded window corners. +- MenuBar: better software clipping to handle small windows, in particular child window don't have minimum constraints so we need to render clipped menus better. +- BeginMenu(): Tweaked the Arrow/Triangle displayed on child menu items. +- Columns: Clipping columns borders on Y axis on CPU because some Linux GPU drivers appears to be unhappy with triangle spanning large regions. (#125) +- Columns: Added ImGuiColumnsFlags_GrowParentContentsSize to internal API to restore old content sizes behavior (may be obsolete). (#1444, #125) +- Columns: Columns width is no longer lost when dragging a column to the right side of the window, until releasing the mouse button you have a chance to save them. (#1499, #125). [@ggtucker] +- Columns: Fixed dragging when using a same of columns multiple times in the frame. (#125) +- Indent(), Unindent(): Allow passing negative values. +- ColorEdit4(): Made IsItemActive() return true when picker popup is active. (#1489) +- ColorEdit4(): Tweaked tooltip so that the color button aligns more correctly with text. +- ColorEdit4(): Support drag and drop. Color buttons can be used as drag sources, and ColorEdit widgets as drag targets. (#143) +- ColorPicker4(): Fixed continously returning true when holding mouse button on the sat/value/alpha locations. We only return true on value change. (#1489) +- NewFrame(): using literal strings in the most-frequently firing IM_ASSERT expressions to increase the odd of programmers seeing them (especially those who don't use a debugger). +- NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame(). Made it legal to call EndFrame() more than one. (#1423) +- ImGuiStorage: Added BuildSortByKey() helper to rebuild storage from stratch. +- ImFont: Added GetDebugName() helper. +- ImFontAtlas: Added missing Thai punctuation in the GetGlyphRangesThai() ranges. (#1396) [@nProtect] +- ImDrawList: Removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Anti-aliasing is controlled via the regular style.AntiAliased flags. +- ImDrawList: Added ImDrawList::AddImageRounded() helper. (#845) [@thedmd] +- ImDrawList: Refactored to make ImDrawList independant of ImGui. Removed static variable in PathArcToFast() which caused linking issues to some. +- ImDrawList: Exposed ImDrawCornerFlags, replaced occurences of ~0 with an explicit ImDrawCornerFlags_All. NB: Inversed BotLeft (prev 1<<3, now 1<<2) and BotRight (prev 1<<2, now 1<<3). +- ImVector: Added ImVector::push_front() helper. +- ImVector: Added ImVector::contains() helper. +- ImVector: insert() uses grow_capacity() instead of using grow policy inconsistent with push_back(). +- Internals: Remove requirement to define IMGUI_DEFINE_PLACEMENT_NEW to use the IM_PLACEMENT_NEW macro. (#1103) +- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_NoHoldingActiveID flag from incorrectly setting the ActiveIdClickOffset field. + This had no known effect within imgui code but could have affected custom drag and drop patterns. And it is more correct this way! (#1418) +- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_AllowOverlapMode to avoid temporarily activating widgets on click before they have been correctly double-hovered. (#319, #600) +- Internals: Added SplitterBehavior() helper. (#319) +- Internals: Added IM_NEW(), IM_DELETE() helpers. (#484, #504, #1517) +- Internals: Basic refactor of the settings API which now allows external elements to be loaded/saved. +- Demo: Added ShowFontSelector() showing loaded fonts. +- Demo: Added ShowStyleSelector() to select among default styles. (#707) +- Demo: Renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). +- Demo: Style Editor: Added a "Simplified settings" sections with checkboxes for border size and frame rounding. (#707, #1019) +- Demo: Style Editor: Added combo box to select stock styles and select current font when multiple are loaded. (#707) +- Demo: Style Editor: Using local storage so Save/Revert button makes more sense without code passing its storage. Aadded horizontal scroll bar. Fixed Save/Revert button to be always accessible. (#1211) +- Demo: Console: Fixed context menu issue. (#1404) +- Demo: Console: Fixed incorrect positioning which was hidden by a minor scroll issue (this would affect people who copied the Console code as is). +- Demo: Constrained Resize: Added more test cases. (#1417) +- Demo: Custom Rendering: Fixed clipping rectangle extruding out of parent window. +- Demo: Layout: Removed unnecessary and misleading BeginChild/EndChild calls. +- Demo: The "Color Picker with Palette" demo supports drag and drop. (#143) +- Demo: Display better mouse cursor info for debugging backends. +- Demo: Stopped using rand() function in demo code. +- Examples: Added a handful of extra comments (about fonts, third-party libraries used in the examples, etc.). +- Examples: DirectX9: Handle loss of D3D9 device (D3DERR_DEVICELOST). (#1464) +- Examples: Added null_example/ which is helpful for quick testing on multiple compilers/settings without relying on graphics library. +- Fix for using alloca() in "Clang with Microsoft Codechain" mode. +- Various fixes, optimizations, comments. + +----------------------------------------------------------------------- + +VERSION 1.52 (2017-10-27) +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.52 + +Breaking Changes: + +- IO: `io.MousePos` needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing, instead of ImVec2(-1,-1) as previously) This is needed so we can clear `io.MouseDelta` field when the mouse is made available again. +- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. Kept inline redirection function (will obsolete). +- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a transparent window background, uses `PushStyleColor()`. The old size parameter there was also misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. Kept inline redirection function (will obsolete). +- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382) +- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382) +- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382) +- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency. + +Other Changes: + +- ProgressBar: fixed rendering when straddling rounded area. (#1296) +- SliderFloat, DragFloat: Using scientific notation e.g. "%.1e" in the displayed format string doesn't mistakenly trigger rounding of the value. [@MomentsInGraphics] +- Combo, InputFloat, InputInt: Made the small button on the right side align properly with the equivalent colored button of ColorEdit4(). +- IO: Tweaked logic for `io.WantCaptureMouse` so it now outputs false when e.g. hovering over void while an InputText() is active. (#621) [@pdoane] +- IO: Fixed `io.WantTextInput` from mistakenly outputting true when an activated Drag or Slider was previously turned into an InputText(). (#1317) +- Misc: Added flags to `IsItemHovered()`, `IsWindowHovered()` to access advanced hovering-test behavior. Generally useful for popups and drag'n drop behaviors: (relates to ~#439, #1013, #143, #925) + - `ImGuiHoveredFlags_AllowWhenBlockedByPopup` + - `ImGuiHoveredFlags_AllowWhenBlockedByActiveItem` + - `ImGuiHoveredFlags_AllowWhenOverlapped` + - `ImGuiHoveredFlags_RectOnly` +- Input: Added `IsMousePosValid()` helper. +- Input: Added `GetKeyPressedAmount()` to easily measure press count when the repeat rate is faster than the frame rate. +- Input/Focus: Disabled TAB and Shift+TAB when CTRL key is held. +- Checkbox: Now rendering a tick mark instead of a full square. +- ColorEdit4: Added "Copy as..." option in context menu. (#346) +- ColorPicker: Improved ColorPicker hue wheel color interpolation. (#1313) [@thevaber] +- ColorButton: Reduced bordering artefact that would be particularly visible with an opaque Col_FrameBg and FrameRounding enabled. +- ColorButton: Fixed rendering color button with a checkerboard if the transparency comes from the global style.Alpha and not from the actual source color. +- TreeNode: Added `ImGuiTreeNodeFlags_FramePadding` flag to conveniently create a tree node with full padding at the beginning of a line, without having to call `AlignTextToFramePadding()`. +- Trees: Fixed calling `SetNextTreeNodeOpen()` on a collapsed window leaking to the first tree node item of the next frame. +- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements without calling SameLine(). +- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout is active, but that isn't exposed yet!). +- Windows: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.). +- Windows: Fixed title bar color of top-most window under a modal window. +- Windows: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635) +- Windows: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used. +- Windows: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame. +- Windows: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags. +- Windows: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381) +- Popups: Popups can be closed with a right-click anywhere, without altering focus under the popup. (~#439) +- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening a context menu by right-clicking again. (~#439) +- Popups: `BeginPopupContextItem()` now supports a NULL string identifier and uses the last item ID if available. +- Popups: Added `OpenPopupOnItemClick()` helper which mimic `BeginPopupContextItem()` but doesn't do the BeginPopup(). +- MenuItem: Only activating on mouse release. [@Urmeli0815] (was already fixed in nav branch). +- MenuItem: Made tick mark thicker (thick mark?). +- MenuItem: Tweaks to be usable inside a menu bar (nb: it looks like a regular menu and thus is misleading, prefer using Button() and regular widgets in menu bar if you need to). (#1387) +- ImDrawList: Fixed a rare draw call merging bug which could lead to undisplayed triangles. (#1172, #1368) +- ImDrawList: Fixed a rare bug in `ChannelsMerge()` when all contents has been clipped, leading to an extraneous draw call being created. (#1172, #1368) +- ImFont: Added `AddGlyph()` building helper for use by custom atlas builders. +- ImFontAtlas: Added support for CustomRect API to submit custom rectangles to be packed into the atlas. You can map them as font glyphs, or use them for custom purposes. + After the atlas is built you can query the position of your rectangles in the texture and then copy your data there. You can use this features to create e.g. full color font-mapped icons. +- ImFontAtlas: Fixed fall-back handling when merging fonts, if a glyph was missing from the second font input it could have used a glyph from the first one. (#1349) [@inolen] +- ImFontAtlas: Fixed memory leak on build failure case when stbtt_InitFont failed (generally due to incorrect or supported font type). (#1391) (@Moka42) +- ImFontConfig: Added `RasterizerMultiply` option to alter the brightness of individual fonts at rasterization time, which may help increasing readability for some. +- ImFontConfig: Added `RasterizerFlags` to pass options to custom rasterizer (e.g. the [imgui_freetype](https://github.com/ocornut/imgui_club/tree/master/imgui_freetype) rasterizer in imgui_club has such options). +- ImVector: added resize() variant with initialization value. +- Misc: Changed the internal name formatting of child windows identifier to use slashes (instead of dots) as separator, more readable. +- Misc: Fixed compilation with `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` defined. +- Misc: Marked all format+va_list functions with format attribute so GCC/Clang can warn about misuses. +- Misc: Fixed compilation on NetBSD due to missing alloca.h (#1319) [@RyuKojiro] +- Misc: Improved warnings compilation for newer versions of Clang. (#1324) (@waywardmonkeys) +- Misc: Added `io.WantMoveMouse flags` (from Nav branch) and honored in Examples applications. Currently unused but trying to spread Examples applications code that supports it. +- Misc: Added `IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS` support in imconfig.h to allow user reimplementing the `ImFormatString()` functions e.g. to use stb_printf(). (#1038) +- Misc: [Windows] Fixed default Win32 `SetClipboardText()` handler leaving the Win32 clipboard handler unclosed on failure. [@pdoane] +- Style: Added `ImGuiStyle::ScaleAllSizes(float)` helper to make it easier to have application transition e.g. from low to high DPI with a matching style. +- Metrics: Draw window bounding boxes when hovering Pos/Size; List all draw layers; Trimming empty commands like Render() does. +- Examples: OpenGL3: Save and restore sampler state. (#1145) [@nlguillemot] +- Examples: OpenGL2, OpenGL3: Save and restore polygon mode. (#1307) [@JJscott] +- Examples: DirectX11: Allow creating device with feature level 10 since we don't really need much for that example. (#1333) +- Examples: DirectX9/10/12: Using the Win32 SetCapture/ReleaseCapture API to read mouse coordinates when they are out of bounds. (#1375) [@Gargaj, @ocornut] +- Tools: Fixed binary_to_compressed_c tool to return 0 when successful. (#1350) [@benvanik] +- Internals: Exposed more helpers and unfinished features in imgui_internal.h. (use at your own risk!). +- Internals: A bunch of internal refactoring, hopefully haven't broken anything! Merged a bunch of internal changes from the upcoming Navigation branch. +- Various tweaks, fixes and documentation changes. + +Beta Navigation Branch: +(Lots of work has been done toward merging the Beta Gamepad/Keyboard Navigation branch (#787) in master.) +(Please note that this branch is always kept up to date with master. If you are using the navigation branch, some of the changes include:) +- Nav: Added `#define IMGUI_HAS_NAV` in imgui.h to ease sharing code between both branches. (#787) +- Nav: MainMenuBar now releases focus when user gets out of the menu layer. (#787) +- Nav: When applying focus to a window with only menus, the menu layer is automatically activated. (#787) +- Nav: Added `ImGuiNavInput_KeyMenu` (~Alt key) aside from ImGuiNavInput_PadMenu input as it is one differentiator of pad vs keyboard that was detrimental to the keyboard experience. Although isn't officially supported, it makes the current experience better. (#787) +- Nav: Move requests now wrap vertically inside Menus and Popups. (#787) +- Nav: Allow to collapse tree nodes with NavLeft and open them with NavRight. (#787, #1079). +- Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child. If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126) +- Nav: Fixed `SetItemDefaultFocus` from stealing default focus when we are initializing default focus for a menu bar layer. (#787) +- Nav: Support for fall-back horizontal scrolling with PadLeft/PadRight (nb: fall-back scrolling is only used to navigate windows that have no interactive items). (#787) +- Nav: Fixed tool-tip from being selectable in the window selection list. (#787) +- Nav: `CollapsingHeader(bool*)` variant: fixed for `IsItemHovered()` not working properly in the nav branch. (#600, #787) +- Nav: InputText: Fixed using Up/Down history callback feature when Nav is enabled. (#787) +- Nav: InputTextMultiline: Fixed navigation/selection. Disabled selecting all when activating a multi-line text editor. (#787) +- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787) +- Nav: Various internal refactoring. + +----------------------------------------------------------------------- + +VERSION 1.51 (2017-08-24) +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.51 + +Breaking Changes: + +Work on dear imgui has been gradually resuming. It means that fixes and new features should be tackled at a faster rate than last year. However, in order to move forward with the library and get rid of some cruft, I have taken the liberty to be a little bit more aggressive than usual with API breaking changes. Read the details below and search for those names in your code! In the grand scheme of things, those changes are small and should not affect everyone, but this is technically our most aggressive release so far in term of API breakage. If you want to be extra forward-facing, you can enable `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h to disable the obsolete names/redirection. + +- Renamed `IsItemHoveredRect()` to `IsItemRectHovered()`. Kept inline redirection function (will obsolete). +- Renamed `IsMouseHoveringWindow()` to `IsWindowRectHovered()` for consistency. Kept inline redirection function (will obsolete). +- Renamed `IsMouseHoveringAnyWindow()` to `IsAnyWindowHovered()` for consistency. Kept inline redirection function (will obsolete). +- Renamed `ImGuiCol_Columns***` enums to `ImGuiCol_Separator***`. Kept redirection enums (will obsolete). +- Renamed `ImGuiSetCond***` types and enums to `ImGuiCond***`. Kept redirection enums (will obsolete). +- Renamed `GetStyleColName()` to `GetStyleColorName()` for consistency. Unlikely to be used by end-user! +- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. +- Marked the weird `IMGUI_ONCE_UPON_A_FRAME` helper macro as obsolete. Prefer using the more explicit `ImGuiOnceUponAFrame`. +- Changed `ColorEdit4(const char* label, float col[4], bool show_alpha = true)` signature to `ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)`, where flags 0x01 is a safe no-op (hello dodgy backward compatibility!). The new `ColorEdit4`/`ColorPicker4` functions have lots of available flags! Check and run the demo window, under "Color/Picker Widgets", to understand the various new options. +- Changed signature of `ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)` to `ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))`. This function was rarely used and was very dodgy (no explicit ID!). +- Changed `BeginPopupContextWindow(bool also_over_items=true, const char* str_id=NULL, int mouse_button=1)` signature to `(const char* str_id=NULL, int mouse_button=1, bool also_over_items=true)`. This is perhaps the most aggressive change in this update, but note that the majority of users relied on default parameters completely, so this will affect only a fraction of users of this already rarely used function. +- Removed `IsPosHoveringAnyWindow()`, which was partly broken and misleading. In the vast majority of cases, people using that function wanted to use `io.WantCaptureMouse` flag. Replaced with IM_ASSERT + comment redirecting user to `io.WantCaptureMouse`. (#1237) +- Removed the old `ValueColor()` helpers, they are equivalent to calling `Text(label)` + `SameLine()` + `ColorButton()`. +- Removed `ColorEditMode()` and `ImGuiColorEditMode` type in favor of `ImGuiColorEditFlags` and parameters to the various Color*() functions. The `SetColorEditOptions()` function allows to initialize default but the user can still change them with right-click context menu. Commenting out your old call to `ColorEditMode()` may just be fine! + +Other Changes: + +- Added flags to `ColorEdit3()`, `ColorEdit4()`. The color edit widget now has a context-menu and access to the color picker. (#346) +- Added flags to `ColorButton()`. (#346) +- Added `ColorPicker3()`, `ColorPicker4()`. The API along with those of the updated `ColorEdit4()` was designed so you may use them in various situation and hopefully compose your own picker if required. There are a bunch of available flags, check the Demo window and comment for `ImGuiColorEditFlags_`. Some of the options it supports are: two color picker types (hue bar + sat/val rectangle, hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip, basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before will be enough, as you can now open the color picker from there. (#346) [@r-lyeh, @nem0, @thennequin, @dariomanesku and @ocornut] +- Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA, float over u8, select a default picker mode etc. at startup time without a user intervention. Note that the user can still change options with the context menu unless disabled with `ImGuiColorFlags_NoOptions` or explicitly enforcing a display type/picker mode etc.). +- Added user-facing `IsPopupOpen()` function. (#891) [@mkeeter] +- Added `GetColorU32(u32)` variant that perform the style alpha multiply without a floating-point round trip, and helps makes code more consistent when using ImDrawList APIs. +- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload. +- Added `GetStyleColorVec4(ImGuiCol idx)` which is equivalent to accessing `ImGui::GetStyle().Colors[idx]` (aka return the raw style color without alpha alteration). +- ImFontAtlas: Added `GlyphRangesBuilder` helper class, which makes it easier to build custom glyph ranges from your app/game localization data, or add into existing glyph ranges. +- ImFontAtlas: Added `TexGlyphPadding` option. (#1282) [@jadwallis] +- ImFontAtlas: Made it possible to override size of AddFontDefault() (even if it isn't really recommended!). +- ImDrawList: Added `GetClipRectMin()`, `GetClipRectMax()` helpers. +- Fixed Ini saving crash if the ImGuiWindowFlags_NoSavedSettings gets removed from a window after its creation (unlikely!). (#1000) +- Fixed `PushID()`/`PopID()` from marking parent window as Accessed (which needlessly woke up the root "Debug" window when used outside of a regular window). (#747) +- Fixed an assert when calling `CloseCurrentPopup()` twice in a row. [@nem0] +- Window size can be loaded from .ini data even if ImGuiWindowFlags_NoResize flag is set. (#1048, #1056) +- Columns: Added `SetColumnWidth()`. (#913) [@ggtucker] +- Columns: Dragging a column preserve its width by default. (#913) [@ggtucker] +- Columns: Fixed first column appearing wider than others. (#1266) +- Columns: Fixed allocating space on the right-most side with the assumption of a vertical scrollbar. The space is only allocated when needed. (#125, #913, #893, #1138) +- Columns: Fixed the right-most column from registering its content width to the parent window, which led to various issues when using auto-resizing window or e.g. horizonal scrolling. (#519, #125, #913) +- Columns: Refactored some of the columns code internally toward a better API (not yet exposed) + minor optimizations. (#913) [@ggtucker, @ocornut] +- Popups: Most popups windows can be moved by the user after appearing (if they don't have explicit positions provided by caller, or e.g. sub-menu popup). The previous restriction was totally arbitrary. (#1252) +- Tooltip: `SetTooltip()` is expanded immediately into a window, honoring current font / styling setting. Add internal mechanism to override tooltips. (#862) +- PlotHistogram: bars are drawn based on zero-line, so negative values are going under. (#828) +- Scrolling: Fixed return values of `GetScrollMaxX()`, `GetScrollMaxY()` when both scrollbars were enabled. Tweak demo to display more data. (#1271) [@degracode] +- Scrolling: Fixes for Vertical Scrollbar not automatically getting enabled if enabled Horizontal Scrollbar straddle the vertical limit. (#1271, #246) +- Scrolling: `SetScrollHere()`, `SetScrollFromPosY()`: Fixed Y scroll aiming when Horizontal Scrollbar is enabled. (#665). +- [Windows] Clipboard: Fixed not closing win32 clipboard on early open failure path. (#1264) +- Removed an unnecessary dependency on int64_t which failed on some older compilers. +- Demo: Rearranged everything under Widgets in a more consistent way. +- Demo: Columns: Added Horizontal Scrolling demo. Tweaked another Columns demo. (#519, #125, #913) +- Examples: OpenGL: Various makefiles for MINGW, Linux. (#1209, #1229, #1209) [@fr500, @acda] +- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151). +- Various other small fixes, tweaks, comments, optimizations. + +----------------------------------------------------------------------- + +VERSION 1.50 (2017-06-02) +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.50 + +Breaking Changes: + + - Added a void* user_data parameter to Clipboard function handlers. (#875) + - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. + - Renamed ImDrawList::PathFill() - rarely used directly - to ImDrawList::PathFillConvex() for clarity and consistency. + - Removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - Style: style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild(). + +Other Changes: + +- InputText(): Added support for CTRL+Backspace (delete word). +- InputText(): OSX uses Super+Arrows for home/end. Add Shortcut+Backspace support. (#650) [@michaelbartnett] +- InputText(): Got rid of individual OSX-specific options in ImGuiIO, added a single io.OSXBehaviors flag. (#473, #650) +- InputText(): Fixed pressing home key on last character when it isn't a trailing \n (#588, #815) +- InputText(): Fixed state corruption/crash bug in stb_textedit.h redo logic when exhausting undo/redo char buffer. (#715. #681) +- InputTextMultiline(): Fixed Ctrl+DownArrow moving scrolling out of bounds. +- InputTextMultiline(): Scrollbar fix for when input and latched internal buffers differs in a way that affects vertical scrollbar existence. (#725) +- ImFormatString(): Fixed an overflow handling bug with implementation of vsnprintf() that do not return -1. (#793) +- BeginChild(const char*) now applies stack id to provided label, consistent with other widgets. (#894, #713) +- SameLine() with explicit X position is relative to left of group/columns. (ref #746, #125, #630) +- SliderInt(), SliderFloat() supports reverse direction (where v_min > v_max). (#854) +- SliderInt(), SliderFloat() better support for when v_min==v_max. (#919) +- SliderInt(), SliderFloat() enforces writing back value when interacting, to be consistent with other widgets. (#919) +- SliderInt, SliderFloat(): Fixed edge case where style.GrabMinSize being bigger than slider width can lead to a division by zero. (#919) +- Added IsRectVisible() variation with explicit start-end positions. (#768) [@thedmd] +- Fixed TextUnformatted() clipping bug in the large-text path when horizontal scroll has been applied. (#692, #246) +- Fixed minor text clipping issue in window title when using font straying above usual line. (#699) +- Fixed SetCursorScreenPos() fixed not adjusting CursorMaxPos as well. +- Fixed scrolling offset when using SetScrollY(), SetScrollFromPosY(), SetScrollHere() with menu bar. +- Fixed using IsItemActive() after EndGroup() or any widget using groups. (#840, #479) +- Fixed IsItemActive() lagging by one frame on initial widget activation. (#840) +- Fixed Separator() zero-height bounding box resulting in clipping when laying exactly on top line of clipping rectangle (#860) +- Fixed PlotLines() PlotHistogram() calling with values_count == 0. +- Fixed clicking on a window's void while staying still overzealously marking .ini settings as dirty. (#923) +- Fixed assert triggering when a window has zero rendering but has a callback. (#810) +- Scrollbar: Fixed rendering when sizes are negative to reduce glitches (which can happen with certain style settings and zero WindowMinSize). +- EndGroup(): Made IsItemHovered() work when an item was activated within the group. (#849) +- BulletText(): Fixed stopping to display formatted string after the '##' mark. +- Closing the focused window restore focus to the first active root window in descending z-order .(part of #727) +- Word-wrapping: Fixed a bug where we never wrapped after a 1 character word. [@sronsse] +- Word-wrapping: Fixed TextWrapped() overriding wrap position if one is already set. (#690) +- Word-wrapping: Fixed incorrect testing for negative wrap coordinates, they are perfectly legal. (#706) +- ImGuiListClipper: fixed automatic-height calc path dumbly having user display element 0 twice. (#661, #716) +- ImGuiListClipper: Fix to behave within column. (#661, #662, #716) +- ImDrawList: Renamed ImDrawList::PathFill() to ImDrawList::PathFillConvex() for clarity. (BREAKING API) +- Columns: End() avoid calling Columns(1) if no columns set is open, not sure why it wasn't the case already (pros: faster, cons: exercise less code). +- ColorButton(): Fix ColorButton showing wrong hex value for alpha. (#1068) [@codecat] +- ColorEdit4(): better preserve inputting value out of 0..255 range, display then clamped in Hexadecimal form. +- Shutdown() clear out some remaining pointers for sanity. (#836) +- Added IMGUI_USE_BGRA_PACKED_COLOR option in imconfig.h (#767, #844) [@thedmd] +- Style: Removed the inconsistent shadow under RenderCollapseTriangle() (~#707) +- Style: Added ButtonTextAlign, ImGuiStyleVar_ButtonTextAlign. (#842) +- ImFont: Allowing to use up to 0xFFFE glyphs in same font (increased from previous 0x8000). +- ImFont: Added GetGlyphRangesThai() helper. [@nProtect] +- ImFont: CalcWordWrapPositionA() fixed font scaling with fallback character. +- ImFont: Calculate and store the approximate texture surface to get an idea of how costly each source font is. +- ImFontConfig: Added GlyphOffset to explicitly offset glyphs at font build time, useful for merged fonts. Removed MergeGlyphCenterV. (BREAKING API) +- Clarified asserts in CheckStacksSize() when there is a stack mismatch. +- Context: Support for #define-ing GImGui and IMGUI_SET_CURRENT_CONTEXT_FUNC to enable custom thread-based hackery (#586) +- Updated stb_truetype.h to 1.14 (added OTF support, removed warnings). (#883, #976) +- Updated stb_rect_pack.h to 0.10 (removed warnings). (#883) +- Added ImGuiMouseCursor_None enum value for convenient usage by app/binding. +- Clipboard: Added a void* user_data parameter to Clipboard function handlers. (#875) (BREAKING API) +- Internals: Refactor internal text alignment options to use ImVec2, removed ImGuiAlign. (#842, #222) +- Internals: Renamed ImLoadFileToMemory to ImFileLoadToMemory to be consistent with ImFileOpen + fix mismatching .h name. (#917) +- Windows: Fixed Windows default clipboard handler leaving its buffer unfreed on application's exit. (#714) +- Windows: No default IME handler when compiling for Windows using GCC. (#738) +- Windows: Now using _wfopen() instead of fopen() to allow passing in paths/filenames with UTF-8 characters. (#917) +- Tools: binary_to_compressed_c: Avoid ?? trigraphs sequences in string outputs which break some older compilers. (#839) +- Demo: Added an extra 3-way columns demo. +- Demo: ShowStyleEditor: show font character map / grid in more details. +- Demo: Console: Fixed a completion bug when multiple candidates are equals and match until the end. +- Demo: Fixed 1-byte off overflow in the ShowStyleEditor() combo usage. (#783) [@bear24rw] +- Examples: Accessing ImVector fields directly, feel less stl-ey. (#810) +- Examples: OpenGL*: Saving/restoring existing scissor rectangle for completeness. (#807) +- Examples: OpenGL*: Saving/restoring active texture number (the value modified by glActiveTexture). (#1087, #1088, #1116) +- Examples: OpenGL*: Saving/restoring separate color/alpha blend functions correctly. (#1120) [@greggman] +- Examples: OpenGL2: Uploading font texture as RGBA32 to increase compatibility with users shaders for beginners. (#824) +- Examples: Vulkan: Countless fixes and improvements. (#785, #804, #910, #1017, #1039, #1041, #1042, #1043, #1080) [@martty, @Loftilus, @ParticlePeter, @SaschaWillems] +- Examples: DirectX9/10/10: Only call SetCursor(NULL) is io.MouseDrawCursor is set. (#585, #909) +- Examples: DirectX9: Explicitly setting viewport to match that other examples are doing. (#937) +- Examples: GLFW+OpenGL3: Fixed Shutdown() calling GL functions with NULL parameters if NewFrame was never called. (#800) +- Examples: GLFW+OpenGL2: Renaming opengl_example/ to opengl2_example/ for clarity. +- Examples: SDL+OpenGL: explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) +- Examples: SDL2: Added build .bat files for Win32. +- Added various links to language/engine bindings. +- Various other minor fixes, tweaks, comments, optimizations. + +----------------------------------------------------------------------- + +VERSION 1.49 (2016-05-09) +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.49 + +Breaking Changes: + +- Renamed `SetNextTreeNodeOpened()` to `SetNextTreeNodeOpen()` for consistency, no redirection. +- Removed confusing set of `GetInternalState()`, `GetInternalStateSize()`, `SetInternalState()` functions. Now using `CreateContext()`, `DestroyContext()`, `GetCurrentContext()`, `SetCurrentContext()`. If you were using multiple contexts the change should be obvious and trivial. +- Obsoleted old signature of `CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false)`, as extra parameters were badly designed and rarely used. Most uses were using 1 parameter and shouldn't affect you. You can replace the "default_open = true" flag in new API with `CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen)`. +- Changed `ImDrawList::PushClipRect(ImVec4 rect)` to `ImDraw::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false)`. Note that higher-level `ImGui::PushClipRect()` is preferable because it will clip at logic/widget level, whereas `ImDrawList::PushClipRect()` only affect your renderer. +- Title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore (see #655). If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. (Or If this is confusing, just pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.) + + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) + { + float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)); + float k = title_bg_col.w / new_a; + return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); + } + +Other changes: + +- New version of ImGuiListClipper helper calculates item height automatically. See comments and demo code. (#662, #661, #660) +- Added SetNextWindowSizeConstraints() to enable basic min/max and programmatic size constraints on window. Added demo. (#668) +- Added PushClipRect()/PopClipRect() (previously part of imgui_internal.h). Changed ImDrawList::PushClipRect() prototype. (#610) +- Added IsRootWindowOrAnyChildHovered() helper. (#615) +- Added TreeNodeEx() functions. (#581, #600, #190) +- Added ImGuiTreeNodeFlags_Selected flag to display treenode as "selected". (#581, #190) +- Added ImGuiTreeNodeFlags_AllowOverlapMode flag. (#600) +- Added ImGuiTreeNodeFlags_NoTreePushOnOpen flag (#590). +- Added ImGuiTreeNodeFlags_NoAutoOpenOnLog flag (previously private). +- Added ImGuiTreeNodeFlags_DefaultOpen flag (previously private). +- Added ImGuiTreeNodeFlags_OpenOnDoubleClick flag. +- Added ImGuiTreeNodeFlags_OpenOnArrow flag. +- Added ImGuiTreeNodeFlags_Leaf flag, always opened, no arrow, for convenience. For simple use case prefer using TreeAdvanceToLabelPos()+Text(). +- Added ImGuiTreeNodeFlags_Bullet flag, to add a bullet to Leaf node or replace Arrow with a bullet. +- Added TreeAdvanceToLabelPos(), GetTreeNodeToLabelSpacing() helpers. (#581, #324) +- Added CreateContext()/DestroyContext()/GetCurrentContext()/SetCurrentContext(). Obsoleted nearly identical GetInternalState()/SetInternalState() functions. (#586, #269) +- Added NewLine() to undo a SameLine() and as a shy reminder that horizontal layout support hasn't been implemented yet. +- Added IsItemClicked() helper. (#581) +- Added CollapsingHeader() variant with close button. (#600) +- Fixed MenuBar missing lower border when borders are enabled. +- InputText(): Fixed clipping of cursor rendering in case it gets out of the box (which can be forced w/ ImGuiInputTextFlags_NoHorizontalScroll. (#601) +- Style: Changed default IndentSpacing from 22 to 21. (#581, #324) +- Style: Fixed TitleBg/TitleBgActive color being rendered above WindowBg color, which was inconsistent and causing visual artefact. (#655) + This broke the meaning of TitleBg and TitleBgActive. Only affect values where Alpha<1.0f. Fixed default theme. Read comments in "API BREAKING CHANGES" section to convert. +- Relative rendering of order of Child windows creation is preserved, to allow more control with overlapping childs. (#595) +- Fixed GetWindowContentRegionMax() being off by ScrollbarSize amount when explicit SizeContents is set. +- Indent(), Unindent(): optional non-default indenting width. (#324, #581) +- Bullet(), BulletText(): Slightly bigger. Less polygons. +- ButtonBehavior(): fixed subtle old bug when a repeating button would also return true on mouse release (barely noticeable unless RepeatRate is set to be very slow). (#656) +- BeginMenu(): a menu that becomes disabled while open gets closed down, facilitate user's code. (#126) +- BeginGroup(): fixed using within Columns set. (#630) +- Fixed a lag in reading the currently hovered window when dragging a window. (#635) +- Obsoleted 4 parameters version of CollapsingHeader(). Refactored code into TreeNodeBehavior. (#600, #579) +- Scrollbar: minor fix for top-right rounding of scrollbar background when window has menubar but no title bar. +- MenuItem(): checkmark render in disabled color when menu item is disabled. +- Fixed clipping rectangle floating point representation to ensure renderer-side float point operations yield correct results in typical DirectX/GL settings. (#582, 597) +- Fixed GetFrontMostModalRootWindow(), fixing missing fade-out when a combo pop was used stacked over a modal window. (#604) +- ImDrawList: Added AddQuad(), AddQuadFilled() helpers. +- ImDrawList: AddText() refactor, moving some code to ImFont, reserving less unused vertices when large vertical clipping occurs. +- ImFont: Added RenderChar() helper. +- ImFont: Added AddRemapChar() helper. (#609) +- ImFontConfig: Clarified persistence requirement of GlyphRanges array. (#651) +- ImGuiStorage: Added bool helper functions for completeness. +- AddFontFromMemoryCompressedTTF(): Fix font config propagation. (#587) +- Renamed majority of use of the word "opened" to "open" for clarity. Renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(). (#625, #579) +- Examples: OpenGL3: Saving/restoring glActiveTexture() state. (#602) +- Examples: DirectX9: save/restore all device state. +- Examples: DirectX9: Removed dependency on d3dx9.h, d3dx9.lib, dxguid.lib so it can be used in a DirectXMath.h only environment. (#611) +- Examples: DirectX10/X11: Apply depth-stencil state (no use of depth buffer). (#640, #636) +- Examples: DirectX11/X11: Added comments on removing dependency on D3DCompiler. (#638) +- Examples: SDL: Initialize video+timer subsystem only. +- Examples: Apple/iOS: lowered xcode project deployment target from 10.7 to 10.11. (#598, #575) + +----------------------------------------------------------------------- + +VERSION 1.48 (2016-04-09) +Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.48 + +Breaking Changes: + +- Consistently honoring exact width passed to PushItemWidth() (when positive), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346) +- Style: removed `style.WindowFillAlphaDefault` which was confusing and redundant, baked alpha into `ImGuiCol_WindowBg` color. If you had a custom WindowBg color but didn't change WindowFillAlphaDefault, multiply WindowBg alpha component by 0.7. Renamed `ImGuiCol_TooltipBg` to `ImGuiCol_PopupBG`, applies to other types of popups. `bg_alpha` parameter of 5-parameters version of Begin() is an override. (#337) +- InputText(): Added BufTextLen field in ImGuiTextEditCallbackData. Requesting user to update it if the buffer is modified in the callback. Added a temporary length-check assert to minimize panic for the 3 people using the callback. (#541) +- Renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). (#340) + +Other Changes: + +- Consistently honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346) +- Fixed clipping of child windows within parent not taking account of child outer clipping boundaries (including scrollbar, etc.). (#506) +- TextUnformatted(): Fixed rare crash bug with large blurb of text (2k+) not finished with a '\n' and fully above the clipping Y line. (#535) +- IO: Added 'KeySuper' field to hold Cmd keyboard modifiers for OS X. Updated all examples accordingly. (#473) +- Added ImGuiWindowFlags_ForceVerticalScrollbar, ImGuiWindowFlags_ForceHorizontalScrollbar flags. (#476) +- Added IM_COL32 macros to generate a U32 packed color, convenient for direct use of ImDrawList api. (#346) +- Added GetFontTexUvWhitePixel() helper, convenient for direct use of ImDrawList api. +- Selectable(): Added ImGuiSelectableFlags_AllowDoubleClick flag to allow user reacting on double-click. (@zapolnov) (#516) +- Begin(): made the close button explicitly set the boolean to false instead of toggling it. (#499) +- BeginChild()/EndChild(): fixed incorrect layout to allow widgets submitted after an auto-fitted child window. (#540) +- BeginChild(): Added ImGuiWindowFlags_AlwaysUseWindowPadding flag to ensure non-bordered child window uses window padding. (#462) +- Fixed InputTextMultiLine(), ListBox(), BeginChildFrame(), ProgressBar(): outer frame not honoring bordering. (#462, #503) +- Fixed Image(), ImageButtion() rendering a rectangle 1 px too large on each axis. (#457) +- SetItemAllowOverlap(): Promoted from imgui_internal.h to public imgui.h api. (#517) +- Combo(): Right-most button stays highlighted when popup is open. +- Combo(): Display popup above if there's isn't enough space below / or select largest side. (#505) +- DragFloat(), SliderFloat(), InputFloat(): fixed cases of erroneously returning true repeatedly after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564) +- DragFloat(): Always apply value when mouse is held/widget active, so that an always-reseting variable (e.g. non saved local) can be passed. +- InputText(): OS X friendly behaviors: Word movement uses Alt key; Shortcuts uses Cmd key; Double-clicking text select a single word; Jumping to next word sets cursor to end of current word instead of beginning of current word. (@zhiayang), (#473) +- InputText(): Added BufTextLen in ImGuiTextEditCallbackData. Requesting user to maintain it if buffer is modified. Zero-ing structure properly before use. (#541) +- CheckboxFlags(): Added support for testing/setting multiple flags at the same time. (@DMartinek) (#555) +- TreeNode(), CollapsingHeader() fixed not being able to use "##" sequence in a formatted label. +- ColorEdit4(): Empty label doesn't add InnerSpacing.x, matching behavior of other widgets. (#346) +- ColorEdit4(): Removed unnecessary calls to scanf() when idle in hexadecimal edit mode. +- BeginPopupContextItem(), BeginPopupContextWindow(): added early out optimization. +- CaptureKeyboardFromApp() / CaptureMouseFromApp(): added argument to allow clearing the capture flag. (#533) +- ImDrawList: Fixed index-overflow check broken by AddText() casting current index back to ImDrawIdx. (#514) +- ImDrawList: Fixed incorrect removal of trailing draw command if it is a callback command. +- ImDrawList: Allow windows with only a callback only to be functional. (#524) +- ImDrawList: Fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. (#457) +- ImDrawList: Fixed ImDrawList::AddCircle() to fit precisely within bounding box like AddCircleFilled() and AddRectFilled(). (#457) +- ImDrawList: AddCircle(), AddRect() takes optional thickness parameter. +- ImDrawList: Added AddTriangle(). +- ImDrawList: Added PrimQuadUV() helper to ease custom rendering of textured quads (require primitive reserve). +- ImDrawList: Allow AddText(ImFont\* font, float font_size, ...) variant to take NULL/0.0f as default. +- ImFontAtlas: heuristic increase default texture width up for large number of glyphs. (#491) +- ImTextBuffer: Fixed empty() helper which was utterly broken. +- Metrics: allow to inspect individual triangles in drawcalls. +- Demo: added more draw primitives in the Custom Rendering example. (#457) +- Demo: extra comments and example for PushItemWidth(-1) patterns. +- Demo: InputText password demo filters out blanks. (#515) +- Demo: Fixed malloc/free mismatch and leak when destructing demo console, if it has been used. (@fungos) (#536) +- Demo: plot code doesn't use ImVector to avoid heap allocation and be more friendly to custom allocator users. (#538) +- Fixed compilation on DragonFly BSD (@mneumann) (#563) +- Examples: Vulkan: Added a Vulkan example (@Loftilus) (#549) +- Examples: DX10, DX11: Saving/restoring most device state so dropping render function in your codebase shouldn't have DX device side-effects. (#570) +- Examples: DX10, DX11: Fixed ImGui_ImplDX??_NewFrame() from recreating device objects if render isn't called (g_pVB not set). +- Examples: OpenGL3: Fix BindVertexArray/BindBuffer order. (@nlguillemot) (#527) +- Examples: OpenGL: skip rendering and calling glViewport() if we have zero-fixed buffer. (#486) +- Examples: SDL2+OpenGL3: Fix context creation options. Made ImGui_ImplSdlGL3_NewFrame() signature match GL2 one. (#468, #463) +- Examples: SDL2+OpenGL2/3: Fix for high-dpi displays. (@nickgravelyn) +- Various extra comments and clarification in the code. +- Various other fixes and optimisations. + +----------------------------------------------------------------------- + +For older version, see https://github.com/ocornut/imgui/releases + diff --git a/LICENSE.txt b/LICENSE.txt index 5a9b98b83d98..21b6ee7e2a45 100644 --- a/LICENSE.txt +++ b/LICENSE.txt @@ -1,6 +1,6 @@ The MIT License (MIT) -Copyright (c) 2014-2017 Omar Cornut and ImGui contributors +Copyright (c) 2014-2018 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/README.md b/README.md index 29fcab16ebb2..b087c83486d7 100644 --- a/README.md +++ b/README.md @@ -3,7 +3,7 @@ dear imgui, [![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui) [![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) -(This library is free but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for private support, custom development etc. E-mail: omarcornut at gmail.) +_(This library is free but needs your support to sustain its development. There are many desirable features and maintenance ahead If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for technical support, custom development etc. E-mail: omarcornut at gmail.)_ Monthly donations via Patreon:
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) @@ -13,111 +13,188 @@ One-off donations via PayPal: Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies). -Dear ImGui is designed to enable fast iteration and empower programmers to create content creation tools and visualization/ debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries. +Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries. -Dear ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard. +Dear ImGui is particularly suited to integration in games engine (for tooling), realtime 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard. Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine: - - - imgui.cpp - - imgui.h - - imgui_demo.cpp - - imgui_draw.cpp - - imgui_internal.h - - imconfig.h (empty by default, user-editable) - - stb_rect_pack.h - - stb_textedit.h - - stb_truetype.h +- imgui.cpp +- imgui.h +- imgui_demo.cpp +- imgui_draw.cpp +- imgui_internal.h +- imconfig.h (empty by default, user-editable) +- stb_rect_pack.h +- stb_textedit.h +- stb_truetype.h No specific build process is required. You can add the .cpp files to your project or #include them from an existing file. -Your code passes mouse/keyboard inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it like in this example: +### Usage + +Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop: + +Code: +```cpp +ImGui::Text("Hello, world %d", 123); +if (ImGui::Button("Save")) +{ + // do stuff +} +ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); +ImGui::SliderFloat("float", &f, 0.0f, 1.0f); +``` +Result: +
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02.png) +
_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_ + +Code: +```cpp +// Create a window called "My First Tool", with a menu bar. +ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar); +if (ImGui::BeginMenuBar()) +{ + if (ImGui::BeginMenu("File")) + { + if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ } + if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ } + if (ImGui::MenuItem("Close", "Ctrl+W")) { my_tool_active = false; } + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); +} + +// Edit a color (stored as ~4 floats) +ImGui::ColorEdit4("Color", my_color); + +// Plot some values +const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f }; +ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values)); + +// Display contents in a scrolling region +ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff"); +ImGui::BeginChild("Scrolling"); +for (int n = 0; n < 50; n++) + ImGui::Text("%04d: Some text", n); +ImGui::EndChild(); +ImGui::End(); +``` +Result: +
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif) + +### How it works -![screenshot of sample code alongside its output with dear imgui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png) +Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize state duplication, state synchronization and state storage from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces. -Dear ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase. +Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase. -_A common misunderstanding is to think that immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions are called by the user. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._ +_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._ -Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc. +Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc. -Binaries/Demo +Demo Binaries ------------- You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here: -- [imgui-demo-binaries-20171013.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20171013.zip) (Windows binaries, Dear ImGui 1.52 WIP built 2017/10/13, 5 executables) +- [imgui-demo-binaries-20180407.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20180407.zip) (Windows binaries, Dear ImGui 1.60 built 2018/04/07, 5 executables) + +The demo applications are unfortunately not yet DPI aware so expect some blurryness on a 4K screen. For DPI awareness you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`. Bindings -------- -Integrating Dear ImGui within your custom engine is a matter of wiring mouse/keyboard inputs and providing a render function that can bind a texture and render simple textured triangles. The examples/ folder is populated with applications doing just that. If you are an experienced programmer it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation! - -_NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API and therefore I cannot give much guarantee about them. People who create language bindings sometimes haven't used the C++ API themselves (for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_ - -Languages: -- C (cimgui): https://github.com/Extrawurst/cimgui -- C#/.Net (ImGui.NET): https://github.com/mellinoe/ImGui.NET -- ChaiScript: https://github.com/JuJuBoSc/imgui-chaiscript -- D (DerelictImgui): https://github.com/Extrawurst/DerelictImgui -- Go (go-imgui): https://github.com/Armored-Dragon/go-imgui -- Lua: https://github.com/patrickriordan/imgui_lua_bindings -- Odin: https://github.com/ThisDrunkDane/odin-dear_imgui -- Pascal (imgui-pas): https://github.com/dpethes/imgui-pas -- Python (CyImGui): https://github.com/chromy/cyimgui -- Python (pyimgui): https://github.com/swistakm/pyimgui -- Rust (imgui-rs): https://github.com/Gekkio/imgui-rs +Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer and at ease with those concepts, it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation! + +_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_ + +Languages: (third-party bindings) +- C: [cimgui](https://github.com/Extrawurst/cimgui) +- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET) +- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript) +- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui) +- Go: [go-imgui](https://github.com/Armored-Dragon/go-imgui) +- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui) +- JavaScript: [imgui-js](https://github.com/flyover/imgui-js) +- Lua: [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) +- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui) +- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas) +- Python [CyImGui](https://github.com/chromy/cyimgui) +- Python [pyimgui](https://github.com/swistakm/pyimgui) +- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) Frameworks: -- Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples -- Unmerged PR: DirectX12: https://github.com/ocornut/imgui/pull/301 -- Unmerged PR: SDL2 + OpenGLES + Emscripten: https://github.com/ocornut/imgui/pull/336 -- Unmerged PR: FreeGlut + OpenGL2: https://github.com/ocornut/imgui/pull/801 -- Unmerged PR: Native Win32 and OSX: https://github.com/ocornut/imgui/pull/281 -- Unmerged PR: Android: https://github.com/ocornut/imgui/pull/421 -- Cinder: https://github.com/simongeilfus/Cinder-ImGui -- cocos2d-x: https://github.com/c0i/imguix https://github.com/ocornut/imgui/issues/551 -- Flexium/SFML (FlexGUI): https://github.com/DXsmiley/FlexGUI -- GML/GameMakerStudio2 (ImGuiGML): https://marketplace.yoyogames.com/assets/6221/imguigml -- Irrlicht (IrrIMGUI): https://github.com/ZahlGraf/IrrIMGUI -- Ogre: https://bitbucket.org/LMCrashy/ogreimgui/src -- openFrameworks (ofxImGui): https://github.com/jvcleave/ofxImGui -- OpenSceneGraph/OSG: https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c -- LÖVE: https://github.com/slages/love-imgui -- NanoRT (software raytraced) https://github.com/syoyo/imgui/tree/nanort/examples/raytrace_example -- Qt3d https://github.com/alpqr/imgui-qt3d -- Unreal Engine 4: https://github.com/segross/UnrealImGui or https://github.com/sronsse/UnrealEngine_ImGui -- SFML: https://github.com/EliasD/imgui-sfml or https://github.com/Mischa-Alff/imgui-backends - -For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/). -Please contact me with the Issues tracker or Twitter to fix/update this list. +- DirectX 9, DirectX 10, DirectX 11, DirectX 12: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- OpenGL 2/3 (with GLFW or SDL): [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Vulkan (with GLFW): [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Allegro 5, iOS, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) +- Unmerged PR: FreeGlut + OpenGL2: [#801](https://github.com/ocornut/imgui/pull/801) +- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281) +- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421) +- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui) +- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [issue #551](https://github.com/ocornut/imgui/issues/551) +- Flexium/SFML: [FlexGUI](https://github.com/DXsmiley/FlexGUI) +- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml) +- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI) +- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src) +- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui) +- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c) +- LÖVE: [love-imgui](https://github.com/slages/love-imgui) +- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort) +- Qt3d: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) +- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui) +- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml) or [imgui-backends](https://github.com/Mischa-Alff/imgui-backends) + +For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/). Also see [wiki](https://github.com/ocornut/imgui/wiki) for a few other links and ideas. Contact me if you would like to add to those lists. + +Roadmap +------- +Some of the goals for 2018 are: +- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787)) +- Finish work on viewports and multiple OS windows management. (see [#1542](https://github.com/ocornut/imgui/issues/1542)) +- Finish work on docking, tabs. (see [#351](https://github.com/ocornut/imgui/issues/351#issuecomment-346865709)) +- Make Columns better. (they are currently pretty terrible!) +- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware. Gallery ------- -See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for some user creations. -Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. +User screenshots: +
[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016) +
[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016) +
[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017) +
[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017) +
[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018) +
[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward) +
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features. -![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_01.png) +Various tools [![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) -![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_02.png) -[![screenshot profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png) +[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) -![screenshot picker](https://user-images.githubusercontent.com/8225057/29062188-471e95ba-7c53-11e7-9618-c4484c0b75fe.PNG) +![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/v160-misc-classic.png) -![screenshot 5](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/menus.png) -![screenshot 6](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/skinning_sample_02.png) -![screenshot 7](https://cloud.githubusercontent.com/assets/8225057/7903336/96f0fb7c-07d0-11e5-95d6-41c6a1595e5a.png) +[![screenshot profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png) Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with: -``` +Code: +```cpp ImGuiIO& io = ImGui::GetIO(); -io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); - -// For Microsoft IME, pass your HWND to enable IME positioning: -io.ImeWindowHandle = my_hwnd; +io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); +``` +```cpp +ImGui::Text(u8"こんにちは!テスト %d", 123); +if (ImGui::Button(u8"ロード")) +{ + // do stuff +} +ImGui::InputText("string", buf, IM_ARRAYSIZE(buf)); +ImGui::SliderFloat("float", &f, 0.0f, 1.0f); ``` -![Japanese screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01_jp.png) +Result: +
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png) +
_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_ References ---------- @@ -130,8 +207,6 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This - [Nicolas Guillemot's CppCon'16 flashtalk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k). - [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/). -See the [Software using dear imgui page](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) for an incomplete list of software which are publicly known to use dear migui. - See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks. Frequently Asked Question (FAQ) @@ -140,53 +215,49 @@ Frequently Asked Question (FAQ) Where is the documentation? - The documentation is at the top of imgui.cpp + effectively imgui.h. -- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. +- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. - Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder. - We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort. Which version should I get? -I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master. The library is fairly stable and regressions tend to be fixed fast when reported. You may also want to checkout the [navigation branch](https://github.com/ocornut/imgui/tree/navigation) if you want to use Dear ImGui with a gamepad (it is also possible to map keyboard inputs to some degree). The Navigation branch is being kept up to date with Master. +I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. + +Who uses Dear ImGui? + +See the [Software using dear imgui page](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can! Why the odd dual naming, "dear imgui" vs "ImGui"? The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations. -What is ImTextureID and how do I display an image? -
I integrated Dear ImGui in my engine and the text or lines are blurry.. -
I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around.. -
How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on labels/IDs. -
How can I tell when Dear ImGui wants my mouse/keyboard inputs VS when I can pass them to my application? +How can I tell whether to dispatch mouse/keyboard to imgui or to my application? +
How can I display an image? What is ImTextureID, how does it works? +
How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.
How can I load a different font than the default?
How can I easily use icons in my application?
How can I load multiple fonts?
How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? -
How can I preserve my Dear ImGui context across reloading a DLL? (loss of the global/static variables)
How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API) +
I integrated Dear ImGui in my engine and the text or lines are blurry.. +
I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around.. +
How can I help? See the FAQ in imgui.cpp for answers. How do you use Dear ImGui on a platform that may not have a mouse or keyboard? -I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. Dear ImGui allows to increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate. You can also checkout the beta [navigation branch](https://github.com/ocornut/imgui/tree/navigation) which provides support for using Dear ImGui with a game controller. +You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`). -Can you create elaborate/serious tools with Dear ImGui? +You can share your computer mouse seamlessy with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the prefered solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui). -Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). +For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimising for screen real-estate and precision. -Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful. - -Is Dear ImGui fast? - -Probably fast enough for most uses. Down to the foundation of its visual design, Dear ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but Dear ImGui aims to minimize it. - -Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended). - -![performance screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v138/performance_01.png) +Can you create elaborate/serious tools with Dear ImGui? -This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint. +Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. -If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to Dear ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem. +Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful. Can you reskin the look of Dear ImGui? @@ -228,21 +299,23 @@ Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothi Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub. -Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui). +Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui) and by private sponsors. Double-chocolate sponsors: +- Blizzard Entertainment - Media Molecule - Mobigame -- Insomniac Games (sponsored the gamepad/keyboard navigation branch) +- Insomniac Games - Aras Pranckevičius - Lizardcube - Greggman +- DotEmu Salty caramel supporters: -- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse. +- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert. Caramel supporters: -- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić. +- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow. And other supporters; thanks! (Please contact me or PR if you would like to be added or removed from this list) diff --git a/TODO.txt b/TODO.txt index 1271d346fa4c..fc42b21f9492 100644 --- a/TODO.txt +++ b/TODO.txt @@ -15,8 +15,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify. - window: allow resizing of child windows (possibly given min/max for each axis?.) - window: background options for child windows, border option (disable rounding). - - window: resizing from any sides? + mouse cursor directives for app. (#822) -!- window: begin with *p_open == false should return false. + - window: resizing from any sides? done. > need backends to honor mouse cursors properly. (#822) + - window: resize from borders: support some form of outer padding to make it easier to grab borders. (#822) + - window: begin with *p_open == false should return false. - window: get size/pos helpers given names (see discussion in #249) - window: a collapsed window can be stuck behind the main menu bar? - window: when window is very small, prioritize resize button over close button. @@ -24,20 +25,19 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd. - window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon? - window: expose contents size. (#1045) - - window: resize from borders and/or all corners. (#822) - window: GetWindowSize() returns (0,0) when not calculated? (#1045) - - window: refactor IsWindowFocused(), merge all three existing variants, add flags, similar to #1382. - window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. !- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. - scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro) - - drawlist: move Font, FontSize, FontTexUvWhitePixel inside ImDrawList and make it self-contained (apart from drawing settings?) - - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally + - drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded renderering. - drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack. - drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). - - drawlist: avoid passing null (-9999,+9999) rectangle to end-user, instead perhaps pass rectangle based on io.DisplaySize? - drawlist: primtiives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api + - drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally - drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark(). + - drawlist: would be good to be able to deep copy a draw list (ImVector= op?). + - drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation. - main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them. - main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering. @@ -47,7 +47,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395) - widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h. - - widgets: add disabled and read-only modes (#211) + - widgets: add visauls for Disabled/ReadOnly mode and expose publicly (#211) - widgets: add always-allow-overlap mode. - widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260 - widgets: activate by identifier (trigger button, focus given id) @@ -65,6 +65,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725) - input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependant). actually a very old bug but no one appears to have noticed it. - input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc). + - input text multi-line: support for cut/paste without selection (cut/paste the current line) - input text multi-line: line numbers? status bar? (follow up on #200) - input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725) - input text multi-line: better horizontal scrolling support (#383, #1224) @@ -80,7 +81,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - layout: horizontal flow until no space left (#404) - layout: more generic alignment state (left/right/centered) for single items? - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding. - - layout: BeginGroup() needs a border option. + - layout: BeginGroup() needs a border option. (~#1496) - layout: vertical alignement of mixed height items (e.g. buttons) within a same line (#1284) - columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125) @@ -135,22 +136,21 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - drag float: up/down axis - drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits) - - combo: sparse combo boxes (via function call?) / iterators - - combo: active item type could be anything else e.g. void* - - combo: use clipper - - combo: contents should extends to fit label if combo widget is small - - combo: option for ComboEx to not return true when unchanged (#1182) + - combo: use clipper: make it easier to disable clipper with a single flag. + - combo: flag for BeginCombo to not return true when unchanged (#1182) + - combo: a way/helper to customize the combo preview (#1658) - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203) + - listbox: refactor and clean the begin/end api - listbox: multiple selection. - listbox: unselect option (#1208) - - listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) + - listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (wip stash) - listbox: user may want to initial scroll to focus on the one selected value? - listbox: expose hovered item for a basic ListBox - listbox: keyboard navigation. - listbox: scrolling should track modified selection. !- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402) - - popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true) + - popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true) (~#1497) - popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331) - popups: clicking outside (to close popup) and holding shouldn't drag window below. - popups: add variant using global identifier similar to Begin/End (#402) @@ -160,11 +160,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - tooltip: allow tooltips with timers? or general timer policy? (instaneous vs timed) - menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207) + - menus: menu bars inside modals windows are acting weird. - statusbar: add a per-window status bar helper similar to what menubar does. - shortcuts: local-style shortcut api, e.g. parse "&Save" - shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu - shortcuts: programmatically access shortcuts "Focus("&Save")) - menus: menubars: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin) + - menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer. - text: selectable text (for copy) as a generic feature (ItemFlags?) - text: proper alignment options in imgui_internal.h @@ -178,18 +180,17 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits? - tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer) - tree node: tweak color scheme to distinguish headers from selected tree node (#581) + - tree node: leaf/non-leaf highlight mismatch. !- settings: expose enough to save/load .ini from RAM instead of fopen - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437) - stb: add defines to disable stb implementations -!- style: better default styles. -!- style: move border to style structure, remove _ShowBorder flag. +!- style: better default styles. (#707) - style: border types: out-screen, in-screen, etc. (#447) - style/optimization: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier) - - style: color-box not always square? - style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc. - style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation). - style: global scale setting. @@ -207,14 +208,20 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - filters: handle wildcards (with implicit leading/trailing *), regexps - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb) - - drag'n drop, dragging helpers, demo (carry dragging info, visualize drag source before clicking, drop target, etc.) (#143, #479) + - drag and drop: add demo. (#143, #479) + - drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637) + - drag and drop: test with reordering nodes (in a list, or a tree node). (#143) + - drag and drop: test integrating with os drag and drop. - node/graph editor (#306) - pie menus patterns (#434) - - markup: simple markup language for color change? + - markup: simple markup language for color change? (#902) +!- font: need handling of missing glyphs by not packing/rasterizing glyph 0 of a given font. + - font: MergeMode: flags to select overwriting or not. + - font: MergeMode: duplicate glyphs are stored in the atlas texture which is suboptimal. + - font: better vertical centering (based e.g on height of lowercase 'x'?). currently Roboto-Medium size 16 px isn't currently centered. (#1619) - font: free the Alpha buffer if user only requested RGBA. !- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions). - - font: better vertical centering (based e.g on height of lowercase 'x'?). currently Roboto-Medium size 16 px isn't currently centered. - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX - font: finish CustomRectRegister() to allow mapping unicode codepoint to custom texture data - font: PushFontSize API (#1018) @@ -230,33 +237,44 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - font: fix AddRemapChar() to work before font has been built. - font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF. -!- nav/keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing. - - nav: integrate navigation branch into master. (#787) - - nav: integrate/design keyboard controls. - - nav: once tab should go through most/all widgets (in submission order?) - - nav: currently cannot access menubar of a child window with Alt/menu key. + - nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem + - nav: allow input system to be be more tolerant of io.DeltaTime=0.0f + - nav: ESC on a flattened child + - nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?) + - nav: menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons. + - nav: menus: allow pressing Menu to leave a sub-menu. + - nav: simulate right-click or context activation? (SHIFT+F10) + - nav: tabs should go through most/all widgets (in submission order?). + - nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering. + - nav: cannot access menubar of a flattened child window with Alt/menu key (not a very common use case..). - nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys. + - nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item? + - nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable. + - nav: configuration flag to disable global shortcuts (currently only CTRL-tab) ? - focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622) - focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame) - focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787) + + - inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors. - inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71) - - inputs: allow to pass explicit double-clicks if that's the only thing the user's backend can get them. (e.g. for windows by the CS_DBLCLKS style). - inputs: support track pad style scrolling & slider edit. - misc: idle refresh: expose cursor blink animation timer for backend to be able to lower framerate. - misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?) - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL) - - misc: provide HoveredTime and ActivatedTime to ease the creation of animations. - misc: fix for compilation settings where stdcall isn't the default (e.g. vectorcall) (#1230) - - misc: detect user not calling Render() and suggest to call EndFrame()? + - misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682) + + - web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336) + - web/emscriptem: tweak OpenGL renderers to support OpenGL ES. (#1713, #336) + - remote: make a system like RemoteImGui first-class citizen/project (#75) - demo: add vertical separator demo - - demo: add a virtual scrolling example? + - demo: add virtual scrolling example? - examples: directx9: save/restore device state more thoroughly. - examples: window minimize, maximize (#583) - examples: provide a zero-framerate/idle example. - - examples: document WantCaptureKeyboard, WantCaptureMouse in example apps. (#446) - examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // the problem is that DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440) - optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038) - optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request. diff --git a/examples/.gitignore b/examples/.gitignore index 9516dc7f661d..ff44bccb746f 100644 --- a/examples/.gitignore +++ b/examples/.gitignore @@ -1,38 +1,8 @@ -## Visual Studio files -Debug/* -Release/* -ipch/* -x64/* -directx9_example/Debug/* -directx9_example/Release/* -directx9_example/ipch/* -directx9_example/x64/* -directx10_example/Debug/* -directx10_example/Release/* -directx10_example/ipch/* -directx10_example/x64/* -directx11_example/Debug/* -directx11_example/Release/* -directx11_example/ipch/* -directx11_example/x64/* -opengl2_example/Debug/* -opengl2_example/Release/* -opengl2_example/ipch/* -opengl2_example/x64/* -opengl2_example/opengl_example -opengl3_example/Debug/* -opengl3_example/Release/* -opengl3_example/ipch/* -opengl3_example/x64/* -opengl3_example/opengl3_example -sdl_opengl2_example/Debug/* -sdl_opengl2_example/Release/* -sdl_opengl2_example/ipch/* -sdl_opengl2_example/x64/* -sdl_opengl3_example/Debug/* -sdl_opengl3_example/Release/* -sdl_opengl3_example/ipch/* -sdl_opengl3_example/x64/* +build/* +*/Debug/* +*/Release/* +*/ipch/* +*/x64/* *.opensdf *.sdf *.suo @@ -45,5 +15,11 @@ sdl_opengl3_example/x64/* *.VC.db *.VC.VC.opendb -## Ini files +## Unix executables +opengl2_example/opengl2_example +opengl3_example/opengl3_example +sdl_opengl2_example/sdl_opengl2_example +sdl_opengl3_example/sdl_opengl3_example + +## Dear ImGui Ini files imgui.ini diff --git a/examples/README.txt b/examples/README.txt index 1f00756f1f42..171c338150b3 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -1,16 +1,19 @@ -Those are standalone ready-to-build applications to demonstrate ImGui. +Those are standalone ready-to-build applications to demonstrate Dear ImGui. Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries -Third party languages and frameworks bindings: https://github.com/ocornut/imgui/wiki/Links -(languages: C, .net, rust, D, Python, Lua..) -(frameworks: DX12, Vulkan, Cinder, OpenGLES, openFrameworks, Cocos2d-x, SFML, Flexium, NanoRT, Irrlicht..) -(extras: RemoteImGui, ImWindow, imgui_wm..) +Third party languages and frameworks bindings: + https://github.com/ocornut/imgui/wiki/Links +(languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal) +(other frameworks: OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, + Ogre, OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.) +(extras: RemoteImGui, ImWindow, imgui_wm, etc.) + TL;DR; - Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase. - If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files to your project and use them unmodified. - - To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one to read. + - To LEARN how to setup imgui, you may refer to 'opengl2_example' because is the simplest one to read. However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls. Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated. Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'. @@ -19,14 +22,14 @@ TL;DR; existing rendering backends, don't feel forced to rewrite them with your own engine API, or you can do that later when you already got things to work. -ImGui is highly portable and only requires a few things to run: +Dear ImGui is highly portable and only requires a few things to run and render. - Providing mouse/keyboard inputs - Load the font atlas texture into graphics memory - Providing a render function to render indexed textured triangles - Optional: clipboard support, mouse cursor supports, Windows IME support, etc. So this is essentially what those examples are doing + the obligatory cruft for portability. -Unfortunately in 2016 it is still tedious to create and maintain portable build files using external +Unfortunately in 2018 it is still tedious to create and maintain portable build files using external libraries (the kind we're using here to create a window and render 3D triangles) without relying on third party software. For most examples here I choose to provide: - Makefiles for Linux/OSX @@ -36,28 +39,29 @@ Please let me know if they don't work with your setup! You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those directly with a command-line compiler. -ImGui has zero frame of lag for most behaviors and one frame of lag for some behaviors. -At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through -a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may -experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize -the lag between a hardware cursor and a software cursor. It might be beneficial to the user experience -to switch to a software rendered cursor when an interactive drag is in progress. -Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering), -leaving you with no option but sadness/anger (Intel GPU drivers were reported as such). +Dear ImGui has zero to one frame of lag for most behaviors, at 60 FPS your experience should be pleasant. +Consider that OS mouse cursors are typically drawn through a specific hardware accelerated route and may +feel smoother than other GPU rendered contents. You may experiment with the io.MouseDrawCursor flag to +request ImGui to draw a mouse cursor itself, to visualize the lag between a hardware cursor and a software +cursor. It might be beneficial to the user experience to switch to a software rendered cursor when an +interactive drag is in progress. +Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering), +leaving you with little option but sadness (Intel GPU drivers were reported as such). + opengl2_example/ **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** **Prefer using the code in the opengl3_example/ folder** GLFW + OpenGL example (legacy, fixed pipeline). - This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. - If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more - complicated, will require your code to reset every single OpenGL attributes to their initial state, and might - confuse your GPU driver. + This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter. + If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to + make things more complicated, will require your code to several OpenGL attributes to their initial state, + and might confuse your GPU driver. opengl3_example/ GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W). This uses more modern OpenGL calls and custom shaders. - Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.). + Prefer using that if you are using modern OpenGL in your application (anything with shaders). directx9_example/ DirectX9 example, Windows only. @@ -70,6 +74,10 @@ directx11_example/ DirectX11 example, Windows only. This is quite long and tedious, because: DirectX11. +directx12_example/ + DirectX12 example, Windows only. + This is quite longer and tedious, because: DirectX12. + apple_example/ OSX & iOS example. On iOS, Using Synergy to access keyboard/mouse data from server computer. @@ -79,15 +87,15 @@ sdl_opengl2_example/ **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** **Prefer using the code in the sdl_opengl3_example/ folder** SDL2 + OpenGL example (legacy, fixed pipeline). - This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. - If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more - complicated, will require your code to reset every single OpenGL attributes to their initial state, and might - confuse your GPU driver. + This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter. + If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to + make things more complicated, will require your code to several OpenGL attributes to their initial state, + and might confuse your GPU driver. sdl_opengl3_example/ SDL2 + OpenGL3 example. This uses more modern OpenGL calls and custom shaders. - Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.). + Prefer using that if you are using modern OpenGL in your application (anything with shaders). allegro5_example/ Allegro 5 example. @@ -96,7 +104,5 @@ marmalade_example/ Marmalade example using IwGx vulkan_example/ - Vulkan example. - This is quite long and tedious, because: Vulkan. - -TODO: Apple, SDL GL/GL3, Allegro, Marmalade, Vulkan examples do not honor the io.WantMoveMouse flag. + Vulkan example. + This is quite longer and tedious, because: Vulkan. diff --git a/examples/allegro5_example/README.md b/examples/allegro5_example/README.md index d891982b7a5a..dcd83b8a92aa 100644 --- a/examples/allegro5_example/README.md +++ b/examples/allegro5_example/README.md @@ -4,7 +4,7 @@ - On Ubuntu 14.04+ ```bash -g++ -I ../imgui main.cpp imgui_impl_a5.cpp ../imgui/imgui*.cpp -lallegro -lallegro_primitives +g++ -I ../.. main.cpp imgui_impl_a5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example ``` - On Windows with Visual Studio's CLI diff --git a/examples/allegro5_example/imgui_impl_a5.cpp b/examples/allegro5_example/imgui_impl_a5.cpp index 0d385923931d..127bf196a0e1 100644 --- a/examples/allegro5_example/imgui_impl_a5.cpp +++ b/examples/allegro5_example/imgui_impl_a5.cpp @@ -1,18 +1,24 @@ // ImGui Allegro 5 bindings -// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. -// TODO: -// - Clipboard is not supported. +// Implemented features: +// [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// Missing features: +// [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui -// by @birthggd +// https://github.com/ocornut/imgui, Original code by @birthggd + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplA5_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. #include // uint64_t #include // memcpy -#include +#include "imgui.h" #include "imgui_impl_a5.h" #include #include @@ -28,8 +34,6 @@ static double g_Time = 0.0; static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL; static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL; -#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) - struct ImDrawVertAllegro { ImVec2 pos; @@ -37,7 +41,9 @@ struct ImDrawVertAllegro ALLEGRO_COLOR col; }; -void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data) +// Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplA5_RenderDrawData(ImDrawData* draw_data) { int op, src, dst; al_get_blender(&op, &src, &dst); @@ -162,9 +168,9 @@ bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display) // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. ALLEGRO_VERTEX_ELEMENT elems[] = { - { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, pos) }, - { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, uv) }, - { ALLEGRO_PRIM_COLOR_ATTR, 0, OFFSETOF(ImDrawVertAllegro, col) }, + { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) }, + { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) }, + { ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) }, { 0, 0, 0 } }; g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); @@ -179,8 +185,10 @@ bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display) io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN; io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME; io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END; + io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT; io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE; io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE; io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER; io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE; io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A; @@ -190,7 +198,6 @@ bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display) io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y; io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. #ifdef _WIN32 io.ImeWindowHandle = al_get_win_window_handle(g_Display); #endif @@ -201,7 +208,6 @@ bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display) void ImGui_ImplA5_Shutdown() { ImGui_ImplA5_InvalidateDeviceObjects(); - ImGui::Shutdown(); } // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. @@ -216,6 +222,7 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev) { case ALLEGRO_EVENT_MOUSE_AXES: io.MouseWheel += ev->mouse.dz; + io.MouseWheelH += ev->mouse.dw; return true; case ALLEGRO_EVENT_KEY_CHAR: if (ev->keyboard.display == g_Display) @@ -284,7 +291,7 @@ void ImGui_ImplA5_NewFrame() switch (ImGui::GetMouseCursor()) { case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break; - case ImGuiMouseCursor_Move: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break; + case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break; case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break; case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; diff --git a/examples/allegro5_example/imgui_impl_a5.h b/examples/allegro5_example/imgui_impl_a5.h index b7439fef9d15..ccc3ac45f102 100644 --- a/examples/allegro5_example/imgui_impl_a5.h +++ b/examples/allegro5_example/imgui_impl_a5.h @@ -1,11 +1,14 @@ // ImGui Allegro 5 bindings -// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// Implemented features: +// [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// Missing features: +// [ ] Clipboard support via al_set_clipboard_text/al_clipboard_has_text. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui -// by @birthggd +// https://github.com/ocornut/imgui, Original code by @birthggd #pragma once @@ -15,6 +18,7 @@ union ALLEGRO_EVENT; IMGUI_API bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display); IMGUI_API void ImGui_ImplA5_Shutdown(); IMGUI_API void ImGui_ImplA5_NewFrame(); +IMGUI_API void ImGui_ImplA5_RenderDrawData(ImDrawData* draw_data); IMGUI_API bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event); // Use if you want to reset your rendering device without losing ImGui state. diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp index 4eb9a4aa9149..6169ebca2ce0 100644 --- a/examples/allegro5_example/main.cpp +++ b/examples/allegro5_example/main.cpp @@ -4,7 +4,7 @@ #include #include #include -#include +#include "imgui.h" #include "imgui_impl_a5.h" int main(int, char**) @@ -23,25 +23,31 @@ int main(int, char**) al_register_event_source(queue, al_get_mouse_event_source()); // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplA5_Init(display); + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'extra_fonts/README.txt' for more instructions and details. + // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); - bool show_test_window = true; + bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -69,40 +75,52 @@ int main(int, char**) ImGui_ImplA5_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { - static float f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Test Window")) show_test_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + static float f = 0.0f; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } - // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; ImGui::End(); } - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow(). - if (show_test_window) + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); - ImGui::ShowTestWindow(&show_test_window); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); } // Rendering al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w)); ImGui::Render(); + ImGui_ImplA5_RenderDrawData(ImGui::GetDrawData()); al_flip_display(); } // Cleanup ImGui_ImplA5_Shutdown(); + ImGui::DestroyContext(); al_destroy_event_queue(queue); al_destroy_display(display); diff --git a/examples/apple_example/imguiex-ios/GameViewController.m b/examples/apple_example/imguiex-ios/GameViewController.m index e902f7ac24d5..316fbd6cccf2 100644 --- a/examples/apple_example/imguiex-ios/GameViewController.m +++ b/examples/apple_example/imguiex-ios/GameViewController.m @@ -294,35 +294,33 @@ - (void)update - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect { + // Start the dear imgui frame + [self.imgui newFrame]; + + // Create some UI elements + DebugHUD_DoInterface( &_hud ); + + // Render glClearColor(0.65f, 0.65f, 0.65f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - + glBindVertexArrayOES(_vertexArray); // Render the object with GLKit [self.effect prepareToDraw]; - glDrawArrays(GL_TRIANGLES, 0, 36); // Render the object again with ES2 glUseProgram(_program); - glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m); glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m); glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] ); - glDrawArrays(GL_TRIANGLES, 0, 36); - - [self.imgui newFrame]; - - // Now do our ImGUI UI - DebugHUD_DoInterface( &_hud ); - + self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f); - // Now render Imgui + // Render dear imgui as the last thing in the frame if possible [self.imgui render]; - } #pragma mark - OpenGL ES 2 shader compilation diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp index fff26eee9aea..28722b56de2c 100644 --- a/examples/apple_example/imguiex-ios/debug_hud.cpp +++ b/examples/apple_example/imguiex-ios/debug_hud.cpp @@ -9,8 +9,8 @@ void DebugHUD_InitDefaults( DebugHUD *hud ) { - hud->show_test_window = true; - hud->show_example_window = true; + hud->show_demo_window = true; + hud->show_another_window = true; hud->rotation_speed = 15.0f; hud->cubeColor1[0] = 0.4f; @@ -22,23 +22,52 @@ void DebugHUD_InitDefaults( DebugHUD *hud ) hud->cubeColor2[1] = 0.4f; hud->cubeColor2[2] = 0.4f; hud->cubeColor2[3] = 1.0f; + + hud->clearColor[0] = 0.45f; + hud->clearColor[1] = 0.55f; + hud->clearColor[2] = 0.60f; + hud->clearColor[3] = 1.00f; } void DebugHUD_DoInterface(DebugHUD *hud) { - if (hud->show_test_window) + // 1. Show a simple window. + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); - ImGui::ShowTestWindow(&hud->show_test_window ); + static float f = 0.0f; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &hud->show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } - - if (hud->show_example_window) + + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. + if (hud->show_another_window) { - ImGui::Begin("Another Window", &hud->show_example_window); + ImGui::Begin("Another Window", &hud->show_another_window); ImGui::Text("Hello from another window!"); ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1); ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2); ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f); + if (ImGui::Button("Close Me")) + hud->show_another_window = false; ImGui::End(); } + + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (hud->show_demo_window) + { + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&hud->show_demo_window); + } } diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h index 17122f5e3428..4ef535729cb8 100644 --- a/examples/apple_example/imguiex-ios/debug_hud.h +++ b/examples/apple_example/imguiex-ios/debug_hud.h @@ -6,19 +6,20 @@ typedef struct DebugHUD { - bool show_test_window; - bool show_example_window; + bool show_demo_window; + bool show_another_window; float rotation_speed; float cubeColor1[4]; float cubeColor2[4]; + float clearColor[4]; } DebugHUD; #if __cplusplus extern "C" { #endif -void DebugHUD_InitDefaults( DebugHUD *hud ); -void DebugHUD_DoInterface( DebugHUD *hud ); +void DebugHUD_InitDefaults(DebugHUD *hud); +void DebugHUD_DoInterface(DebugHUD *hud); #if __cplusplus } diff --git a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm index bfcae7cd1d2c..440b586a8df1 100644 --- a/examples/apple_example/imguiex-ios/imgui_impl_ios.mm +++ b/examples/apple_example/imguiex-ios/imgui_impl_ios.mm @@ -263,7 +263,7 @@ void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat) { int scanCode = key-1; -// printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false"); + // printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false"); ImGuiIO& io = ImGui::GetIO(); io.KeysDown[key] = down; io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT); @@ -488,8 +488,10 @@ - (void)setupImGuiHooks io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1; io.KeyMap[ImGuiKey_Home] = kVK_Home+1; io.KeyMap[ImGuiKey_End] = kVK_End+1; + io.KeyMap[ImGuiKey_Insert] = kVK_Help+1; io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1; io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1; + io.KeyMap[ImGuiKey_Space] = kVK_Space+1; io.KeyMap[ImGuiKey_Enter] = kVK_Return+1; io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1; io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1; @@ -586,9 +588,9 @@ - (void)newFrame io.MouseDown[i] = g_MousePressed[i]; } - // This is an arbitrary scaling factor that works for me. Not sure what units these - // mousewheel values from synergy are supposed to be in + // This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in. io.MouseWheel = g_mouseWheelY / 500.0; + io.MouseWheelH = g_mouseWheelX / 500.0; } else { @@ -793,11 +795,10 @@ bool ImGui_ImplIOS_CreateDeviceObjects() glEnableVertexAttribArray(g_AttribLocationUV); glEnableVertexAttribArray(g_AttribLocationColor); -#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) - glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); -#undef OFFSETOF + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); diff --git a/examples/apple_example/imguiex.xcodeproj/project.pbxproj b/examples/apple_example/imguiex.xcodeproj/project.pbxproj index be43fb60cc24..3e5b07894224 100644 --- a/examples/apple_example/imguiex.xcodeproj/project.pbxproj +++ b/examples/apple_example/imguiex.xcodeproj/project.pbxproj @@ -17,8 +17,8 @@ 1A1A0F331CB3A0E10090F036 /* imgui_demo.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 197E1E881B89443600E3FE6A /* imgui_demo.cpp */; }; 1A1A0F341CB3A0EC0090F036 /* debug_hud.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC5891B2E6A5500C130BA /* debug_hud.cpp */; }; 1A1A0F481CB3A2E50090F036 /* main.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 1A1A0F391CB3A1B20090F036 /* main.cpp */; }; - 1A1A0F4A1CB3A5070090F036 /* imgui_impl_glfw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 1A1A0F371CB3A1B20090F036 /* imgui_impl_glfw.cpp */; }; - 1A1A0F4E1CB3C54D0090F036 /* libglfw3.dylib in Frameworks */ = {isa = PBXBuildFile; fileRef = 1A1A0F4D1CB3C54D0090F036 /* libglfw3.dylib */; }; + 1A1A0F4A1CB3A5070090F036 /* imgui_impl_glfw_gl2.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 1A1A0F371CB3A1B20090F036 /* imgui_impl_glfw_gl2.cpp */; }; + 1A1A0F4E1CB3C54D0090F036 /* libglfw.dylib in Frameworks */ = {isa = PBXBuildFile; fileRef = 1A1A0F4D1CB3C54D0090F036 /* libglfw.dylib */; }; 6D1E39171B35EEF10017B40F /* uSynergy.c in Sources */ = {isa = PBXBuildFile; fileRef = 6D1E39151B35EEF10017B40F /* uSynergy.c */; }; 6D2FC55A1B2E632000C130BA /* main.m in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC5591B2E632000C130BA /* main.m */; }; 6D2FC55D1B2E632000C130BA /* AppDelegate.m in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC55C1B2E632000C130BA /* AppDelegate.m */; }; @@ -43,10 +43,10 @@ 1A1A0F221CB39FB50090F036 /* AppDelegate.m */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.objc; path = AppDelegate.m; sourceTree = ""; }; 1A1A0F271CB39FB50090F036 /* Assets.xcassets */ = {isa = PBXFileReference; lastKnownFileType = folder.assetcatalog; path = Assets.xcassets; sourceTree = ""; }; 1A1A0F2C1CB39FB50090F036 /* Info.plist */ = {isa = PBXFileReference; lastKnownFileType = text.plist.xml; path = Info.plist; sourceTree = ""; }; - 1A1A0F371CB3A1B20090F036 /* imgui_impl_glfw.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = imgui_impl_glfw.cpp; sourceTree = ""; }; - 1A1A0F381CB3A1B20090F036 /* imgui_impl_glfw.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = imgui_impl_glfw.h; sourceTree = ""; }; + 1A1A0F371CB3A1B20090F036 /* imgui_impl_glfw_gl2.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = imgui_impl_glfw_gl2.cpp; sourceTree = ""; }; + 1A1A0F381CB3A1B20090F036 /* imgui_impl_glfw_gl2.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = imgui_impl_glfw_gl2.h; sourceTree = ""; }; 1A1A0F391CB3A1B20090F036 /* main.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = main.cpp; sourceTree = ""; }; - 1A1A0F4D1CB3C54D0090F036 /* libglfw3.dylib */ = {isa = PBXFileReference; lastKnownFileType = "compiled.mach-o.dylib"; name = libglfw3.dylib; path = /usr/local/lib/libglfw3.dylib; sourceTree = ""; }; + 1A1A0F4D1CB3C54D0090F036 /* libglfw.dylib */ = {isa = PBXFileReference; lastKnownFileType = "compiled.mach-o.dylib"; name = libglfw.dylib; path = /usr/local/lib/libglfw.dylib; sourceTree = ""; }; 6D1E39151B35EEF10017B40F /* uSynergy.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = uSynergy.c; sourceTree = ""; }; 6D1E39161B35EEF10017B40F /* uSynergy.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = uSynergy.h; sourceTree = ""; }; 6D2FC5541B2E632000C130BA /* imguiex-ios.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = "imguiex-ios.app"; sourceTree = BUILT_PRODUCTS_DIR; }; @@ -77,7 +77,7 @@ isa = PBXFrameworksBuildPhase; buildActionMask = 2147483647; files = ( - 1A1A0F4E1CB3C54D0090F036 /* libglfw3.dylib in Frameworks */, + 1A1A0F4E1CB3C54D0090F036 /* libglfw.dylib in Frameworks */, ); runOnlyForDeploymentPostprocessing = 0; }; @@ -96,7 +96,7 @@ 1A1A0F201CB39FB50090F036 /* imguiex-osx */ = { isa = PBXGroup; children = ( - 1A1A0F4D1CB3C54D0090F036 /* libglfw3.dylib */, + 1A1A0F4D1CB3C54D0090F036 /* libglfw.dylib */, 1A1A0F351CB3A1B20090F036 /* opengl2_example */, 1A1A0F211CB39FB50090F036 /* AppDelegate.h */, 1A1A0F221CB39FB50090F036 /* AppDelegate.m */, @@ -117,8 +117,8 @@ 1A1A0F351CB3A1B20090F036 /* opengl2_example */ = { isa = PBXGroup; children = ( - 1A1A0F371CB3A1B20090F036 /* imgui_impl_glfw.cpp */, - 1A1A0F381CB3A1B20090F036 /* imgui_impl_glfw.h */, + 1A1A0F371CB3A1B20090F036 /* imgui_impl_glfw_gl2.cpp */, + 1A1A0F381CB3A1B20090F036 /* imgui_impl_glfw_gl2.h */, 1A1A0F391CB3A1B20090F036 /* main.cpp */, ); name = opengl2_example; @@ -307,7 +307,7 @@ 1A1A0F481CB3A2E50090F036 /* main.cpp in Sources */, 1A1A0F321CB3A0DE0090F036 /* uSynergy.c in Sources */, 1A1A0F231CB39FB50090F036 /* AppDelegate.m in Sources */, - 1A1A0F4A1CB3A5070090F036 /* imgui_impl_glfw.cpp in Sources */, + 1A1A0F4A1CB3A5070090F036 /* imgui_impl_glfw_gl2.cpp in Sources */, ); runOnlyForDeploymentPostprocessing = 0; }; diff --git a/examples/directx10_example/directx10_example.vcxproj b/examples/directx10_example/directx10_example.vcxproj index c4f15c569096..64b57ddf172a 100644 --- a/examples/directx10_example/directx10_example.vcxproj +++ b/examples/directx10_example/directx10_example.vcxproj @@ -110,6 +110,7 @@ true true ..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include; + false true @@ -127,6 +128,7 @@ true true ..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include; + false true @@ -151,6 +153,7 @@ + diff --git a/examples/directx10_example/directx10_example.vcxproj.filters b/examples/directx10_example/directx10_example.vcxproj.filters index 15e924c446cc..aef010adf011 100644 --- a/examples/directx10_example/directx10_example.vcxproj.filters +++ b/examples/directx10_example/directx10_example.vcxproj.filters @@ -41,5 +41,8 @@ + + sources + \ No newline at end of file diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp index 4670f053792b..90bcfdf38bd3 100644 --- a/examples/directx10_example/imgui_impl_dx10.cpp +++ b/examples/directx10_example/imgui_impl_dx10.cpp @@ -1,11 +1,30 @@ // ImGui Win32 + DirectX10 binding -// In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// Implemented features: +// [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavEnableSetMousePos is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. +// 2016-05-07: DirectX10: Disabling depth-write. + #include "imgui.h" #include "imgui_impl_dx10.h" @@ -16,11 +35,13 @@ #define DIRECTINPUT_VERSION 0x0800 #include -// Data +// Win32 Data +static HWND g_hWnd = 0; static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; -static HWND g_hWnd = 0; +// DirectX data static ID3D10Device* g_pd3dDevice = NULL; static ID3D10Buffer* g_pVB = NULL; static ID3D10Buffer* g_pIB = NULL; @@ -42,10 +63,9 @@ struct VERTEX_CONSTANT_BUFFER float mvp[4][4]; }; -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) { ID3D10Device* ctx = g_pd3dDevice; @@ -225,36 +245,67 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); } -static bool IsAnyMouseButtonDown() +static bool ImGui_ImplWin32_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); - for (int n = 0; n < ARRAYSIZE(io.MouseDown); n++) - if (io.MouseDown[n]) - return true; - return false; + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Hardware cursor type + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } + return true; } +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif + // Process Win32 mouse/keyboard inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { + if (ImGui::GetCurrentContext() == NULL) + return 0; + ImGuiIO& io = ImGui::GetIO(); switch (msg) { - case WM_LBUTTONDOWN: - case WM_RBUTTONDOWN: - case WM_MBUTTONDOWN: + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: { int button = 0; - if (msg == WM_LBUTTONDOWN) button = 0; - if (msg == WM_RBUTTONDOWN) button = 1; - if (msg == WM_MBUTTONDOWN) button = 2; - if (!IsAnyMouseButtonDown() && GetCapture() == NULL) - SetCapture(hwnd); + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0; + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1; + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2; + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) + ::SetCapture(hwnd); io.MouseDown[button] = true; return 0; } @@ -267,13 +318,16 @@ IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wPa if (msg == WM_RBUTTONUP) button = 1; if (msg == WM_MBUTTONUP) button = 2; io.MouseDown[button] = false; - if (!IsAnyMouseButtonDown() && GetCapture() == hwnd) - ReleaseCapture(); + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) + ::ReleaseCapture(); return 0; } case WM_MOUSEWHEEL: io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; return 0; + case WM_MOUSEHWHEEL: + io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; + return 0; case WM_MOUSEMOVE: io.MousePos.x = (signed short)(lParam); io.MousePos.y = (signed short)(lParam >> 16); @@ -293,6 +347,10 @@ IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wPa if (wParam > 0 && wParam < 0x10000) io.AddInputCharacter((unsigned short)wParam); return 0; + case WM_SETCURSOR: + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + return 1; + return 0; } return 0; } @@ -355,10 +413,6 @@ static void ImGui_ImplDX10_CreateFontsTexture() desc.MaxLOD = 0.f; g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); } - - // Cleanup (don't clear the input data if you want to append new fonts later) - io.Fonts->ClearInputData(); - io.Fonts->ClearTexData(); } bool ImGui_ImplDX10_CreateDeviceObjects() @@ -534,8 +588,13 @@ bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device) if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) return false; + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = VK_TAB; io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = VK_UP; @@ -544,8 +603,10 @@ bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device) io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; io.KeyMap[ImGuiKey_Home] = VK_HOME; io.KeyMap[ImGuiKey_End] = VK_END; + io.KeyMap[ImGuiKey_Insert] = VK_INSERT; io.KeyMap[ImGuiKey_Delete] = VK_DELETE; io.KeyMap[ImGuiKey_Backspace] = VK_BACK; + io.KeyMap[ImGuiKey_Space] = VK_SPACE; io.KeyMap[ImGuiKey_Enter] = VK_RETURN; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; io.KeyMap[ImGuiKey_A] = 'A'; @@ -555,7 +616,6 @@ bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device) io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; - io.RenderDrawListsFn = ImGui_ImplDX10_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.ImeWindowHandle = g_hWnd; return true; @@ -564,7 +624,6 @@ bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device) void ImGui_ImplDX10_Shutdown() { ImGui_ImplDX10_InvalidateDeviceObjects(); - ImGui::Shutdown(); g_pd3dDevice = NULL; g_hWnd = (HWND)0; } @@ -597,17 +656,21 @@ void ImGui_ImplDX10_NewFrame() // io.MouseDown : filled by WM_*BUTTON* events // io.MouseWheel : filled by WM_MOUSEWHEEL events - // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - if (io.WantMoveMouse) + // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) { POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; ClientToScreen(g_hWnd, &pos); SetCursorPos(pos.x, pos.y); } - // Hide OS mouse cursor if ImGui is drawing it - if (io.MouseDrawCursor) - SetCursor(NULL); + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (g_LastMouseCursor != mouse_cursor) + { + g_LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); diff --git a/examples/directx10_example/imgui_impl_dx10.h b/examples/directx10_example/imgui_impl_dx10.h index 38a03a27e3b5..a47418476589 100644 --- a/examples/directx10_example/imgui_impl_dx10.h +++ b/examples/directx10_example/imgui_impl_dx10.h @@ -1,5 +1,7 @@ // ImGui Win32 + DirectX10 binding -// In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// Implemented features: +// [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). @@ -11,6 +13,7 @@ struct ID3D10Device; IMGUI_API bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device); IMGUI_API void ImGui_ImplDX10_Shutdown(); IMGUI_API void ImGui_ImplDX10_NewFrame(); +IMGUI_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplDX10_InvalidateDeviceObjects(); diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp index 3ece69f909d2..f1afdf66aba0 100644 --- a/examples/directx10_example/main.cpp +++ b/examples/directx10_example/main.cpp @@ -1,7 +1,7 @@ // ImGui - standalone example application for DirectX 10 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -#include +#include "imgui.h" #include "imgui_impl_dx10.h" #include #include @@ -16,18 +16,9 @@ static ID3D10RenderTargetView* g_mainRenderTargetView = NULL; void CreateRenderTarget() { - DXGI_SWAP_CHAIN_DESC sd; - g_pSwapChain->GetDesc(&sd); - - // Create the render target ID3D10Texture2D* pBackBuffer; - D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc; - ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc)); - render_target_view_desc.Format = sd.BufferDesc.Format; - render_target_view_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D; g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer); - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView); - g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); pBackBuffer->Release(); } @@ -40,22 +31,20 @@ HRESULT CreateDeviceD3D(HWND hWnd) { // Setup swap chain DXGI_SWAP_CHAIN_DESC sd; - { - ZeroMemory(&sd, sizeof(sd)); - sd.BufferCount = 2; - sd.BufferDesc.Width = 0; - sd.BufferDesc.Height = 0; - sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - sd.BufferDesc.RefreshRate.Numerator = 60; - sd.BufferDesc.RefreshRate.Denominator = 1; - sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; - sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - sd.OutputWindow = hWnd; - sd.SampleDesc.Count = 1; - sd.SampleDesc.Quality = 0; - sd.Windowed = TRUE; - sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; - } + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; UINT createDeviceFlags = 0; //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; @@ -106,7 +95,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) int main(int, char**) { // Create application window - WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL }; + WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; RegisterClassEx(&wc); HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); @@ -123,25 +112,31 @@ int main(int, char**) UpdateWindow(hwnd); // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplDX10_Init(hwnd, g_pd3dDevice); + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'extra_fonts/README.txt' for more instructions and details. + // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); - bool show_test_window = true; + bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -163,41 +158,55 @@ int main(int, char**) ImGui_ImplDX10_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Test Window")) show_test_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } - // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; ImGui::End(); } - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow(). - if (show_test_window) + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! - ImGui::ShowTestWindow(&show_test_window); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); } // Rendering + g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); ImGui::Render(); + ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); g_pSwapChain->Present(1, 0); // Present with vsync //g_pSwapChain->Present(0, 0); // Present without vsync } ImGui_ImplDX10_Shutdown(); + ImGui::DestroyContext(); + CleanupDeviceD3D(); UnregisterClass(_T("ImGui Example"), wc.hInstance); diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj index 944c8e86365c..c07939f776b4 100644 --- a/examples/directx11_example/directx11_example.vcxproj +++ b/examples/directx11_example/directx11_example.vcxproj @@ -110,6 +110,7 @@ true true ..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include; + false true @@ -127,6 +128,7 @@ true true ..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include; + false true @@ -151,6 +153,7 @@ + diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters index 5cd0ca4156a8..57b74dee4985 100644 --- a/examples/directx11_example/directx11_example.vcxproj.filters +++ b/examples/directx11_example/directx11_example.vcxproj.filters @@ -41,5 +41,8 @@ + + sources + \ No newline at end of file diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index df02577bb334..de7f3a8ef00f 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -1,12 +1,30 @@ // ImGui Win32 + DirectX11 binding -// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// Implemented features: +// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -#include +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavEnableSetMousePos is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. +// 2016-05-07: DirectX11: Disabling depth-write. + +#include "imgui.h" #include "imgui_impl_dx11.h" // DirectX @@ -15,11 +33,13 @@ #define DIRECTINPUT_VERSION 0x0800 #include -// Data +// Win32 data +static HWND g_hWnd = 0; static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; -static HWND g_hWnd = 0; +// DirectX data static ID3D11Device* g_pd3dDevice = NULL; static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; static ID3D11Buffer* g_pVB = NULL; @@ -42,10 +62,9 @@ struct VERTEX_CONSTANT_BUFFER float mvp[4][4]; }; -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { ID3D11DeviceContext* ctx = g_pd3dDeviceContext; @@ -232,36 +251,67 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); } -static bool IsAnyMouseButtonDown() +static bool ImGui_ImplWin32_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); - for (int n = 0; n < ARRAYSIZE(io.MouseDown); n++) - if (io.MouseDown[n]) - return true; - return false; + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Hardware cursor type + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } + return true; } +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif + // Process Win32 mouse/keyboard inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { + if (ImGui::GetCurrentContext() == NULL) + return 0; + ImGuiIO& io = ImGui::GetIO(); switch (msg) { - case WM_LBUTTONDOWN: - case WM_RBUTTONDOWN: - case WM_MBUTTONDOWN: + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: { int button = 0; - if (msg == WM_LBUTTONDOWN) button = 0; - if (msg == WM_RBUTTONDOWN) button = 1; - if (msg == WM_MBUTTONDOWN) button = 2; - if (!IsAnyMouseButtonDown() && GetCapture() == NULL) - SetCapture(hwnd); + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0; + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1; + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2; + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) + ::SetCapture(hwnd); io.MouseDown[button] = true; return 0; } @@ -274,13 +324,16 @@ IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wPa if (msg == WM_RBUTTONUP) button = 1; if (msg == WM_MBUTTONUP) button = 2; io.MouseDown[button] = false; - if (!IsAnyMouseButtonDown() && GetCapture() == hwnd) - ReleaseCapture(); + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) + ::ReleaseCapture(); return 0; } case WM_MOUSEWHEEL: io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; return 0; + case WM_MOUSEHWHEEL: + io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; + return 0; case WM_MOUSEMOVE: io.MousePos.x = (signed short)(lParam); io.MousePos.y = (signed short)(lParam >> 16); @@ -300,6 +353,10 @@ IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wPa if (wParam > 0 && wParam < 0x10000) io.AddInputCharacter((unsigned short)wParam); return 0; + case WM_SETCURSOR: + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + return 1; + return 0; } return 0; } @@ -536,8 +593,13 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) return false; + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = VK_TAB; io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = VK_UP; @@ -546,8 +608,10 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; io.KeyMap[ImGuiKey_Home] = VK_HOME; io.KeyMap[ImGuiKey_End] = VK_END; + io.KeyMap[ImGuiKey_Insert] = VK_INSERT; io.KeyMap[ImGuiKey_Delete] = VK_DELETE; io.KeyMap[ImGuiKey_Backspace] = VK_BACK; + io.KeyMap[ImGuiKey_Space] = VK_SPACE; io.KeyMap[ImGuiKey_Enter] = VK_RETURN; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; io.KeyMap[ImGuiKey_A] = 'A'; @@ -557,7 +621,6 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; - io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.ImeWindowHandle = g_hWnd; return true; @@ -566,7 +629,6 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex void ImGui_ImplDX11_Shutdown() { ImGui_ImplDX11_InvalidateDeviceObjects(); - ImGui::Shutdown(); g_pd3dDevice = NULL; g_pd3dDeviceContext = NULL; g_hWnd = (HWND)0; @@ -600,17 +662,21 @@ void ImGui_ImplDX11_NewFrame() // io.MouseDown : filled by WM_*BUTTON* events // io.MouseWheel : filled by WM_MOUSEWHEEL events - // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - if (io.WantMoveMouse) + // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) { POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; ClientToScreen(g_hWnd, &pos); SetCursorPos(pos.x, pos.y); } - // Hide OS mouse cursor if ImGui is drawing it - if (io.MouseDrawCursor) - SetCursor(NULL); + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (g_LastMouseCursor != mouse_cursor) + { + g_LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); diff --git a/examples/directx11_example/imgui_impl_dx11.h b/examples/directx11_example/imgui_impl_dx11.h index 36066746d0a4..9364b0cabf2f 100644 --- a/examples/directx11_example/imgui_impl_dx11.h +++ b/examples/directx11_example/imgui_impl_dx11.h @@ -1,5 +1,7 @@ // ImGui Win32 + DirectX11 binding -// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// Implemented features: +// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). @@ -12,6 +14,7 @@ struct ID3D11DeviceContext; IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); IMGUI_API void ImGui_ImplDX11_Shutdown(); IMGUI_API void ImGui_ImplDX11_NewFrame(); +IMGUI_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects(); diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp index 9bd8637cf0ab..d9ef40d1fe19 100644 --- a/examples/directx11_example/main.cpp +++ b/examples/directx11_example/main.cpp @@ -1,7 +1,7 @@ // ImGui - standalone example application for DirectX 11 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -#include +#include "imgui.h" #include "imgui_impl_dx11.h" #include #define DIRECTINPUT_VERSION 0x0800 @@ -16,18 +16,9 @@ static ID3D11RenderTargetView* g_mainRenderTargetView = NULL; void CreateRenderTarget() { - DXGI_SWAP_CHAIN_DESC sd; - g_pSwapChain->GetDesc(&sd); - - // Create the render target ID3D11Texture2D* pBackBuffer; - D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc; - ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc)); - render_target_view_desc.Format = sd.BufferDesc.Format; - render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView); - g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView); pBackBuffer->Release(); } @@ -40,22 +31,20 @@ HRESULT CreateDeviceD3D(HWND hWnd) { // Setup swap chain DXGI_SWAP_CHAIN_DESC sd; - { - ZeroMemory(&sd, sizeof(sd)); - sd.BufferCount = 2; - sd.BufferDesc.Width = 0; - sd.BufferDesc.Height = 0; - sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - sd.BufferDesc.RefreshRate.Numerator = 60; - sd.BufferDesc.RefreshRate.Denominator = 1; - sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; - sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - sd.OutputWindow = hWnd; - sd.SampleDesc.Count = 1; - sd.SampleDesc.Quality = 0; - sd.Windowed = TRUE; - sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; - } + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = 2; + sd.BufferDesc.Width = 0; + sd.BufferDesc.Height = 0; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; UINT createDeviceFlags = 0; //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; @@ -109,7 +98,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) int main(int, char**) { // Create application window - WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL }; + WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; RegisterClassEx(&wc); HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); @@ -126,25 +115,31 @@ int main(int, char**) UpdateWindow(hwnd); // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext); + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'extra_fonts/README.txt' for more instructions and details. + // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); - bool show_test_window = true; + bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -166,41 +161,55 @@ int main(int, char**) ImGui_ImplDX11_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Test Window")) show_test_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } - // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; ImGui::End(); } - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow(). - if (show_test_window) + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! - ImGui::ShowTestWindow(&show_test_window); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); } // Rendering + g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color); ImGui::Render(); + ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); g_pSwapChain->Present(1, 0); // Present with vsync //g_pSwapChain->Present(0, 0); // Present without vsync } ImGui_ImplDX11_Shutdown(); + ImGui::DestroyContext(); + CleanupDeviceD3D(); UnregisterClass(_T("ImGui Example"), wc.hInstance); diff --git a/examples/directx12_example/build_win32.bat b/examples/directx12_example/build_win32.bat new file mode 100644 index 000000000000..0daf68b1cc15 --- /dev/null +++ b/examples/directx12_example/build_win32.bat @@ -0,0 +1,4 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +mkdir Debug +cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx12_example.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib + diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj new file mode 100644 index 000000000000..d3962a31734a --- /dev/null +++ b/examples/directx12_example/directx12_example.vcxproj @@ -0,0 +1,164 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {b4cf9797-519d-4afe-a8f4-5141a6b521d3} + directx12_example + 10.0.16299.0 + + + + Application + true + Unicode + v140 + + + Application + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + Application + false + true + Unicode + v140 + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + + + + Level4 + Disabled + ..\..;%(AdditionalIncludeDirectories) + + + true + d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + %(AdditionalLibraryDirectories) + Console + + + + + Level4 + Disabled + ..\..;%(AdditionalIncludeDirectories) + + + true + d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + %(AdditionalLibraryDirectories) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;%(AdditionalIncludeDirectories) + + + true + true + true + d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + %(AdditionalLibraryDirectories) + Console + + + + + Level4 + MaxSpeed + true + true + ..\..;%(AdditionalIncludeDirectories) + + + true + true + true + d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies) + %(AdditionalLibraryDirectories) + Console + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/examples/directx12_example/directx12_example.vcxproj.filters b/examples/directx12_example/directx12_example.vcxproj.filters new file mode 100644 index 000000000000..6baac5986ca7 --- /dev/null +++ b/examples/directx12_example/directx12_example.vcxproj.filters @@ -0,0 +1,45 @@ + + + + + {fb3d294f-51ec-478e-a627-25831c80fefd} + + + {4f33ddea-9910-456d-b868-4267eb3c2b19} + + + + + imgui + + + imgui + + + sources + + + imgui + + + + + imgui + + + sources + + + sources + + + imgui + + + imgui + + + + + + \ No newline at end of file diff --git a/examples/directx12_example/imgui_impl_dx12.cpp b/examples/directx12_example/imgui_impl_dx12.cpp new file mode 100644 index 000000000000..6965323c7c28 --- /dev/null +++ b/examples/directx12_example/imgui_impl_dx12.cpp @@ -0,0 +1,823 @@ +// ImGui Win32 + DirectX12 binding +// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)) + +// Implemented features: +// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. + +#include "imgui.h" +#include "imgui_impl_dx12.h" + +// DirectX +#include +#include + +// Win32 data +static HWND g_hWnd = 0; +static INT64 g_Time = 0; +static INT64 g_TicksPerSecond = 0; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; + +// DirectX data +static ID3D12Device* g_pd3dDevice = NULL; +static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL; +static ID3D10Blob* g_pVertexShaderBlob = NULL; +static ID3D10Blob* g_pPixelShaderBlob = NULL; +static ID3D12RootSignature* g_pRootSignature = NULL; +static ID3D12PipelineState* g_pPipelineState = NULL; +static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; +static ID3D12Resource* g_pFontTextureResource = NULL; +static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; +static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; + +struct FrameResources +{ + ID3D12Resource* IB; + ID3D12Resource* VB; + int VertexBufferSize; + int IndexBufferSize; +}; +static FrameResources* g_pFrameResources = NULL; +static UINT g_numFramesInFlight = 0; +static UINT g_frameIndex = UINT_MAX; + +struct VERTEX_CONSTANT_BUFFER +{ + float mvp[4][4]; +}; + +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data) +{ + // NOTE: I'm assuming that this only get's called once per frame! + // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. + g_frameIndex = g_frameIndex + 1; + FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; + ID3D12Resource* g_pVB = frameResources->VB; + ID3D12Resource* g_pIB = frameResources->IB; + int g_VertexBufferSize = frameResources->VertexBufferSize; + int g_IndexBufferSize = frameResources->IndexBufferSize; + ID3D12GraphicsCommandList* ctx = g_pd3dCommandList; + + // Create and grow vertex/index buffers if needed + if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) + { + if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } + g_VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = g_VertexBufferSize * sizeof(ImDrawVert); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, + &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0) + return; + frameResources->VB = g_pVB; + frameResources->VertexBufferSize = g_VertexBufferSize; + } + if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) + { + if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } + g_IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc; + memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, + &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0) + return; + frameResources->IB = g_pIB; + frameResources->IndexBufferSize = g_IndexBufferSize; + } + + // Copy and convert all vertices into a single contiguous buffer + void* vtx_resource, *idx_resource; + D3D12_RANGE range; + memset(&range, 0, sizeof(D3D12_RANGE)); + if (g_pVB->Map(0, &range, &vtx_resource) != S_OK) + return; + if (g_pIB->Map(0, &range, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; + 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; + } + g_pVB->Unmap(0, &range); + g_pIB->Unmap(0, &range); + + // Setup orthographic projection matrix into our constant buffer + VERTEX_CONSTANT_BUFFER vertex_constant_buffer; + { + VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer; + float L = 0.0f; + float R = ImGui::GetIO().DisplaySize.x; + float B = ImGui::GetIO().DisplaySize.y; + float T = 0.0f; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + } + + // Setup viewport + D3D12_VIEWPORT vp; + memset(&vp, 0, sizeof(D3D12_VIEWPORT)); + vp.Width = ImGui::GetIO().DisplaySize.x; + vp.Height = ImGui::GetIO().DisplaySize.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0.0f; + ctx->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + D3D12_VERTEX_BUFFER_VIEW vbv; + memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); + vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset; + vbv.SizeInBytes = g_VertexBufferSize * stride; + vbv.StrideInBytes = stride; + ctx->IASetVertexBuffers(0, 1, &vbv); + D3D12_INDEX_BUFFER_VIEW ibv; + memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); + ibv.BufferLocation = g_pIB->GetGPUVirtualAddress(); + ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx); + ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; + ctx->IASetIndexBuffer(&ibv); + ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->SetPipelineState(g_pPipelineState); + ctx->SetGraphicsRootSignature(g_pRootSignature); + ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendFactor(blend_factor); + + // Render command lists + int vtx_offset = 0; + int 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) + { + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; + ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); + ctx->RSSetScissorRects(1, &r); + ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); + } + idx_offset += pcmd->ElemCount; + } + vtx_offset += cmd_list->VtxBuffer.Size; + } +} + +static bool ImGui_ImplWin32_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Hardware cursor type + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } + return true; +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif + +// Process Win32 mouse/keyboard inputs. +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui::GetCurrentContext() == NULL) + return 0; + + ImGuiIO& io = ImGui::GetIO(); + switch (msg) + { + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + { + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0; + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1; + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2; + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) + ::SetCapture(hwnd); + io.MouseDown[button] = true; + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + { + int button = 0; + if (msg == WM_LBUTTONUP) button = 0; + if (msg == WM_RBUTTONUP) button = 1; + if (msg == WM_MBUTTONUP) button = 2; + io.MouseDown[button] = false; + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) + ::ReleaseCapture(); + return 0; + } + case WM_MOUSEWHEEL: + io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; + return 0; + case WM_MOUSEHWHEEL: + io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; + return 0; + case WM_MOUSEMOVE: + io.MousePos.x = (signed short)(lParam); + io.MousePos.y = (signed short)(lParam >> 16); + return 0; + case WM_KEYDOWN: + case WM_SYSKEYDOWN: + if (wParam < 256) + io.KeysDown[wParam] = 1; + return 0; + case WM_KEYUP: + case WM_SYSKEYUP: + if (wParam < 256) + io.KeysDown[wParam] = 0; + return 0; + case WM_CHAR: + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacter((unsigned short)wParam); + return 0; + case WM_SETCURSOR: + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + return 1; + return 0; + } + return 0; +} + +static void ImGui_ImplDX12_CreateFontsTexture() +{ + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + + // Upload texture to graphics system + { + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_DEFAULT; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + D3D12_RESOURCE_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + desc.Alignment = 0; + desc.Width = width; + desc.Height = height; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + ID3D12Resource* pTexture = NULL; + g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); + + UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); + UINT uploadSize = height * uploadPitch; + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Alignment = 0; + desc.Width = uploadSize; + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + ID3D12Resource* uploadBuffer = NULL; + HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); + IM_ASSERT(SUCCEEDED(hr)); + + void* mapped = NULL; + D3D12_RANGE range = { 0, uploadSize }; + hr = uploadBuffer->Map(0, &range, &mapped); + IM_ASSERT(SUCCEEDED(hr)); + for (int y = 0; y < height; y++) + memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); + uploadBuffer->Unmap(0, &range); + + D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; + srcLocation.pResource = uploadBuffer; + srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srcLocation.PlacedFootprint.Footprint.Width = width; + srcLocation.PlacedFootprint.Footprint.Height = height; + srcLocation.PlacedFootprint.Footprint.Depth = 1; + srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; + + D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; + dstLocation.pResource = pTexture; + dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLocation.SubresourceIndex = 0; + + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = pTexture; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + + ID3D12Fence* fence = NULL; + hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); + IM_ASSERT(SUCCEEDED(hr)); + + HANDLE event = CreateEvent(0, 0, 0, 0); + IM_ASSERT(event != NULL); + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queueDesc.NodeMask = 1; + + ID3D12CommandQueue* cmdQueue = NULL; + hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12CommandAllocator* cmdAlloc = NULL; + hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); + IM_ASSERT(SUCCEEDED(hr)); + + ID3D12GraphicsCommandList* cmdList = NULL; + hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); + IM_ASSERT(SUCCEEDED(hr)); + + cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); + cmdList->ResourceBarrier(1, &barrier); + + hr = cmdList->Close(); + IM_ASSERT(SUCCEEDED(hr)); + + cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList); + hr = cmdQueue->Signal(fence, 1); + IM_ASSERT(SUCCEEDED(hr)); + + fence->SetEventOnCompletion(1, event); + WaitForSingleObject(event, INFINITE); + + cmdList->Release(); + cmdAlloc->Release(); + cmdQueue->Release(); + CloseHandle(event); + fence->Release(); + uploadBuffer->Release(); + + // Create texture view + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); + if (g_pFontTextureResource != NULL) + g_pFontTextureResource->Release(); + g_pFontTextureResource = pTexture; + } + + // Store our identifier + static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID"); + io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr; +} + +bool ImGui_ImplDX12_CreateDeviceObjects() +{ + if (!g_pd3dDevice) + return false; + if (g_pPipelineState) + ImGui_ImplDX12_InvalidateDeviceObjects(); + + // Create the root signature + { + D3D12_DESCRIPTOR_RANGE descRange = {}; + descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange.NumDescriptors = 1; + descRange.BaseShaderRegister = 0; + descRange.RegisterSpace = 0; + descRange.OffsetInDescriptorsFromTableStart = 0; + + D3D12_ROOT_PARAMETER param[2] = {}; + + param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + param[0].Constants.ShaderRegister = 0; + param[0].Constants.RegisterSpace = 0; + param[0].Constants.Num32BitValues = 16; + param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + + param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + param[1].DescriptorTable.NumDescriptorRanges = 1; + param[1].DescriptorTable.pDescriptorRanges = &descRange; + param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_STATIC_SAMPLER_DESC staticSampler = {}; + staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; + staticSampler.MipLODBias = 0.f; + staticSampler.MaxAnisotropy = 0; + staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; + staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; + staticSampler.MinLOD = 0.f; + staticSampler.MaxLOD = 0.f; + staticSampler.ShaderRegister = 0; + staticSampler.RegisterSpace = 0; + staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_ROOT_SIGNATURE_DESC desc = {}; + desc.NumParameters = _countof(param); + desc.pParameters = param; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &staticSampler; + desc.Flags = + D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | + D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; + + ID3DBlob* blob = NULL; + if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) + return false; + + g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature)); + blob->Release(); + } + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX12 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; + memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); + psoDesc.NodeMask = 1; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.pRootSignature = g_pRootSignature; + psoDesc.SampleMask = UINT_MAX; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = g_RTVFormat; + psoDesc.SampleDesc.Count = 1; + psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL); + if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() }; + + // Create the input layout + static D3D12_INPUT_ELEMENT_DESC local_layout[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + }; + psoDesc.InputLayout = { local_layout, 3 }; + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + SamplerState sampler0 : register(s0);\ + Texture2D texture0 : register(t0);\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL); + if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + return false; + psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() }; + } + + // Create the blending setup + { + D3D12_BLEND_DESC& desc = psoDesc.BlendState; + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; + desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + } + + // Create the rasterizer state + { + D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; + desc.FillMode = D3D12_FILL_MODE_SOLID; + desc.CullMode = D3D12_CULL_MODE_NONE; + desc.FrontCounterClockwise = FALSE; + desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + desc.DepthClipEnable = true; + desc.MultisampleEnable = FALSE; + desc.AntialiasedLineEnable = FALSE; + desc.ForcedSampleCount = 0; + desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; + } + + // Create depth-stencil State + { + D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; + desc.DepthEnable = false; + desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.BackFace = desc.FrontFace; + } + + if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK) + return false; + + ImGui_ImplDX12_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplDX12_InvalidateDeviceObjects() +{ + if (!g_pd3dDevice) + return; + + if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } + if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } + if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } + if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } + if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. + for (UINT i = 0; i < g_numFramesInFlight; i++) + { + if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; } + if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; } + } +} + +bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight, + ID3D12Device* device, + DXGI_FORMAT rtv_format, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, + D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) +{ + g_hWnd = (HWND)hwnd; + g_pd3dDevice = device; + g_RTVFormat = rtv_format; + g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; + g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; + g_pFrameResources = new FrameResources [num_frames_in_flight]; + g_numFramesInFlight = num_frames_in_flight; + g_frameIndex = UINT_MAX; + + for (int i = 0; i < num_frames_in_flight; i++) + { + g_pFrameResources[i].IB = NULL; + g_pFrameResources[i].VB = NULL; + g_pFrameResources[i].VertexBufferSize = 5000; + g_pFrameResources[i].IndexBufferSize = 10000; + } + + if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) + return false; + if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) + return false; + + // Setup back-end capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = VK_TAB; + io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = VK_UP; + io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; + io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; + io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; + io.KeyMap[ImGuiKey_Home] = VK_HOME; + io.KeyMap[ImGuiKey_End] = VK_END; + io.KeyMap[ImGuiKey_Insert] = VK_INSERT; + io.KeyMap[ImGuiKey_Delete] = VK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = VK_BACK; + io.KeyMap[ImGuiKey_Space] = VK_SPACE; + io.KeyMap[ImGuiKey_Enter] = VK_RETURN; + io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; + io.KeyMap[ImGuiKey_A] = 'A'; + io.KeyMap[ImGuiKey_C] = 'C'; + io.KeyMap[ImGuiKey_V] = 'V'; + io.KeyMap[ImGuiKey_X] = 'X'; + io.KeyMap[ImGuiKey_Y] = 'Y'; + io.KeyMap[ImGuiKey_Z] = 'Z'; + + io.ImeWindowHandle = g_hWnd; + + return true; +} + +void ImGui_ImplDX12_Shutdown() +{ + ImGui_ImplDX12_InvalidateDeviceObjects(); + delete[] g_pFrameResources; + g_pd3dDevice = NULL; + g_hWnd = (HWND)0; + g_pd3dCommandList = NULL; + g_hFontSrvCpuDescHandle.ptr = 0; + g_hFontSrvGpuDescHandle.ptr = 0; + g_pFrameResources = NULL; + g_numFramesInFlight = 0; + g_frameIndex = UINT_MAX; +} + +void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list) +{ + if (!g_pPipelineState) + ImGui_ImplDX12_CreateDeviceObjects(); + + g_pd3dCommandList = command_list; + + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect; + GetClientRect(g_hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + + // Setup time step + INT64 current_time; + QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; + g_Time = current_time; + + // Read keyboard modifiers inputs + io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0; + io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0; + io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0; + io.KeySuper = false; + // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events + // io.MousePos : filled by WM_MOUSEMOVE events + // io.MouseDown : filled by WM_*BUTTON* events + // io.MouseWheel : filled by WM_MOUSEWHEEL events + + // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + ClientToScreen(g_hWnd, &pos); + SetCursorPos(pos.x, pos.y); + } + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (g_LastMouseCursor != mouse_cursor) + { + g_LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } + + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. + ImGui::NewFrame(); +} diff --git a/examples/directx12_example/imgui_impl_dx12.h b/examples/directx12_example/imgui_impl_dx12.h new file mode 100644 index 000000000000..628bbd497a1f --- /dev/null +++ b/examples/directx12_example/imgui_impl_dx12.h @@ -0,0 +1,40 @@ +// ImGui Win32 + DirectX12 binding +// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)) + +// Implemented features: +// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. + +// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. +// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// https://github.com/ocornut/imgui + +enum DXGI_FORMAT; +struct ID3D12Device; +struct ID3D12GraphicsCommandList; +struct D3D12_CPU_DESCRIPTOR_HANDLE; +struct D3D12_GPU_DESCRIPTOR_HANDLE; + +// cmd_list is the command list that the implementation will use to render imgui draw lists. +// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate +// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. +// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. +IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight, + ID3D12Device* device, + DXGI_FORMAT rtv_format, + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, + D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); +IMGUI_API void ImGui_ImplDX12_Shutdown(); +IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list); +IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing ImGui state. +IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects(); +IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects(); + +// Handler for Win32 messages, update mouse/keyboard data. +// You may or not need this for your implementation, but it can serve as reference for handling inputs. +// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code. +/* +IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +*/ diff --git a/examples/directx12_example/main.cpp b/examples/directx12_example/main.cpp new file mode 100644 index 000000000000..65fe70b5984d --- /dev/null +++ b/examples/directx12_example/main.cpp @@ -0,0 +1,417 @@ +// ImGui - standalone example application for DirectX 12 +// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)) + +#include "imgui.h" +#include "imgui_impl_dx12.h" +#include +#include +#include + +#define DX12_ENABLE_DEBUG_LAYER 0 + +struct FrameContext +{ + ID3D12CommandAllocator* CommandAllocator; + UINT64 FenceValue; +}; + +// Data +static int const NUM_FRAMES_IN_FLIGHT = 3; +static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {}; +static UINT g_frameIndex = 0; + +static int const NUM_BACK_BUFFERS = 3; +static ID3D12Device* g_pd3dDevice = NULL; +static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL; +static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL; +static ID3D12CommandQueue* g_pd3dCommandQueue = NULL; +static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL; +static ID3D12Fence* g_fence = NULL; +static HANDLE g_fenceEvent = NULL; +static UINT64 g_fenceLastSignaledValue = 0; +static IDXGISwapChain3* g_pSwapChain = NULL; +static HANDLE g_hSwapChainWaitableObject = NULL; +static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {}; +static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {}; + +void CreateRenderTarget() +{ + ID3D12Resource* pBackBuffer; + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + { + g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]); + g_mainRenderTargetResource[i] = pBackBuffer; + } +} + +void WaitForLastSubmittedFrame() +{ + FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; + + UINT64 fenceValue = frameCtxt->FenceValue; + if (fenceValue == 0) + return; // No fence was signaled + + frameCtxt->FenceValue = 0; + if (g_fence->GetCompletedValue() >= fenceValue) + return; + + g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); + WaitForSingleObject(g_fenceEvent, INFINITE); +} + +FrameContext* WaitForNextFrameResources() +{ + UINT nextFrameIndex = g_frameIndex + 1; + g_frameIndex = nextFrameIndex; + + HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL }; + DWORD numWaitableObjects = 1; + + FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; + UINT64 fenceValue = frameCtxt->FenceValue; + if (fenceValue != 0) // means no fence was signaled + { + frameCtxt->FenceValue = 0; + g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); + waitableObjects[1] = g_fenceEvent; + numWaitableObjects = 2; + } + + WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); + + return frameCtxt; +} + +void ResizeSwapChain(HWND hWnd, int width, int height) +{ + DXGI_SWAP_CHAIN_DESC1 sd; + g_pSwapChain->GetDesc1(&sd); + sd.Width = width; + sd.Height = height; + + IDXGIFactory4* dxgiFactory = nullptr; + g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory)); + + g_pSwapChain->Release(); + CloseHandle(g_hSwapChainWaitableObject); + + IDXGISwapChain1* swapChain1 = NULL; + dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1); + swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)); + swapChain1->Release(); + dxgiFactory->Release(); + + g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); + + g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); + assert(g_hSwapChainWaitableObject != NULL); +} + +void CleanupRenderTarget() +{ + WaitForLastSubmittedFrame(); + + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; } +} + +HRESULT CreateDeviceD3D(HWND hWnd) +{ + // Setup swap chain + DXGI_SWAP_CHAIN_DESC1 sd; + { + ZeroMemory(&sd, sizeof(sd)); + sd.BufferCount = NUM_BACK_BUFFERS; + sd.Width = 0; + sd.Height = 0; + sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + sd.Scaling = DXGI_SCALING_STRETCH; + sd.Stereo = FALSE; + } + + if (DX12_ENABLE_DEBUG_LAYER) + { + ID3D12Debug* dx12Debug = NULL; + if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug)))) + { + dx12Debug->EnableDebugLayer(); + dx12Debug->Release(); + } + } + + D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; + if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) + return E_FAIL; + + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = NUM_BACK_BUFFERS; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) + return E_FAIL; + + SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + { + g_mainRenderTargetDescriptor[i] = rtvHandle; + rtvHandle.ptr += rtvDescriptorSize; + } + } + + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + desc.NumDescriptors = 1; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) + return E_FAIL; + } + + { + D3D12_COMMAND_QUEUE_DESC desc = {}; + desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + desc.NodeMask = 1; + if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) + return E_FAIL; + } + + for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) + if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) + return E_FAIL; + + if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || + g_pd3dCommandList->Close() != S_OK) + return E_FAIL; + + if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) + return E_FAIL; + + g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); + if (g_fenceEvent == NULL) + return E_FAIL; + + { + IDXGIFactory4* dxgiFactory = NULL; + IDXGISwapChain1* swapChain1 = NULL; + if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK || + dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK || + swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) + return E_FAIL; + swapChain1->Release(); + dxgiFactory->Release(); + g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); + g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); + } + + CreateRenderTarget(); + + return S_OK; +} + +void CleanupDeviceD3D() +{ + CleanupRenderTarget(); + if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } + if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); } + for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) + if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; } + if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; } + if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; } + if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; } + if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; } + if (g_fence) { g_fence->Release(); g_fence = NULL; } + if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; } + if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } +} + +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) + return true; + + switch (msg) + { + case WM_SIZE: + if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) + { + ImGui_ImplDX12_InvalidateDeviceObjects(); + CleanupRenderTarget(); + ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam)); + CreateRenderTarget(); + ImGui_ImplDX12_CreateDeviceObjects(); + } + return 0; + case WM_SYSCOMMAND: + if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu + return 0; + break; + case WM_DESTROY: + PostQuitMessage(0); + return 0; + } + return DefWindowProc(hWnd, msg, wParam, lParam); +} + +int main(int, char**) +{ + // Create application window + WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; + RegisterClassEx(&wc); + HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + + // Initialize Direct3D + if (CreateDeviceD3D(hwnd) < 0) + { + CleanupDeviceD3D(); + UnregisterClass(_T("ImGui Example"), wc.hInstance); + return 1; + } + + // Show the window + ShowWindow(hwnd, SW_SHOWDEFAULT); + UpdateWindow(hwnd); + + // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice, + DXGI_FORMAT_R8G8B8A8_UNORM, + g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), + g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); + + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + bool show_demo_window = true; + bool show_another_window = false; + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + + // Main loop + MSG msg; + ZeroMemory(&msg, sizeof(msg)); + while (msg.message != WM_QUIT) + { + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + { + TranslateMessage(&msg); + DispatchMessage(&msg); + continue; + } + ImGui_ImplDX12_NewFrame(g_pd3dCommandList); + + // 1. Show a simple window. + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". + { + static float f = 0.0f; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); + } + + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window); + ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; + ImGui::End(); + } + + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) + { + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); + } + + // Rendering + FrameContext* frameCtxt = WaitForNextFrameResources(); + UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); + frameCtxt->CommandAllocator->Reset(); + + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx]; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + + g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL); + g_pd3dCommandList->ResourceBarrier(1, &barrier); + g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL); + g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL); + g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); + ImGui::Render(); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData()); + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + g_pd3dCommandList->ResourceBarrier(1, &barrier); + g_pd3dCommandList->Close(); + + g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); + + g_pSwapChain->Present(1, 0); // Present with vsync + //g_pSwapChain->Present(0, 0); // Present without vsync + + UINT64 fenceValue = g_fenceLastSignaledValue + 1; + g_pd3dCommandQueue->Signal(g_fence, fenceValue); + g_fenceLastSignaledValue = fenceValue; + frameCtxt->FenceValue = fenceValue; + } + + WaitForLastSubmittedFrame(); + ImGui_ImplDX12_Shutdown(); + ImGui::DestroyContext(); + CleanupDeviceD3D(); + UnregisterClass(_T("ImGui Example"), wc.hInstance); + + return 0; +} diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj index c10731deea0a..89f3ae6ecc61 100644 --- a/examples/directx9_example/directx9_example.vcxproj +++ b/examples/directx9_example/directx9_example.vcxproj @@ -110,6 +110,7 @@ true true ..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include; + false true @@ -127,6 +128,7 @@ true true ..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include; + false true @@ -151,6 +153,7 @@ + diff --git a/examples/directx9_example/directx9_example.vcxproj.filters b/examples/directx9_example/directx9_example.vcxproj.filters index 5cf0283438e7..555ef06d7e1d 100644 --- a/examples/directx9_example/directx9_example.vcxproj.filters +++ b/examples/directx9_example/directx9_example.vcxproj.filters @@ -42,5 +42,8 @@ + + sources + \ No newline at end of file diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp index 24f53ba3a598..ed2ea519ff15 100644 --- a/examples/directx9_example/imgui_impl_dx9.cpp +++ b/examples/directx9_example/imgui_impl_dx9.cpp @@ -1,12 +1,23 @@ // ImGui Win32 + DirectX9 binding -// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// Implemented features: +// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -#include +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavEnableSetMousePos is set). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + +#include "imgui.h" #include "imgui_impl_dx9.h" // DirectX @@ -14,10 +25,13 @@ #define DIRECTINPUT_VERSION 0x0800 #include -// Data +// Win32 data static HWND g_hWnd = 0; static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; + +// DirectX data static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; @@ -32,10 +46,9 @@ struct CUSTOMVERTEX }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data) +// Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized ImGuiIO& io = ImGui::GetIO(); @@ -171,36 +184,67 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data) d3d9_state_block->Release(); } -static bool IsAnyMouseButtonDown() +static bool ImGui_ImplWin32_UpdateMouseCursor() { ImGuiIO& io = ImGui::GetIO(); - for (int n = 0; n < ARRAYSIZE(io.MouseDown); n++) - if (io.MouseDown[n]) - return true; - return false; + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Hardware cursor type + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } + return true; } +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif + // Process Win32 mouse/keyboard inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { + if (ImGui::GetCurrentContext() == NULL) + return 0; + ImGuiIO& io = ImGui::GetIO(); switch (msg) { - case WM_LBUTTONDOWN: - case WM_RBUTTONDOWN: - case WM_MBUTTONDOWN: + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: { int button = 0; - if (msg == WM_LBUTTONDOWN) button = 0; - if (msg == WM_RBUTTONDOWN) button = 1; - if (msg == WM_MBUTTONDOWN) button = 2; - if (!IsAnyMouseButtonDown() && GetCapture() == NULL) - SetCapture(hwnd); + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0; + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1; + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2; + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) + ::SetCapture(hwnd); io.MouseDown[button] = true; return 0; } @@ -213,13 +257,16 @@ IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wPa if (msg == WM_RBUTTONUP) button = 1; if (msg == WM_MBUTTONUP) button = 2; io.MouseDown[button] = false; - if (!IsAnyMouseButtonDown() && GetCapture() == hwnd) - ReleaseCapture(); + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) + ::ReleaseCapture(); return 0; } case WM_MOUSEWHEEL: io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; return 0; + case WM_MOUSEHWHEEL: + io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; + return 0; case WM_MOUSEMOVE: io.MousePos.x = (signed short)(lParam); io.MousePos.y = (signed short)(lParam >> 16); @@ -239,6 +286,10 @@ IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wPa if (wParam > 0 && wParam < 0x10000) io.AddInputCharacter((unsigned short)wParam); return 0; + case WM_SETCURSOR: + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) + return 1; + return 0; } return 0; } @@ -253,8 +304,13 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) return false; + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_Tab] = VK_TAB; io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = VK_UP; @@ -263,8 +319,10 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; io.KeyMap[ImGuiKey_Home] = VK_HOME; io.KeyMap[ImGuiKey_End] = VK_END; + io.KeyMap[ImGuiKey_Insert] = VK_INSERT; io.KeyMap[ImGuiKey_Delete] = VK_DELETE; io.KeyMap[ImGuiKey_Backspace] = VK_BACK; + io.KeyMap[ImGuiKey_Space] = VK_SPACE; io.KeyMap[ImGuiKey_Enter] = VK_RETURN; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; io.KeyMap[ImGuiKey_A] = 'A'; @@ -274,7 +332,6 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; - io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.ImeWindowHandle = g_hWnd; return true; @@ -283,7 +340,6 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) void ImGui_ImplDX9_Shutdown() { ImGui_ImplDX9_InvalidateDeviceObjects(); - ImGui::Shutdown(); g_pd3dDevice = NULL; g_hWnd = 0; } @@ -374,17 +430,21 @@ void ImGui_ImplDX9_NewFrame() // io.MouseDown : filled by WM_*BUTTON* events // io.MouseWheel : filled by WM_MOUSEWHEEL events - // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) - if (io.WantMoveMouse) + // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) { POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; ClientToScreen(g_hWnd, &pos); SetCursorPos(pos.x, pos.y); } - // Hide OS mouse cursor if ImGui is drawing it - if (io.MouseDrawCursor) - SetCursor(NULL); + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (g_LastMouseCursor != mouse_cursor) + { + g_LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); diff --git a/examples/directx9_example/imgui_impl_dx9.h b/examples/directx9_example/imgui_impl_dx9.h index acaed5318b34..e0ea2deae90c 100644 --- a/examples/directx9_example/imgui_impl_dx9.h +++ b/examples/directx9_example/imgui_impl_dx9.h @@ -1,5 +1,7 @@ // ImGui Win32 + DirectX9 binding -// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// Implemented features: +// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). @@ -11,6 +13,7 @@ struct IDirect3DDevice9; IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device); IMGUI_API void ImGui_ImplDX9_Shutdown(); IMGUI_API void ImGui_ImplDX9_NewFrame(); +IMGUI_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects(); diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index af53ddb30cf5..fce9482e822b 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -1,7 +1,7 @@ // ImGui - standalone example application for DirectX 9 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -#include +#include "imgui.h" #include "imgui_impl_dx9.h" #include #define DIRECTINPUT_VERSION 0x0800 @@ -46,7 +46,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) int main(int, char**) { // Create application window - WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL }; + WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; RegisterClassEx(&wc); HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); @@ -75,25 +75,31 @@ int main(int, char**) } // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplDX9_Init(hwnd, g_pd3dDevice); + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'extra_fonts/README.txt' for more instructions and details. + // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); - bool show_test_window = true; + bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -117,30 +123,40 @@ int main(int, char**) ImGui_ImplDX9_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Test Window")) show_test_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } - // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; ImGui::End(); } - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow(). - if (show_test_window) + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); - ImGui::ShowTestWindow(&show_test_window); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); } // Rendering @@ -153,6 +169,7 @@ int main(int, char**) if (g_pd3dDevice->BeginScene() >= 0) { ImGui::Render(); + ImGui_ImplDX9_RenderDrawData(ImGui::GetDrawData()); g_pd3dDevice->EndScene(); } HRESULT result = g_pd3dDevice->Present(NULL, NULL, NULL, NULL); @@ -167,6 +184,8 @@ int main(int, char**) } ImGui_ImplDX9_Shutdown(); + ImGui::DestroyContext(); + if (g_pd3dDevice) g_pd3dDevice->Release(); if (pD3D) pD3D->Release(); UnregisterClass(_T("ImGui Example"), wc.hInstance); diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples.sln similarity index 96% rename from examples/imgui_examples_msvc2010.sln rename to examples/imgui_examples.sln index 8c1cd2a397b4..6ae2e4f16ea8 100644 --- a/examples/imgui_examples_msvc2010.sln +++ b/examples/imgui_examples.sln @@ -1,6 +1,8 @@  -Microsoft Visual Studio Solution File, Format Version 11.00 -# Visual Studio 2010 +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio 14 +VisualStudioVersion = 14.0.25420.1 +MinimumVisualStudioVersion = 10.0.40219.1 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl2_example", "opengl2_example\opengl2_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}" EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}" diff --git a/examples/libs/usynergy/README.txt b/examples/libs/usynergy/README.txt new file mode 100644 index 000000000000..c86b90965bee --- /dev/null +++ b/examples/libs/usynergy/README.txt @@ -0,0 +1,8 @@ + +uSynergy client -- Implementation for the embedded Synergy client library +version 1.0.0, July 7th, 2012 +Copyright (c) 2012 Alex Evans + +This is a copy of the files once found at: + https://github.com/symless/synergy-core/tree/790d108a56ada9caad8e56ff777d444485a69da9/src/micro + diff --git a/examples/marmalade_example/imgui_impl_marmalade.cpp b/examples/marmalade_example/imgui_impl_marmalade.cpp index 6ecffa7365fa..947bcbd6fb5a 100644 --- a/examples/marmalade_example/imgui_impl_marmalade.cpp +++ b/examples/marmalade_example/imgui_impl_marmalade.cpp @@ -1,5 +1,7 @@ // ImGui Marmalade binding with IwGx -// In this binding, ImTextureID is used to store a 'CIwTexture*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// Implemented features: +// [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). @@ -9,7 +11,13 @@ // Copyright (C) 2015 by Giovanni Zito // This file is part of ImGui -#include +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + +#include "imgui.h" #include "imgui_impl_marmalade.h" #include @@ -21,7 +29,6 @@ // Data static double g_Time = 0.0f; static bool g_MousePressed[3] = { false, false, false }; -static float g_MouseWheel = 0.0f; static CIwTexture* g_FontTexture = NULL; static char* g_ClipboardText = NULL; static bool g_osdKeyboardEnabled = false; @@ -29,8 +36,9 @@ static bool g_osdKeyboardEnabled = false; // use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f); -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data) +// Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data) { // Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays) ImGuiIO& io = ImGui::GetIO(); @@ -128,9 +136,9 @@ int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserDa if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE) g_MousePressed[2] = true; if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP) - g_MouseWheel += pEvent->m_y; + io.MouseWheel += pEvent->m_y; if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN) - g_MouseWheel += pEvent->m_y; + io.MouseWheel += pEvent->m_y; } return 0; @@ -208,8 +216,6 @@ void ImGui_Marmalade_InvalidateDeviceObjects() bool ImGui_Marmalade_Init(bool install_callbacks) { - IwGxInit(); - ImGuiIO& io = ImGui::GetIO(); io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft; @@ -220,8 +226,10 @@ bool ImGui_Marmalade_Init(bool install_callbacks) io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown; io.KeyMap[ImGuiKey_Home] = s3eKeyHome; io.KeyMap[ImGuiKey_End] = s3eKeyEnd; + io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert; io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete; io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace; + io.KeyMap[ImGuiKey_Space] = s3eKeySpace; io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter; io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc; io.KeyMap[ImGuiKey_A] = s3eKeyA; @@ -231,7 +239,6 @@ bool ImGui_Marmalade_Init(bool install_callbacks) io.KeyMap[ImGuiKey_Y] = s3eKeyY; io.KeyMap[ImGuiKey_Z] = s3eKeyZ; - io.RenderDrawListsFn = ImGui_Marmalade_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText; io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText; @@ -248,8 +255,6 @@ bool ImGui_Marmalade_Init(bool install_callbacks) void ImGui_Marmalade_Shutdown() { ImGui_Marmalade_InvalidateDeviceObjects(); - ImGui::Shutdown(); - IwGxTerminate(); } void ImGui_Marmalade_NewFrame() @@ -273,7 +278,7 @@ void ImGui_Marmalade_NewFrame() double mouse_x, mouse_y; mouse_x = s3ePointerGetX(); mouse_y = s3ePointerGetY(); - io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) + io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.) for (int i = 0; i < 3; i++) { @@ -281,9 +286,6 @@ void ImGui_Marmalade_NewFrame() g_MousePressed[i] = false; } - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; - // TODO: Hide OS mouse cursor if ImGui is drawing it // s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1)); diff --git a/examples/marmalade_example/imgui_impl_marmalade.h b/examples/marmalade_example/imgui_impl_marmalade.h index 5342cb7e0ba9..c41a5e8f264f 100644 --- a/examples/marmalade_example/imgui_impl_marmalade.h +++ b/examples/marmalade_example/imgui_impl_marmalade.h @@ -1,5 +1,7 @@ // ImGui Marmalade binding with IwGx -// In this binding, ImTextureID is used to store a 'CIwTexture*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. + +// Implemented features: +// [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). @@ -12,6 +14,7 @@ IMGUI_API bool ImGui_Marmalade_Init(bool install_callbacks); IMGUI_API void ImGui_Marmalade_Shutdown(); IMGUI_API void ImGui_Marmalade_NewFrame(); +IMGUI_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_Marmalade_InvalidateDeviceObjects(); diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp index f87b3bc51154..cb9113edf862 100644 --- a/examples/marmalade_example/main.cpp +++ b/examples/marmalade_example/main.cpp @@ -4,7 +4,7 @@ // Copyright (C) 2015 by Giovanni Zito // This file is part of ImGui -#include +#include "imgui.h" #include "imgui_impl_marmalade.h" #include @@ -14,74 +14,93 @@ int main(int, char**) { + IwGxInit(); + // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_Marmalade_Init(true); + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'extra_fonts/README.txt' for more instructions and details. + // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); - bool show_test_window = true; + bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); // Main loop while (true) { - if (s3eDeviceCheckQuitRequest()) - break; + if (s3eDeviceCheckQuitRequest()) + break; - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - s3eKeyboardUpdate(); - s3ePointerUpdate(); - ImGui_Marmalade_NewFrame(); + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. + s3eKeyboardUpdate(); + s3ePointerUpdate(); + ImGui_Marmalade_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Test Window")) show_test_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } - // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; ImGui::End(); } - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow(). - if (show_test_window) + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); - ImGui::ShowTestWindow(&show_test_window); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); } // Rendering - IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ; + IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255); IwGxClear(); ImGui::Render(); + ImGui_Marmalade_RenderDrawData(ImGui::GetDrawData()); IwGxSwapBuffers(); s3eDeviceYield(0); @@ -89,6 +108,8 @@ int main(int, char**) // Cleanup ImGui_Marmalade_Shutdown(); + ImGui::DestroyContext(); + IwGxTerminate(); return 0; } diff --git a/examples/null_example/build_win32.bat b/examples/null_example/build_win32.bat new file mode 100644 index 000000000000..7bb78232af62 --- /dev/null +++ b/examples/null_example/build_win32.bat @@ -0,0 +1,3 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. +mkdir Debug +cl /nologo /Zi /MD /I ..\.. *.cpp ..\..\*.cpp /FeDebug/null_example.exe /FoDebug/ /link gdi32.lib shell32.lib diff --git a/examples/null_example/main.cpp b/examples/null_example/main.cpp new file mode 100644 index 000000000000..482d689bfa06 --- /dev/null +++ b/examples/null_example/main.cpp @@ -0,0 +1,34 @@ +// ImGui - null/dummy example application (compile and link imgui with no inputs, no outputs) +#include "imgui.h" +#include + +int main(int, char**) +{ + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + + // Build atlas + unsigned char* tex_pixels = NULL; + int tex_w, tex_h; + io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h); + + for (int n = 0; n < 50; n++) + { + printf("NewFrame() %d\n", n); + io.DisplaySize = ImVec2(1920, 1080); + io.DeltaTime = 1.0f / 60.0f; + ImGui::NewFrame(); + + static float f = 0.0f; + ImGui::Text("Hello, world!"); + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); + ImGui::ShowDemoWindow(NULL); + + ImGui::Render(); + } + + printf("DestroyContext()\n"); + ImGui::DestroyContext(); + return 0; +} diff --git a/examples/opengl2_example/Makefile b/examples/opengl2_example/Makefile index 932aebedeefc..aa7dbf47fd2b 100644 --- a/examples/opengl2_example/Makefile +++ b/examples/opengl2_example/Makefile @@ -2,17 +2,22 @@ # Cross Platform Makefile # Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X # -# -# if you using Mac OS X: -# You'll need glfw -# http://www.glfw.org +# You will need GLFW (http://www.glfw.org): +# Linux: +# apt-get install libglfw-dev +# Mac OS X: +# brew install glfw +# MSYS2: +# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw # #CXX = g++ +#CXX = clang++ EXE = opengl2_example -OBJS = main.o imgui_impl_glfw.o -OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o +SOURCES = main.cpp imgui_impl_glfw_gl2.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) @@ -46,15 +51,19 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) CFLAGS = $(CXXFLAGS) endif -.cpp.o: + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../../%.cpp $(CXX) $(CXXFLAGS) -c -o $@ $< all: $(EXE) @echo Build complete for $(ECHO_MESSAGE) $(EXE): $(OBJS) - $(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) clean: - rm $(EXE) $(OBJS) + rm -f $(EXE) $(OBJS) diff --git a/examples/opengl2_example/imgui_impl_glfw.cpp b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp similarity index 65% rename from examples/opengl2_example/imgui_impl_glfw.cpp rename to examples/opengl2_example/imgui_impl_glfw_gl2.cpp index 364d92889576..5e2e8fd45cc0 100644 --- a/examples/opengl2_example/imgui_impl_glfw.cpp +++ b/examples/opengl2_example/imgui_impl_glfw_gl2.cpp @@ -1,7 +1,9 @@ // ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. + // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **Prefer using the code in the opengl3_example/ folder** // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. @@ -15,8 +17,26 @@ // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -#include -#include "imgui_impl_glfw.h" +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL2 in their name. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos flag by repositioning the mouse (ImGuiConfigFlags_NavEnableSetMousePos is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-09: Misc: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.*. +// 2017-09-01: OpenGL: Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. + +#include "imgui.h" +#include "imgui_impl_glfw_gl2.h" // GLFW #include @@ -27,17 +47,19 @@ #include #endif -// Data +// GLFW data static GLFWwindow* g_Window = NULL; static double g_Time = 0.0f; static bool g_MouseJustPressed[3] = { false, false, false }; -static float g_MouseWheel = 0.0f; +static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; + +// OpenGL data static GLuint g_FontTexture = 0; -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) +void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); @@ -77,15 +99,14 @@ void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) glLoadIdentity(); // Render command lists - #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col))); + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { @@ -103,7 +124,6 @@ void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) idx_buffer += pcmd->ElemCount; } } - #undef OFFSETOF // Restore modified state glDisableClientState(GL_COLOR_ARRAY); @@ -115,7 +135,7 @@ void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data) glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); } @@ -130,18 +150,20 @@ static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text glfwSetClipboardString((GLFWwindow*)user_data, text); } -void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) { if (action == GLFW_PRESS && button >= 0 && button < 3) g_MouseJustPressed[button] = true; } -void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset) +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) { - g_MouseWheel += (float)yoffset; // Use fractional mouse wheel. + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; } -void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) { ImGuiIO& io = ImGui::GetIO(); if (action == GLFW_PRESS) @@ -156,7 +178,7 @@ void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mo io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; } -void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c) +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) { ImGuiIO& io = ImGui::GetIO(); if (c > 0 && c < 0x10000) @@ -178,6 +200,7 @@ bool ImGui_ImplGlfwGL2_CreateDeviceObjects() glBindTexture(GL_TEXTURE_2D, g_FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier @@ -199,12 +222,25 @@ void ImGui_ImplGlfwGL2_InvalidateDeviceObjects() } } +static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) +{ + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); +} + bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) { g_Window = window; + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; @@ -213,8 +249,10 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; @@ -224,7 +262,6 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText; io.ClipboardUserData = g_Window; @@ -232,21 +269,31 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks) io.ImeWindowHandle = glfwGetWin32Window(g_Window); #endif + // Load cursors + // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those. + g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback); - } + ImGui_ImplGlfw_InstallCallbacks(window); return true; } void ImGui_ImplGlfwGL2_Shutdown() { + // Destroy GLFW mouse cursors + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + glfwDestroyCursor(g_MouseCursors[cursor_n]); + memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); + + // Destroy OpenGL objects ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); - ImGui::Shutdown(); } void ImGui_ImplGlfwGL2_NewFrame() @@ -273,15 +320,16 @@ void ImGui_ImplGlfwGL2_NewFrame() // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) { - if (io.WantMoveMouse) + // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); } else { double mouse_x, mouse_y; glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Get mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); } } else @@ -296,11 +344,20 @@ void ImGui_ImplGlfwGL2_NewFrame() g_MouseJustPressed[i] = false; } - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED) + { + ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) + { + glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } + } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); diff --git a/examples/opengl2_example/imgui_impl_glfw.h b/examples/opengl2_example/imgui_impl_glfw_gl2.h similarity index 68% rename from examples/opengl2_example/imgui_impl_glfw.h rename to examples/opengl2_example/imgui_impl_glfw_gl2.h index d04a84fa8a21..4e0f393ccc04 100644 --- a/examples/opengl2_example/imgui_impl_glfw.h +++ b/examples/opengl2_example/imgui_impl_glfw_gl2.h @@ -1,7 +1,9 @@ // ImGui GLFW binding with OpenGL (legacy, fixed pipeline) -// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. + // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **Prefer using the code in the opengl3_example/ folder** // See imgui_impl_glfw.cpp for details. @@ -16,6 +18,7 @@ struct GLFWwindow; IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks); IMGUI_API void ImGui_ImplGlfwGL2_Shutdown(); IMGUI_API void ImGui_ImplGlfwGL2_NewFrame(); +IMGUI_API void ImGui_ImplGlfwGL2_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects(); @@ -23,7 +26,7 @@ IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects(); // GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization) // Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c); +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index ed8f1a7b662d..8ee95cadc33e 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -6,12 +6,12 @@ // **Prefer using the code in the opengl3_example/ folder** // See imgui_impl_glfw.cpp for details. -#include -#include "imgui_impl_glfw.h" +#include "imgui.h" +#include "imgui_impl_glfw_gl2.h" #include #include -static void error_callback(int error, const char* description) +static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "Error %d: %s\n", error, description); } @@ -19,33 +19,39 @@ static void error_callback(int error, const char* description) int main(int, char**) { // Setup window - glfwSetErrorCallback(error_callback); + glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) return 1; - GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL); + GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL2 example", NULL, NULL); glfwMakeContextCurrent(window); glfwSwapInterval(1); // Enable vsync // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplGlfwGL2_Init(window, true); + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'extra_fonts/README.txt' for more instructions and details. + // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); - bool show_test_window = true; + bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -60,30 +66,40 @@ int main(int, char**) ImGui_ImplGlfwGL2_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Test Window")) show_test_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } - // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; ImGui::End(); } - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow(). - if (show_test_window) + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); - ImGui::ShowTestWindow(&show_test_window); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); } // Rendering @@ -94,11 +110,13 @@ int main(int, char**) glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code. ImGui::Render(); + ImGui_ImplGlfwGL2_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup ImGui_ImplGlfwGL2_Shutdown(); + ImGui::DestroyContext(); glfwTerminate(); return 0; diff --git a/examples/opengl2_example/opengl2_example.vcxproj b/examples/opengl2_example/opengl2_example.vcxproj index bea2104d1318..3756748d32ce 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj +++ b/examples/opengl2_example/opengl2_example.vcxproj @@ -116,6 +116,7 @@ true true $(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories) + false true @@ -135,6 +136,7 @@ true true $(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories) + false true @@ -151,16 +153,17 @@ - + - + + diff --git a/examples/opengl2_example/opengl2_example.vcxproj.filters b/examples/opengl2_example/opengl2_example.vcxproj.filters index f2282bf69824..0c85d9fa380d 100644 --- a/examples/opengl2_example/opengl2_example.vcxproj.filters +++ b/examples/opengl2_example/opengl2_example.vcxproj.filters @@ -16,7 +16,7 @@ imgui - + sources @@ -33,7 +33,7 @@ imgui - + sources @@ -42,5 +42,8 @@ + + sources + \ No newline at end of file diff --git a/examples/opengl3_example/Makefile b/examples/opengl3_example/Makefile index 32343ed235f1..008f2ca75d44 100644 --- a/examples/opengl3_example/Makefile +++ b/examples/opengl3_example/Makefile @@ -2,20 +2,23 @@ # Cross Platform Makefile # Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X # -# -# You will need GLFW (http://www.glfw.org) -# -# apt-get install libglfw-dev # Linux -# brew install glfw # Mac OS X -# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw # MSYS2 +# You will need GLFW (http://www.glfw.org): +# Linux: +# apt-get install libglfw-dev +# Mac OS X: +# brew install glfw +# MSYS2: +# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw # #CXX = g++ +#CXX = clang++ EXE = opengl3_example -OBJS = main.o imgui_impl_glfw_gl3.o -OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o -OBJS += ../libs/gl3w/GL/gl3w.o +SOURCES = main.cpp imgui_impl_glfw_gl3.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +SOURCES += ../libs/gl3w/GL/gl3w.c +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) @@ -50,14 +53,20 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) endif -.cpp.o: +%.o:%.cpp $(CXX) $(CXXFLAGS) -c -o $@ $< +%.o:../../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../libs/gl3w/GL/%.c + $(CC) $(CFLAGS) -c -o $@ $< + all: $(EXE) @echo Build complete for $(ECHO_MESSAGE) $(EXE): $(OBJS) - $(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) clean: - rm $(EXE) $(OBJS) + rm -f $(EXE) $(OBJS) diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp index 7d924fcf1887..588939414be5 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.cpp +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.cpp @@ -1,14 +1,43 @@ // ImGui GLFW binding with OpenGL3 + shaders -// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -#include +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplGlfwGL3_Init() so user can override the GLSL version e.g. "#version 150". +// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include GL3 in their name. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantSetMousePos flag by repositioning the mouse (ImGuiConfigFlags_NavEnableSetMousePos is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend function state. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" #include "imgui_impl_glfw_gl3.h" // GL3W/GLFW @@ -21,21 +50,24 @@ #include #endif -// Data +// GLFW data static GLFWwindow* g_Window = NULL; static double g_Time = 0.0f; static bool g_MouseJustPressed[3] = { false, false, false }; -static float g_MouseWheel = 0.0f; +static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; + +// OpenGL3 data +static char g_GlslVersion[32] = "#version 150"; static GLuint g_FontTexture = 0; static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; +static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) +// OpenGL3 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); @@ -89,9 +121,22 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - glBindVertexArray(g_VaoHandle); glBindSampler(0, 0); // Rely on combined texture/sampler state. + // Recreate the VAO every time + // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) + GLuint vao_handle = 0; + glGenVertexArrays(1, &vao_handle); + glBindVertexArray(vao_handle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + // Draw for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -119,6 +164,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) idx_buffer_offset += pcmd->ElemCount; } } + glDeleteVertexArrays(1, &vao_handle); // Restore modified GL state glUseProgram(last_program); @@ -134,7 +180,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); - glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); 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]); } @@ -149,18 +195,20 @@ static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text glfwSetClipboardString((GLFWwindow*)user_data, text); } -void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) { if (action == GLFW_PRESS && button >= 0 && button < 3) g_MouseJustPressed[button] = true; } -void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset) +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) { - g_MouseWheel += (float)yoffset; // Use fractional mouse wheel. + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; } -void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) { ImGuiIO& io = ImGui::GetIO(); if (action == GLFW_PRESS) @@ -175,7 +223,7 @@ void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mo io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; } -void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c) +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) { ImGuiIO& io = ImGui::GetIO(); if (c > 0 && c < 0x10000) @@ -197,6 +245,7 @@ bool ImGui_ImplGlfwGL3_CreateFontsTexture() glBindTexture(GL_TEXTURE_2D, g_FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier @@ -216,8 +265,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects() glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); - const GLchar *vertex_shader = - "#version 330\n" + const GLchar* vertex_shader = "uniform mat4 ProjMtx;\n" "in vec2 Position;\n" "in vec2 UV;\n" @@ -232,7 +280,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects() "}\n"; const GLchar* fragment_shader = - "#version 330\n" "uniform sampler2D Texture;\n" "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" @@ -242,11 +289,14 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects() " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" "}\n"; + const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader }; + const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader }; + g_ShaderHandle = glCreateProgram(); g_VertHandle = glCreateShader(GL_VERTEX_SHADER); g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(g_VertHandle, 1, &vertex_shader, 0); - glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL); + glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL); glCompileShader(g_VertHandle); glCompileShader(g_FragHandle); glAttachShader(g_ShaderHandle, g_VertHandle); @@ -262,19 +312,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects() glGenBuffers(1, &g_VboHandle); glGenBuffers(1, &g_ElementsHandle); - glGenVertexArrays(1, &g_VaoHandle); - glBindVertexArray(g_VaoHandle); - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glEnableVertexAttribArray(g_AttribLocationPosition); - glEnableVertexAttribArray(g_AttribLocationUV); - glEnableVertexAttribArray(g_AttribLocationColor); - -#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) - glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); -#undef OFFSETOF - ImGui_ImplGlfwGL3_CreateFontsTexture(); // Restore modified GL state @@ -287,10 +324,9 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects() void ImGui_ImplGlfwGL3_InvalidateDeviceObjects() { - if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + g_VboHandle = g_ElementsHandle = 0; if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); if (g_VertHandle) glDeleteShader(g_VertHandle); @@ -311,12 +347,32 @@ void ImGui_ImplGlfwGL3_InvalidateDeviceObjects() } } -bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks) +static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) +{ + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); +} + +bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version) { g_Window = window; + // Store GL version string so we can refer to it later in case we recreate shaders. + if (glsl_version == NULL) + glsl_version = "#version 150"; + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion)); + strcpy(g_GlslVersion, glsl_version); + strcat(g_GlslVersion, "\n"); + + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; @@ -325,8 +381,10 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks) io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; @@ -336,7 +394,6 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks) io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText; io.ClipboardUserData = g_Window; @@ -344,21 +401,31 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks) io.ImeWindowHandle = glfwGetWin32Window(g_Window); #endif + // Load cursors + // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those. + g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback); - } + ImGui_ImplGlfw_InstallCallbacks(window); return true; } void ImGui_ImplGlfwGL3_Shutdown() { + // Destroy GLFW mouse cursors + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + glfwDestroyCursor(g_MouseCursors[cursor_n]); + memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); + + // Destroy OpenGL objects ImGui_ImplGlfwGL3_InvalidateDeviceObjects(); - ImGui::Shutdown(); } void ImGui_ImplGlfwGL3_NewFrame() @@ -385,15 +452,16 @@ void ImGui_ImplGlfwGL3_NewFrame() // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) { - if (io.WantMoveMouse) + // Set OS mouse position if requested (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) { - glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) + glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); } else { double mouse_x, mouse_y; glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Get mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); } } else @@ -408,11 +476,54 @@ void ImGui_ImplGlfwGL3_NewFrame() g_MouseJustPressed[i] = false; } - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; + // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0 && glfwGetInputMode(g_Window, GLFW_CURSOR) != GLFW_CURSOR_DISABLED) + { + ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) + { + glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } + } - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + // Gamepad navigation mapping [BETA] + memset(io.NavInputs, 0, sizeof(io.NavInputs)); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) + { + // Update gamepad inputs + #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } + #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A + MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B + MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X + MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y + MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left + MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right + MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up + MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down + MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB + MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB + MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB + MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); + MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); + MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + #undef MAP_BUTTON + #undef MAP_ANALOG + if (axes_count > 0 && buttons_count > 0) + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); diff --git a/examples/opengl3_example/imgui_impl_glfw_gl3.h b/examples/opengl3_example/imgui_impl_glfw_gl3.h index 5f3043988e60..33b5329db9e3 100644 --- a/examples/opengl3_example/imgui_impl_glfw_gl3.h +++ b/examples/opengl3_example/imgui_impl_glfw_gl3.h @@ -1,8 +1,11 @@ // ImGui GLFW binding with OpenGL3 + shaders -// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// [X] Gamepad navigation mapping. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. @@ -10,9 +13,10 @@ struct GLFWwindow; -IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks); +IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const char* glsl_version = NULL); IMGUI_API void ImGui_ImplGlfwGL3_Shutdown(); IMGUI_API void ImGui_ImplGlfwGL3_NewFrame(); +IMGUI_API void ImGui_ImplGlfwGL3_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplGlfwGL3_InvalidateDeviceObjects(); @@ -21,7 +25,7 @@ IMGUI_API bool ImGui_ImplGlfwGL3_CreateDeviceObjects(); // GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) // Provided here if you want to chain callbacks. // You can also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c); +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index 062843d6b5f6..06a9231a69ea 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -3,13 +3,13 @@ // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) -#include +#include "imgui.h" #include "imgui_impl_glfw_gl3.h" #include #include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. #include -static void error_callback(int error, const char* description) +static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "Error %d: %s\n", error, description); } @@ -17,40 +17,47 @@ static void error_callback(int error, const char* description) int main(int, char**) { // Setup window - glfwSetErrorCallback(error_callback); + glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) return 1; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #if __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif - GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL); + GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL3 example", NULL, NULL); glfwMakeContextCurrent(window); glfwSwapInterval(1); // Enable vsync gl3wInit(); // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls ImGui_ImplGlfwGL3_Init(window, true); + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'extra_fonts/README.txt' for more instructions and details. + // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); - bool show_test_window = true; + bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -65,30 +72,40 @@ int main(int, char**) ImGui_ImplGlfwGL3_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Test Window")) show_test_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } - // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; ImGui::End(); } - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow(). - if (show_test_window) + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); - ImGui::ShowTestWindow(&show_test_window); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); } // Rendering @@ -98,11 +115,13 @@ int main(int, char**) glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui::Render(); + ImGui_ImplGlfwGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup ImGui_ImplGlfwGL3_Shutdown(); + ImGui::DestroyContext(); glfwTerminate(); return 0; diff --git a/examples/opengl3_example/opengl3_example.vcxproj b/examples/opengl3_example/opengl3_example.vcxproj index 8d8bec90f2a6..e3a9c82047b1 100644 --- a/examples/opengl3_example/opengl3_example.vcxproj +++ b/examples/opengl3_example/opengl3_example.vcxproj @@ -116,6 +116,7 @@ true true $(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories) + false true @@ -135,6 +136,7 @@ true true $(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories) + false true @@ -164,6 +166,7 @@ + diff --git a/examples/opengl3_example/opengl3_example.vcxproj.filters b/examples/opengl3_example/opengl3_example.vcxproj.filters index f19cd16b2ec0..0170ab469332 100644 --- a/examples/opengl3_example/opengl3_example.vcxproj.filters +++ b/examples/opengl3_example/opengl3_example.vcxproj.filters @@ -54,5 +54,8 @@ + + sources + \ No newline at end of file diff --git a/examples/sdl_opengl2_example/Makefile b/examples/sdl_opengl2_example/Makefile new file mode 100644 index 000000000000..dc4d69f1ac81 --- /dev/null +++ b/examples/sdl_opengl2_example/Makefile @@ -0,0 +1,66 @@ +# +# Cross Platform Makefile +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# +# You will need SDL2 (http://www.libsdl.org): +# Linux: +# apt-get install libsdl2-dev +# Mac OS X: +# brew install sdl2 +# MSYS2: +# pacman -S mingw-w64-i686-SDL +# + +#CXX = g++ +#CXX = clang++ + +EXE = sdl_opengl2_example +SOURCES = main.cpp imgui_impl_sdl_gl2.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) + +UNAME_S := $(shell uname -s) + + +ifeq ($(UNAME_S), Linux) #LINUX + ECHO_MESSAGE = "Linux" + LIBS = -lGL -ldl `sdl2-config --libs` + + CXXFLAGS = -I../../ `sdl2-config --cflags` + CXXFLAGS += -Wall -Wformat + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(UNAME_S), Darwin) #APPLE + ECHO_MESSAGE = "Mac OS X" + LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` + + CXXFLAGS = -I../../ -I/usr/local/include `sdl2-config --cflags` + CXXFLAGS += -Wall -Wformat + CFLAGS = $(CXXFLAGS) +endif + +ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) + ECHO_MESSAGE = "Windows" + LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` + + CXXFLAGS = -I../../ `pkg-config --cflags sdl2` + CXXFLAGS += -Wall -Wformat + CFLAGS = $(CXXFLAGS) +endif + + +%.o:%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +all: $(EXE) + @echo Build complete for $(ECHO_MESSAGE) + +$(EXE): $(OBJS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) + +clean: + rm -f $(EXE) $(OBJS) diff --git a/examples/sdl_opengl2_example/README.md b/examples/sdl_opengl2_example/README.md index deae323929ca..a1a44a5845b4 100644 --- a/examples/sdl_opengl2_example/README.md +++ b/examples/sdl_opengl2_example/README.md @@ -5,18 +5,18 @@ ``` set SDL2DIR=path_to_your_sdl2_folder -cl /Zi /MD /I %SDL2DIR%\include /I ..\.. main.cpp imgui_impl_sdl.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +cl /Zi /MD /I %SDL2DIR%\include /I ..\.. main.cpp imgui_impl_sdl_gl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console ``` - On Linux and similar Unixes ``` -c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -o sdl2example +c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl_gl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -o sdl2example ``` - On Mac OS X ``` brew install sdl2 -c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -o sdl2example +c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl_gl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -o sdl2example ``` diff --git a/examples/sdl_opengl2_example/build_win32.bat b/examples/sdl_opengl2_example/build_win32.bat index 3cf81e60a781..6fe8cb9a7fcf 100644 --- a/examples/sdl_opengl2_example/build_win32.bat +++ b/examples/sdl_opengl2_example/build_win32.bat @@ -1,3 +1,3 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. mkdir Debug -cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL_DIR%\include main.cpp imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl2_example.exe /FoDebug/ /link /libpath:%SDL_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include main.cpp imgui_impl_sdl_gl2.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl2_example.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp similarity index 55% rename from examples/sdl_opengl2_example/imgui_impl_sdl.cpp rename to examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp index 66f3ed5a8472..a8a76b4cf266 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl.cpp +++ b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp @@ -1,7 +1,11 @@ // ImGui SDL2 binding with OpenGL (legacy, fixed pipeline) -// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// Missing features: +// [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. + // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **Prefer using the code in the sdl_opengl3_example/ folder** // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. @@ -15,22 +19,40 @@ // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL2_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). +// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-09-01: OpenGL: Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) + #include #include #include -#include -#include "imgui_impl_sdl.h" +#include "imgui.h" +#include "imgui_impl_sdl_gl2.h" // Data -static double g_Time = 0.0f; +static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; -static float g_MouseWheel = 0.0f; static GLuint g_FontTexture = 0; +static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) +// OpenGL2 Render function. +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. -// If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplSdlGL2_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); @@ -70,15 +92,14 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) glLoadIdentity(); // Render command lists - #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; - glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos))); - glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv))); - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col))); + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col))); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { @@ -96,7 +117,6 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) idx_buffer += pcmd->ElemCount; } } - #undef OFFSETOF // Restore modified state glDisableClientState(GL_COLOR_ARRAY); @@ -108,17 +128,17 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); - glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]); + glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); } -static const char* ImGui_ImplSdl_GetClipboardText(void*) +static const char* ImGui_ImplSdlGL2_GetClipboardText(void*) { return SDL_GetClipboardText(); } -static void ImGui_ImplSdl_SetClipboardText(void*, const char* text) +static void ImGui_ImplSdlGL2_SetClipboardText(void*, const char* text) { SDL_SetClipboardText(text); } @@ -134,10 +154,10 @@ bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event) { case SDL_MOUSEWHEEL: { - if (event->wheel.y > 0) - g_MouseWheel = 1; - if (event->wheel.y < 0) - g_MouseWheel = -1; + if (event->wheel.x > 0) io.MouseWheelH += 1; + if (event->wheel.x < 0) io.MouseWheelH -= 1; + if (event->wheel.y > 0) io.MouseWheel += 1; + if (event->wheel.y < 0) io.MouseWheel -= 1; return true; } case SDL_MOUSEBUTTONDOWN: @@ -155,7 +175,8 @@ bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event) case SDL_KEYDOWN: case SDL_KEYUP: { - int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; + int key = event->key.keysym.scancode; + IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); io.KeysDown[key] = (event->type == SDL_KEYDOWN); io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); @@ -206,8 +227,12 @@ void ImGui_ImplSdlGL2_InvalidateDeviceObjects() bool ImGui_ImplSdlGL2_Init(SDL_Window* window) { + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; @@ -216,22 +241,31 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window) io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; - io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; - io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; - io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; - io.KeyMap[ImGuiKey_A] = SDLK_a; - io.KeyMap[ImGuiKey_C] = SDLK_c; - io.KeyMap[ImGuiKey_V] = SDLK_v; - io.KeyMap[ImGuiKey_X] = SDLK_x; - io.KeyMap[ImGuiKey_Y] = SDLK_y; - io.KeyMap[ImGuiKey_Z] = SDLK_z; - - io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. - io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText; + io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; + io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; + io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; + io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; + io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; + io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; + io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; + io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; + io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; + io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; + io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; + + io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplSdlGL2_GetClipboardText; io.ClipboardUserData = NULL; + g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + #ifdef _WIN32 SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version); @@ -246,8 +280,13 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window) void ImGui_ImplSdlGL2_Shutdown() { + // Destroy SDL mouse cursors + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_FreeCursor(g_MouseCursors[cursor_n]); + memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); + + // Destroy OpenGL objects ImGui_ImplSdlGL2_InvalidateDeviceObjects(); - ImGui::Shutdown(); } void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) @@ -265,31 +304,51 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window) io.DisplaySize = ImVec2((float)w, (float)h); io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - // Setup time step - Uint32 time = SDL_GetTicks(); - double current_time = time / 1000.0; - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f); + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); g_Time = current_time; - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) + // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler) int mx, my; - Uint32 mouseMask = SDL_GetMouseState(&mx, &my); - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) - io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) - else - io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX); - - io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. - io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; - io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. + io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; + // We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016) +#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4) + if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0) + io.MousePos = ImVec2((float)mx, (float)my); + bool any_mouse_button_down = false; + for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++) + any_mouse_button_down |= io.MouseDown[n]; + if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0) + SDL_CaptureMouse(SDL_TRUE); + if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0) + SDL_CaptureMouse(SDL_FALSE); +#else + if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0) + io.MousePos = ImVec2((float)mx, (float)my); +#endif - // Hide OS mouse cursor if ImGui is drawing it - SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); + // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0) + { + ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) + { + SDL_ShowCursor(0); + } + else + { + SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + SDL_ShowCursor(1); + } + } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); diff --git a/examples/sdl_opengl2_example/imgui_impl_sdl.h b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h similarity index 74% rename from examples/sdl_opengl2_example/imgui_impl_sdl.h rename to examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h index 32d7bc0e99ce..d3ef9168fc0f 100644 --- a/examples/sdl_opengl2_example/imgui_impl_sdl.h +++ b/examples/sdl_opengl2_example/imgui_impl_sdl_gl2.h @@ -1,7 +1,11 @@ // ImGui SDL2 binding with OpenGL (legacy, fixed pipeline) -// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// Missing features: +// [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. + // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **Prefer using the code in the sdl_opengl3_example/ folder** // See imgui_impl_sdl.cpp for details. @@ -17,6 +21,7 @@ typedef union SDL_Event SDL_Event; IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window); IMGUI_API void ImGui_ImplSdlGL2_Shutdown(); IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window); +IMGUI_API void ImGui_ImplSdlGL2_RenderDrawData(ImDrawData* draw_data); IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event); // Use if you want to reset your rendering device without losing ImGui state. diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp index 77241a5baf91..797650377f37 100644 --- a/examples/sdl_opengl2_example/main.cpp +++ b/examples/sdl_opengl2_example/main.cpp @@ -6,8 +6,8 @@ // **Prefer using the code in the sdl_opengl3_example/ folder** // See imgui_impl_sdl.cpp for details. -#include -#include "imgui_impl_sdl.h" +#include "imgui.h" +#include "imgui_impl_sdl_gl2.h" #include #include #include @@ -29,29 +29,36 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_DisplayMode current; SDL_GetCurrentDisplayMode(0, ¤t); - SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); - SDL_GLContext glcontext = SDL_GL_CreateContext(window); + SDL_Window* window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_SetSwapInterval(1); // Enable vsync // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplSdlGL2_Init(window); + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'extra_fonts/README.txt' for more instructions and details. + // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); - bool show_test_window = true; + bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -72,31 +79,41 @@ int main(int, char**) } ImGui_ImplSdlGL2_NewFrame(window); - // 1. Show a simple window - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // 1. Show a simple window. + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Test Window")) show_test_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } - // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; ImGui::End(); } - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow(). - if (show_test_window) + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); - ImGui::ShowTestWindow(&show_test_window); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); } // Rendering @@ -105,12 +122,15 @@ int main(int, char**) glClear(GL_COLOR_BUFFER_BIT); //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound ImGui::Render(); + ImGui_ImplSdlGL2_RenderDrawData(ImGui::GetDrawData()); SDL_GL_SwapWindow(window); } // Cleanup ImGui_ImplSdlGL2_Shutdown(); - SDL_GL_DeleteContext(glcontext); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); SDL_DestroyWindow(window); SDL_Quit(); diff --git a/examples/sdl_opengl2_example/sdl_opengl2_example.vcxproj b/examples/sdl_opengl2_example/sdl_opengl2_example.vcxproj new file mode 100644 index 000000000000..1f9f817748fc --- /dev/null +++ b/examples/sdl_opengl2_example/sdl_opengl2_example.vcxproj @@ -0,0 +1,172 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741} + opengl3_example + + + + Application + true + MultiByte + + + Application + true + MultiByte + + + Application + false + true + MultiByte + + + Application + false + true + MultiByte + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + %SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories) + + + true + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + %SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories) + + + true + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + %SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories) + false + + + true + true + true + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + %SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories) + false + + + true + true + true + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/examples/sdl_opengl2_example/sdl_opengl2_example.vcxproj.filters b/examples/sdl_opengl2_example/sdl_opengl2_example.vcxproj.filters new file mode 100644 index 000000000000..1c505f4e579f --- /dev/null +++ b/examples/sdl_opengl2_example/sdl_opengl2_example.vcxproj.filters @@ -0,0 +1,49 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + imgui + + + imgui + + + sources + + + + + + sources + + + \ No newline at end of file diff --git a/examples/sdl_opengl3_example/Makefile b/examples/sdl_opengl3_example/Makefile index 364ca1239250..67f0f03b524e 100644 --- a/examples/sdl_opengl3_example/Makefile +++ b/examples/sdl_opengl3_example/Makefile @@ -2,20 +2,23 @@ # Cross Platform Makefile # Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X # -# -# You will need SDL2 (http://www.libsdl.org) -# -# apt-get install libsdl2-dev # Linux -# brew install sdl2 # Mac OS X -# pacman -S mingw-w64-i686-SDL # MSYS2 +# You will need SDL2 (http://www.libsdl.org): +# Linux: +# apt-get install libsdl2-dev +# Mac OS X: +# brew install sdl2 +# MSYS2: +# pacman -S mingw-w64-i686-SDL # #CXX = g++ +#CXX = clang++ EXE = sdl_opengl3_example -OBJS = main.o imgui_impl_sdl_gl3.o -OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o -OBJS += ../libs/gl3w/GL/gl3w.o +SOURCES = main.cpp imgui_impl_sdl_gl3.cpp +SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp +SOURCES += ../libs/gl3w/GL/gl3w.c +OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) UNAME_S := $(shell uname -s) @@ -48,14 +51,20 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) endif -.cpp.o: +%.o:%.cpp $(CXX) $(CXXFLAGS) -c -o $@ $< +%.o:../../%.cpp + $(CXX) $(CXXFLAGS) -c -o $@ $< + +%.o:../libs/gl3w/GL/%.c + $(CC) $(CFLAGS) -c -o $@ $< + all: $(EXE) @echo Build complete for $(ECHO_MESSAGE) $(EXE): $(OBJS) - $(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS) + $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) clean: - rm $(EXE) $(OBJS) + rm -f $(EXE) $(OBJS) diff --git a/examples/sdl_opengl3_example/build_win32.bat b/examples/sdl_opengl3_example/build_win32.bat index 43567542dc1d..aec9584e49df 100644 --- a/examples/sdl_opengl3_example/build_win32.bat +++ b/examples/sdl_opengl3_example/build_win32.bat @@ -1,3 +1,3 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. mkdir Debug -cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL_DIR%\include main.cpp imgui_impl_sdl_gl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl3_example.exe /FoDebug/ /link /libpath:%SDL_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console +cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include main.cpp imgui_impl_sdl_gl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl3_example.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp index 68e27a68c645..3ce4ecb73321 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp @@ -1,13 +1,44 @@ // ImGui SDL2 binding with OpenGL3 -// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// Missing features: +// [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. + // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplSdlGL3_Init() so user can override the GLSL version e.g. "#version 150". +// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. +// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). +// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2017-05-01: OpenGL: Fixed save and restore of current blend func state. +// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + #include "imgui.h" #include "imgui_impl_sdl_gl3.h" @@ -16,20 +47,23 @@ #include #include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. -// Data -static double g_Time = 0.0f; +// SDL data +static Uint64 g_Time = 0; static bool g_MousePressed[3] = { false, false, false }; -static float g_MouseWheel = 0.0f; +static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; + +// OpenGL data +static char g_GlslVersion[32] = "#version 150"; static GLuint g_FontTexture = 0; static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; -static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; +static unsigned int g_VboHandle = 0,g_ElementsHandle = 0; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. // If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); @@ -83,9 +117,22 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); - glBindVertexArray(g_VaoHandle); glBindSampler(0, 0); // Rely on combined texture/sampler state. + // Recreate the VAO every time + // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) + GLuint vao_handle = 0; + glGenVertexArrays(1, &vao_handle); + glBindVertexArray(vao_handle); + glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); + glEnableVertexAttribArray(g_AttribLocationPosition); + glEnableVertexAttribArray(g_AttribLocationUV); + glEnableVertexAttribArray(g_AttribLocationColor); + glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); + glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); + glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + + // Draw for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -113,6 +160,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) idx_buffer_offset += pcmd->ElemCount; } } + glDeleteVertexArrays(1, &vao_handle); // Restore modified GL state glUseProgram(last_program); @@ -128,7 +176,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); - glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]); + glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); 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]); } @@ -154,10 +202,10 @@ bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event) { case SDL_MOUSEWHEEL: { - if (event->wheel.y > 0) - g_MouseWheel = 1; - if (event->wheel.y < 0) - g_MouseWheel = -1; + if (event->wheel.x > 0) io.MouseWheelH += 1; + if (event->wheel.x < 0) io.MouseWheelH -= 1; + if (event->wheel.y > 0) io.MouseWheel += 1; + if (event->wheel.y < 0) io.MouseWheel -= 1; return true; } case SDL_MOUSEBUTTONDOWN: @@ -175,7 +223,8 @@ bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event) case SDL_KEYDOWN: case SDL_KEYUP: { - int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK; + int key = event->key.keysym.scancode; + IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)); io.KeysDown[key] = (event->type == SDL_KEYDOWN); io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0); io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0); @@ -221,7 +270,6 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects() glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); const GLchar *vertex_shader = - "#version 330\n" "uniform mat4 ProjMtx;\n" "in vec2 Position;\n" "in vec2 UV;\n" @@ -236,7 +284,6 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects() "}\n"; const GLchar* fragment_shader = - "#version 330\n" "uniform sampler2D Texture;\n" "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" @@ -246,11 +293,14 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects() " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n" "}\n"; + const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader }; + const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader }; + g_ShaderHandle = glCreateProgram(); g_VertHandle = glCreateShader(GL_VERTEX_SHADER); g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(g_VertHandle, 1, &vertex_shader, 0); - glShaderSource(g_FragHandle, 1, &fragment_shader, 0); + glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL); + glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL); glCompileShader(g_VertHandle); glCompileShader(g_FragHandle); glAttachShader(g_ShaderHandle, g_VertHandle); @@ -266,19 +316,6 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects() glGenBuffers(1, &g_VboHandle); glGenBuffers(1, &g_ElementsHandle); - glGenVertexArrays(1, &g_VaoHandle); - glBindVertexArray(g_VaoHandle); - glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); - glEnableVertexAttribArray(g_AttribLocationPosition); - glEnableVertexAttribArray(g_AttribLocationUV); - glEnableVertexAttribArray(g_AttribLocationColor); - -#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) - glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col)); -#undef OFFSETOF - ImGui_ImplSdlGL3_CreateFontsTexture(); // Restore modified GL state @@ -291,10 +328,9 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects() void ImGui_ImplSdlGL3_InvalidateDeviceObjects() { - if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle); if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle); if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle); - g_VaoHandle = g_VboHandle = g_ElementsHandle = 0; + g_VboHandle = g_ElementsHandle = 0; if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle); if (g_VertHandle) glDeleteShader(g_VertHandle); @@ -315,10 +351,21 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects() } } -bool ImGui_ImplSdlGL3_Init(SDL_Window* window) +bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version) { + // Store GL version string so we can refer to it later in case we recreate shaders. + if (glsl_version == NULL) + glsl_version = "#version 150"; + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion)); + strcpy(g_GlslVersion, glsl_version); + strcat(g_GlslVersion, "\n"); + + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB; io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT; io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP; @@ -327,22 +374,31 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window) io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN; io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME; io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END; - io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE; - io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE; - io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN; - io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE; - io.KeyMap[ImGuiKey_A] = SDLK_a; - io.KeyMap[ImGuiKey_C] = SDLK_c; - io.KeyMap[ImGuiKey_V] = SDLK_v; - io.KeyMap[ImGuiKey_X] = SDLK_x; - io.KeyMap[ImGuiKey_Y] = SDLK_y; - io.KeyMap[ImGuiKey_Z] = SDLK_z; - - io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. + io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT; + io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE; + io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; + io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; + io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; + io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; + io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; + io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; + io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X; + io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y; + io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z; + io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText; io.ClipboardUserData = NULL; + g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + g_MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + g_MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + #ifdef _WIN32 SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version); @@ -357,8 +413,13 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window) void ImGui_ImplSdlGL3_Shutdown() { + // Destroy SDL mouse cursors + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_FreeCursor(g_MouseCursors[cursor_n]); + memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); + + // Destroy OpenGL objects ImGui_ImplSdlGL3_InvalidateDeviceObjects(); - ImGui::Shutdown(); } void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) @@ -376,31 +437,51 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window) io.DisplaySize = ImVec2((float)w, (float)h); io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0); - // Setup time step - Uint32 time = SDL_GetTicks(); - double current_time = time / 1000.0; - io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f); g_Time = current_time; - // Setup inputs - // (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent()) + // Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler) int mx, my; - Uint32 mouseMask = SDL_GetMouseState(&mx, &my); - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) - io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) - else - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - - io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. - io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; - io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; + Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my); + io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + io.MouseDown[0] = g_MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. + io.MouseDown[1] = g_MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; + io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0; g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false; - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; + // We need to use SDL_CaptureMouse() to easily retrieve mouse coordinates outside of the client area. This is only supported from SDL 2.0.4 (released Jan 2016) +#if (SDL_MAJOR_VERSION >= 2) && (SDL_MINOR_VERSION >= 0) && (SDL_PATCHLEVEL >= 4) + if ((SDL_GetWindowFlags(window) & (SDL_WINDOW_MOUSE_FOCUS | SDL_WINDOW_MOUSE_CAPTURE)) != 0) + io.MousePos = ImVec2((float)mx, (float)my); + bool any_mouse_button_down = false; + for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++) + any_mouse_button_down |= io.MouseDown[n]; + if (any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) == 0) + SDL_CaptureMouse(SDL_TRUE); + if (!any_mouse_button_down && (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_CAPTURE) != 0) + SDL_CaptureMouse(SDL_FALSE); +#else + if ((SDL_GetWindowFlags(window) & SDL_WINDOW_INPUT_FOCUS) != 0) + io.MousePos = ImVec2((float)mx, (float)my); +#endif - // Hide OS mouse cursor if ImGui is drawing it - SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1); + // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0) + { + ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) + { + SDL_ShowCursor(0); + } + else + { + SDL_SetCursor(g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + SDL_ShowCursor(1); + } + } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); diff --git a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h index 543818664685..c694a481672d 100644 --- a/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h +++ b/examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h @@ -1,8 +1,12 @@ // ImGui SDL2 binding with OpenGL3 -// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) +// Implemented features: +// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. +// Missing features: +// [ ] SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME. + // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. @@ -11,9 +15,10 @@ struct SDL_Window; typedef union SDL_Event SDL_Event; -IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window); +IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version = NULL); IMGUI_API void ImGui_ImplSdlGL3_Shutdown(); IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window); +IMGUI_API void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data); IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event); // Use if you want to reset your rendering device without losing ImGui state. diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp index e51b32089383..1cac6b16a309 100644 --- a/examples/sdl_opengl3_example/main.cpp +++ b/examples/sdl_opengl3_example/main.cpp @@ -3,7 +3,7 @@ // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) -#include +#include "imgui.h" #include "imgui_impl_sdl_gl3.h" #include #include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. @@ -28,30 +28,37 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_DisplayMode current; SDL_GetCurrentDisplayMode(0, ¤t); - SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); - SDL_GLContext glcontext = SDL_GL_CreateContext(window); + SDL_Window* window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); + SDL_GLContext gl_context = SDL_GL_CreateContext(window); + SDL_GL_SetSwapInterval(1); // Enable vsync gl3wInit(); // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplSdlGL3_Init(window); + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'extra_fonts/README.txt' for more instructions and details. + // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); - bool show_test_window = true; + bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); @@ -73,30 +80,40 @@ int main(int, char**) ImGui_ImplSdlGL3_NewFrame(window); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Test Window")) show_test_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } - // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; ImGui::End(); } - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow(). - if (show_test_window) + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); - ImGui::ShowTestWindow(&show_test_window); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); } // Rendering @@ -104,12 +121,15 @@ int main(int, char**) glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClear(GL_COLOR_BUFFER_BIT); ImGui::Render(); + ImGui_ImplSdlGL3_RenderDrawData(ImGui::GetDrawData()); SDL_GL_SwapWindow(window); } // Cleanup ImGui_ImplSdlGL3_Shutdown(); - SDL_GL_DeleteContext(glcontext); + ImGui::DestroyContext(); + + SDL_GL_DeleteContext(gl_context); SDL_DestroyWindow(window); SDL_Quit(); diff --git a/examples/sdl_opengl3_example/sdl_opengl3_example.vcxproj b/examples/sdl_opengl3_example/sdl_opengl3_example.vcxproj new file mode 100644 index 000000000000..7bae65a8d8ce --- /dev/null +++ b/examples/sdl_opengl3_example/sdl_opengl3_example.vcxproj @@ -0,0 +1,175 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {BBAEB705-1669-40F3-8567-04CF6A991F4C} + opengl3_example + + + + Application + true + MultiByte + + + Application + true + MultiByte + + + Application + false + true + MultiByte + + + Application + false + true + MultiByte + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + %SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories) + + + true + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + %SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories) + + + true + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + %SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories) + false + + + true + true + true + %SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + %SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories) + false + + + true + true + true + %SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories) + opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/examples/sdl_opengl3_example/sdl_opengl3_example.vcxproj.filters b/examples/sdl_opengl3_example/sdl_opengl3_example.vcxproj.filters new file mode 100644 index 000000000000..f8f434155c3f --- /dev/null +++ b/examples/sdl_opengl3_example/sdl_opengl3_example.vcxproj.filters @@ -0,0 +1,61 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {f9997b32-5479-4756-9ffc-77793ad3764f} + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + gl3w + + + + + imgui + + + imgui + + + imgui + + + sources + + + gl3w + + + gl3w + + + + + + sources + + + \ No newline at end of file diff --git a/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp b/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp index 1d12e3f774a6..0ea155a2b4a8 100644 --- a/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp +++ b/examples/vulkan_example/imgui_impl_glfw_vulkan.cpp @@ -1,12 +1,32 @@ // ImGui GLFW binding with Vulkan + shaders -// FIXME: Changes of ImTextureID aren't supported by this binding! Please, someone add it! + +// Missing features: +// [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -#include +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-20: Inputs: Renamed GLFW callbacks exposed in .h to not include Vulkan in their name. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplGlfwVulkan_Render() calls ImGui_ImplGlfwVulkan_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. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 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. +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. +// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active. + +#include "imgui.h" +#include "imgui_impl_glfw_vulkan.h" // GLFW #define GLFW_INCLUDE_NONE @@ -19,15 +39,13 @@ #include #endif -#include "imgui_impl_glfw_vulkan.h" - -// GLFW Data +// GLFW data static GLFWwindow* g_Window = NULL; static double g_Time = 0.0f; -static bool g_MousePressed[3] = { false, false, false }; -static float g_MouseWheel = 0.0f; +static bool g_MouseJustPressed[3] = { false, false, false }; +static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 }; -// Vulkan Data +// Vulkan data static VkAllocationCallbacks* g_Allocator = NULL; static VkPhysicalDevice g_Gpu = VK_NULL_HANDLE; static VkDevice g_Device = VK_NULL_HANDLE; @@ -37,7 +55,7 @@ static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; static void (*g_CheckVkResult)(VkResult err) = NULL; static VkCommandBuffer g_CommandBuffer = VK_NULL_HANDLE; -static size_t g_BufferMemoryAlignment = 256; +static VkDeviceSize g_BufferMemoryAlignment = 256; static VkPipelineCreateFlags g_PipelineCreateFlags = 0; static int g_FrameIndex = 0; @@ -53,8 +71,8 @@ static VkImageView g_FontView = VK_NULL_HANDLE; static VkDeviceMemory g_VertexBufferMemory[IMGUI_VK_QUEUED_FRAMES] = {}; static VkDeviceMemory g_IndexBufferMemory[IMGUI_VK_QUEUED_FRAMES] = {}; -static size_t g_VertexBufferSize[IMGUI_VK_QUEUED_FRAMES] = {}; -static size_t g_IndexBufferSize[IMGUI_VK_QUEUED_FRAMES] = {}; +static VkDeviceSize g_VertexBufferSize[IMGUI_VK_QUEUED_FRAMES] = {}; +static VkDeviceSize g_IndexBufferSize[IMGUI_VK_QUEUED_FRAMES] = {}; static VkBuffer g_VertexBuffer[IMGUI_VK_QUEUED_FRAMES] = {}; static VkBuffer g_IndexBuffer[IMGUI_VK_QUEUED_FRAMES] = {}; @@ -152,10 +170,12 @@ static void ImGui_ImplGlfwVulkan_VkResult(VkResult err) } // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data) +void ImGui_ImplGlfwVulkan_RenderDrawData(ImDrawData* draw_data) { VkResult err; ImGuiIO& io = ImGui::GetIO(); + if (draw_data->TotalVtxCount == 0) + return; // Create the Vertex Buffer: size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert); @@ -165,7 +185,7 @@ void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data) vkDestroyBuffer(g_Device, g_VertexBuffer[g_FrameIndex], g_Allocator); if (g_VertexBufferMemory[g_FrameIndex]) vkFreeMemory(g_Device, g_VertexBufferMemory[g_FrameIndex], g_Allocator); - size_t vertex_buffer_size = ((vertex_size-1) / g_BufferMemoryAlignment+1) * g_BufferMemoryAlignment; + VkDeviceSize vertex_buffer_size = ((vertex_size-1) / g_BufferMemoryAlignment+1) * g_BufferMemoryAlignment; VkBufferCreateInfo buffer_info = {}; buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; buffer_info.size = vertex_buffer_size; @@ -195,7 +215,7 @@ void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data) vkDestroyBuffer(g_Device, g_IndexBuffer[g_FrameIndex], g_Allocator); if (g_IndexBufferMemory[g_FrameIndex]) vkFreeMemory(g_Device, g_IndexBufferMemory[g_FrameIndex], g_Allocator); - size_t index_buffer_size = ((index_size-1) / g_BufferMemoryAlignment+1) * g_BufferMemoryAlignment; + VkDeviceSize index_buffer_size = ((index_size-1) / g_BufferMemoryAlignment+1) * g_BufferMemoryAlignment; VkBufferCreateInfo buffer_info = {}; buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; buffer_info.size = index_buffer_size; @@ -324,18 +344,20 @@ static void ImGui_ImplGlfwVulkan_SetClipboardText(void* user_data, const char* t glfwSetClipboardString((GLFWwindow*)user_data, text); } -void ImGui_ImplGlfwVulkan_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) { if (action == GLFW_PRESS && button >= 0 && button < 3) - g_MousePressed[button] = true; + g_MouseJustPressed[button] = true; } -void ImGui_ImplGlfwVulkan_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset) +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double xoffset, double yoffset) { - g_MouseWheel += (float)yoffset; // Use fractional mouse wheel. + ImGuiIO& io = ImGui::GetIO(); + io.MouseWheelH += (float)xoffset; + io.MouseWheel += (float)yoffset; } -void ImGui_ImplGlfwVulkan_KeyCallback(GLFWwindow*, int key, int, int action, int mods) +void ImGui_ImplGlfw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) { ImGuiIO& io = ImGui::GetIO(); if (action == GLFW_PRESS) @@ -350,7 +372,7 @@ void ImGui_ImplGlfwVulkan_KeyCallback(GLFWwindow*, int key, int, int action, int io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; } -void ImGui_ImplGlfwVulkan_CharCallback(GLFWwindow*, unsigned int c) +void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) { ImGuiIO& io = ImGui::GetIO(); if (c > 0 && c < 0x10000) @@ -728,6 +750,14 @@ void ImGui_ImplGlfwVulkan_InvalidateDeviceObjects() if (g_Pipeline) { vkDestroyPipeline(g_Device, g_Pipeline, g_Allocator); g_Pipeline = VK_NULL_HANDLE; } } +static void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) +{ + glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); +} + bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, ImGui_ImplGlfwVulkan_Init_Data *init_data) { g_Allocator = init_data->allocator; @@ -740,8 +770,12 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im g_Window = window; + // Setup back-end capabilities flags ImGuiIO& io = ImGui::GetIO(); - io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + + // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. + io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; @@ -750,8 +784,10 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; + io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; + io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; @@ -761,7 +797,6 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - io.RenderDrawListsFn = ImGui_ImplGlfwVulkan_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.SetClipboardTextFn = ImGui_ImplGlfwVulkan_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfwVulkan_GetClipboardText; io.ClipboardUserData = g_Window; @@ -769,13 +804,18 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im io.ImeWindowHandle = glfwGetWin32Window(g_Window); #endif + // Load cursors + // FIXME: GLFW doesn't expose suitable cursors for ResizeAll, ResizeNESW, ResizeNWSE. We revert to arrow cursor for those. + g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + if (install_callbacks) - { - glfwSetMouseButtonCallback(window, ImGui_ImplGlfwVulkan_MouseButtonCallback); - glfwSetScrollCallback(window, ImGui_ImplGlfwVulkan_ScrollCallback); - glfwSetKeyCallback(window, ImGui_ImplGlfwVulkan_KeyCallback); - glfwSetCharCallback(window, ImGui_ImplGlfwVulkan_CharCallback); - } + ImGui_ImplGlfw_InstallCallbacks(window); ImGui_ImplGlfwVulkan_CreateDeviceObjects(); @@ -784,8 +824,13 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im void ImGui_ImplGlfwVulkan_Shutdown() { + // Destroy GLFW mouse cursors + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + glfwDestroyCursor(g_MouseCursors[cursor_n]); + memset(g_MouseCursors, 0, sizeof(g_MouseCursors)); + + // Destroy Vulkan objects ImGui_ImplGlfwVulkan_InvalidateDeviceObjects(); - ImGui::Shutdown(); } void ImGui_ImplGlfwVulkan_NewFrame() @@ -811,7 +856,7 @@ void ImGui_ImplGlfwVulkan_NewFrame() { double mouse_x, mouse_y; glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) + io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); } else { @@ -820,15 +865,24 @@ void ImGui_ImplGlfwVulkan_NewFrame() for (int i = 0; i < 3; i++) { - io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. - g_MousePressed[i] = false; + io.MouseDown[i] = g_MouseJustPressed[i] || glfwGetMouseButton(g_Window, i) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. + g_MouseJustPressed[i] = false; } - io.MouseWheel = g_MouseWheel; - g_MouseWheel = 0.0f; - - // Hide OS mouse cursor if ImGui is drawing it - glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL); + // Update OS/hardware mouse cursor if imgui isn't drawing a software cursor + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) == 0) + { + ImGuiMouseCursor cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || cursor == ImGuiMouseCursor_None) + { + glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + glfwSetCursor(g_Window, g_MouseCursors[cursor] ? g_MouseCursors[cursor] : g_MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(g_Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } + } // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); @@ -838,6 +892,7 @@ void ImGui_ImplGlfwVulkan_Render(VkCommandBuffer command_buffer) { g_CommandBuffer = command_buffer; ImGui::Render(); + ImGui_ImplGlfwVulkan_RenderDrawData(ImGui::GetDrawData()); g_CommandBuffer = VK_NULL_HANDLE; g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES; } diff --git a/examples/vulkan_example/imgui_impl_glfw_vulkan.h b/examples/vulkan_example/imgui_impl_glfw_vulkan.h index 0e5c96a87d76..5d2b63cc180d 100644 --- a/examples/vulkan_example/imgui_impl_glfw_vulkan.h +++ b/examples/vulkan_example/imgui_impl_glfw_vulkan.h @@ -1,5 +1,7 @@ // ImGui GLFW binding with Vulkan + shaders -// FIXME: Changes of ImTextureID aren't supported by this binding! Please, someone add it! + +// Missing features: +// [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown(). @@ -8,6 +10,8 @@ struct GLFWwindow; +#include + #define IMGUI_VK_QUEUED_FRAMES 2 struct ImGui_ImplGlfwVulkan_Init_Data @@ -35,8 +39,8 @@ IMGUI_API bool ImGui_ImplGlfwVulkan_CreateDeviceObjects(); // GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) // Provided here if you want to chain callbacks. // You can also handle inputs yourself and use those as a reference. -IMGUI_API void ImGui_ImplGlfwVulkan_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); -IMGUI_API void ImGui_ImplGlfwVulkan_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); -IMGUI_API void ImGui_ImplGlfwVulkan_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -IMGUI_API void ImGui_ImplGlfwVulkan_CharCallback(GLFWwindow* window, unsigned int c); +IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp index 9d54976a3571..a708b6db9461 100644 --- a/examples/vulkan_example/main.cpp +++ b/examples/vulkan_example/main.cpp @@ -1,7 +1,8 @@ // ImGui - standalone example application for Glfw + Vulkan, using programmable pipeline // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -#include +#include "imgui.h" +#include "imgui_impl_glfw_vulkan.h" #include // printf, fprintf #include // abort @@ -9,13 +10,11 @@ #define GLFW_INCLUDE_VULKAN #include -#include "imgui_impl_glfw_vulkan.h" - #define IMGUI_MAX_POSSIBLE_BACK_BUFFERS 16 -#define IMGUI_UNLIMITED_FRAME_RATE -//#ifdef _DEBUG -//#define IMGUI_VULKAN_DEBUG_REPORT -//#endif +//#define IMGUI_UNLIMITED_FRAME_RATE +#ifdef _DEBUG +#define IMGUI_VULKAN_DEBUG_REPORT +#endif static VkAllocationCallbacks* g_Allocator = NULL; static VkInstance g_Instance = VK_NULL_HANDLE; @@ -35,7 +34,9 @@ static VkPresentModeKHR g_PresentMode; static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; -static int fb_width, fb_height; +static int fb_width = 0, fb_height = 0; +static bool g_ResizeWanted = false; +static int g_ResizeWidth = 0, g_ResizeHeight = 0; static uint32_t g_BackbufferIndices[IMGUI_VK_QUEUED_FRAMES]; // keep track of recently rendered swapchain frame indices static uint32_t g_BackBufferCount = 0; static VkImage g_BackBuffer[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {}; @@ -59,7 +60,7 @@ static void check_vk_result(VkResult err) abort(); } -static void resize_vulkan(GLFWwindow* /*window*/, int w, int h) +static void resize_vulkan(int w, int h) { VkResult err; VkSwapchainKHR old_swapchain = g_Swapchain; @@ -141,12 +142,21 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h) 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(g_Device, &info, g_Allocator, &g_RenderPass); check_vk_result(err); } @@ -194,6 +204,7 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h) static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report( VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) { + (void)flags; (void)object; (void)pUserData; (void)pLayerPrefix; (void)messageCode; (void)location; printf("[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage ); return VK_FALSE; } @@ -356,9 +367,9 @@ static void setup_vulkan(GLFWwindow* window) // Get Present Mode { - // Requst a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory + // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory #ifdef IMGUI_UNLIMITED_FRAME_RATE - g_PresentMode = VK_PRESENT_MODE_IMMEDIATE_KHR; + g_PresentMode = VK_PRESENT_MODE_MAILBOX_KHR; //VK_PRESENT_MODE_IMMEDIATE_KHR; #else g_PresentMode = VK_PRESENT_MODE_FIFO_KHR; #endif @@ -375,7 +386,7 @@ static void setup_vulkan(GLFWwindow* window) break; } } - if( !presentModeAvailable ) + if (!presentModeAvailable) g_PresentMode = VK_PRESENT_MODE_FIFO_KHR; // always available } @@ -407,8 +418,7 @@ static void setup_vulkan(GLFWwindow* window) { int w, h; glfwGetFramebufferSize(window, &w, &h); - resize_vulkan(window, w, h); - glfwSetFramebufferSizeCallback(window, resize_vulkan); + resize_vulkan(w, h); } // Create Command Buffers @@ -508,7 +518,7 @@ static void cleanup_vulkan() static void frame_begin() { VkResult err; - while (true) + for (;;) { err = vkWaitForFences(g_Device, 1, &g_Fence[g_FrameIndex], VK_TRUE, 100); if (err == VK_SUCCESS) break; @@ -569,19 +579,12 @@ static void frame_end() static void frame_present() { VkResult err; - // If IMGUI_UNLIMITED_FRAME_RATE is defined we present the latest but one frame. Otherwise we present the latest rendered frame -#ifdef IMGUI_UNLIMITED_FRAME_RATE - uint32_t PresentIndex = (g_FrameIndex + IMGUI_VK_QUEUED_FRAMES - 1) % IMGUI_VK_QUEUED_FRAMES; -#else - uint32_t PresentIndex = g_FrameIndex; -#endif // IMGUI_UNLIMITED_FRAME_RATE - VkSwapchainKHR swapchains[1] = {g_Swapchain}; - uint32_t indices[1] = {g_BackbufferIndices[PresentIndex]}; + uint32_t indices[1] = {g_BackbufferIndices[g_FrameIndex]}; VkPresentInfoKHR info = {}; info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; info.waitSemaphoreCount = 1; - info.pWaitSemaphores = &g_RenderCompleteSemaphore[PresentIndex]; + info.pWaitSemaphores = &g_RenderCompleteSemaphore[g_FrameIndex]; info.swapchainCount = 1; info.pSwapchains = swapchains; info.pImageIndices = indices; @@ -591,20 +594,27 @@ static void frame_present() g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES; } -static void error_callback(int error, const char* description) +static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "Error %d: %s\n", error, description); } +static void glfw_resize_callback(GLFWwindow*, int w, int h) +{ + g_ResizeWanted = true; + g_ResizeWidth = w; + g_ResizeHeight = h; +} + int main(int, char**) { // Setup window - glfwSetErrorCallback(error_callback); + glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) return 1; glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); - GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui Vulkan example", NULL, NULL); + GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+Vulkan example", NULL, NULL); // Setup Vulkan if (!glfwVulkanSupported()) @@ -613,8 +623,11 @@ int main(int, char**) return 1; } setup_vulkan(window); + glfwSetFramebufferSizeCallback(window, glfw_resize_callback); // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; ImGui_ImplGlfwVulkan_Init_Data init_data = {}; init_data.allocator = g_Allocator; init_data.gpu = g_Gpu; @@ -623,21 +636,26 @@ int main(int, char**) init_data.pipeline_cache = g_PipelineCache; init_data.descriptor_pool = g_DescriptorPool; init_data.check_vk_result = check_vk_result; + + //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui_ImplGlfwVulkan_Init(window, true, &init_data); + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); + // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. - // - Read 'extra_fonts/README.txt' for more instructions and details. + // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - //ImGuiIO& io = ImGui::GetIO(); //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); @@ -668,20 +686,10 @@ int main(int, char**) ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects(); } - bool show_test_window = true; + bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - // When IMGUI_UNLIMITED_FRAME_RATE is defined we render into latest image acquired from the swapchain but we display the image which was rendered before. - // Hence we must render once and increase the g_FrameIndex without presenting, which we do before entering the render loop. - // This is also the reason why frame_end() is split into frame_end() and frame_present(), the later one not being called here. -#ifdef IMGUI_UNLIMITED_FRAME_RATE - ImGui_ImplGlfwVulkan_NewFrame(); - frame_begin(); - ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]); - frame_end(); - g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES; -#endif // IMGUI_UNLIMITED_FRAME_RATE // Main loop while (!glfwWindowShouldClose(window)) @@ -691,40 +699,51 @@ int main(int, char**) // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. glfwPollEvents(); + + if (g_ResizeWanted) + resize_vulkan(g_ResizeWidth, g_ResizeHeight); + g_ResizeWanted = false; + ImGui_ImplGlfwVulkan_NewFrame(); // 1. Show a simple window. - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug". + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_color); - if (ImGui::Button("Test Window")) show_test_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } - // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window. + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; ImGui::End(); } - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow(). - if (show_test_window) + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); - ImGui::ShowTestWindow(&show_test_window); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); } - g_ClearValue.color.float32[0] = clear_color.x; - g_ClearValue.color.float32[1] = clear_color.y; - g_ClearValue.color.float32[2] = clear_color.z; - g_ClearValue.color.float32[3] = clear_color.w; - + memcpy(&g_ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); frame_begin(); ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]); frame_end(); @@ -735,6 +754,7 @@ int main(int, char**) VkResult err = vkDeviceWaitIdle(g_Device); check_vk_result(err); ImGui_ImplGlfwVulkan_Shutdown(); + ImGui::DestroyContext(); cleanup_vulkan(); glfwTerminate(); diff --git a/examples/vulkan_example/vulkan_example.vcxproj b/examples/vulkan_example/vulkan_example.vcxproj new file mode 100644 index 000000000000..a315d69ea27e --- /dev/null +++ b/examples/vulkan_example/vulkan_example.vcxproj @@ -0,0 +1,172 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {57E2DF5A-6FC8-45BB-99DD-91A18C646E80} + opengl3_example + + + + Application + true + MultiByte + + + Application + true + MultiByte + + + Application + false + true + MultiByte + + + Application + false + true + MultiByte + + + + + + + + + + + + + + + + + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + $(ProjectDir)$(Configuration)\ + $(ProjectDir)$(Configuration)\ + $(IncludePath) + + + + Level4 + Disabled + %VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories) + + + true + %VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + vulkan-1.lib;glfw3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + Disabled + %VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories) + + + true + %VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + vulkan-1.lib;glfw3.lib;%(AdditionalDependencies) + Console + msvcrt.lib + + + + + Level4 + MaxSpeed + true + true + %VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories) + false + + + true + true + true + %VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories) + vulkan-1.lib;glfw3.lib;%(AdditionalDependencies) + Console + + + + + + + Level4 + MaxSpeed + true + true + %VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories) + false + + + true + true + true + %VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories) + vulkan-1.lib;glfw3.lib;%(AdditionalDependencies) + Console + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/examples/vulkan_example/vulkan_example.vcxproj.filters b/examples/vulkan_example/vulkan_example.vcxproj.filters new file mode 100644 index 000000000000..f3ed8ede4db6 --- /dev/null +++ b/examples/vulkan_example/vulkan_example.vcxproj.filters @@ -0,0 +1,49 @@ + + + + + {20b90ce4-7fcb-4731-b9a0-075f875de82d} + + + {f18ab499-84e1-499f-8eff-9754361e0e52} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + + + imgui + + + imgui + + + imgui + + + sources + + + sources + + + + + imgui + + + imgui + + + imgui + + + sources + + + + + + sources + + + \ No newline at end of file diff --git a/imconfig.h b/imconfig.h index 117f4d0be119..8e0ca4f024f2 100644 --- a/imconfig.h +++ b/imconfig.h @@ -1,7 +1,12 @@ //----------------------------------------------------------------------------- -// USER IMPLEMENTATION -// This file contains compile-time options for ImGui. -// Other options (memory allocation overrides, callbacks, etc.) can be set at runtime via the ImGuiIO structure - ImGui::GetIO(). +// COMPILE-TIME OPTIONS FOR DEAR IMGUI +// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. +// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. +//----------------------------------------------------------------------------- +// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h) +// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" +// C) Many compile-time options have an effect on data structures. They need defined consistently _everywhere_ imgui.h is included, +// not only for the imgui*.cpp compilation units. Defining those options in imconfig.h will ensure they correctly get used everywhere. //----------------------------------------------------------------------------- #pragma once @@ -15,30 +20,35 @@ //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) -//---- Don't define obsolete functions names. Consider enabling from time to time or when updating to reduce like hood of using already obsolete function/names +//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS -//---- Include imgui_user.h at the end of imgui.h -//#define IMGUI_INCLUDE_IMGUI_USER_H - -//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions) -//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS -//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +//---- Don't implement default handlers for Windows (so as not to link with certain functions) +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // Don't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // Don't use and link with ImmGetContext/ImmSetCompositionWindow. -//---- Don't implement test window functionality (ShowTestWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) -//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why. -//#define IMGUI_DISABLE_TEST_WINDOWS +//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) +//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. +//#define IMGUI_DISABLE_DEMO_WINDOWS //---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself. //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS -//---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends) +//---- Include imgui_user.h at the end of imgui.h as a convenience +//#define IMGUI_INCLUDE_IMGUI_USER_H + +//---- Pack colors to BGRA8 instead of RGBA8 (if you needed to convert from one to another anyway) //#define IMGUI_USE_BGRA_PACKED_COLOR -//---- Implement STB libraries in a namespace to avoid linkage conflicts -//#define IMGUI_STB_NAMESPACE ImGuiStb +//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version +// By default the embedded implementations are declared static and not available outside of imgui cpp files. +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION //---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4. +// This will be inlined as part of ImVec2 and ImVec4 class declarations. #define IM_VEC2_CLASS_EXTRA \ ImVec2(const glm::vec2& f) { x = f.x; y = f.y; } \ @@ -48,15 +58,13 @@ ImVec4(const glm::vec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ operator glm::vec4() const { return glm::vec4(x,y,z,w); } -//---- Use 32-bit vertex indices (instead of default: 16-bit) to allow meshes with more than 64K vertices +//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it. //#define ImDrawIdx unsigned int //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. -//---- e.g. create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers. /* namespace ImGui { - void Value(const char* prefix, const MyMatrix44& v, const char* float_format = NULL); + void MyFunction(const char* name, const MyMatrix44& v); } */ - diff --git a/imgui.cpp b/imgui.cpp index 7bc95f5d64bb..33b35193861e 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,14 +1,20 @@ -// dear imgui, v1.53 WIP +// dear imgui, v1.60 // (main code and documentation) -// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code. +// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. // Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. // Get latest version at https://github.com/ocornut/imgui // Releases change-log at https://github.com/ocornut/imgui/releases // Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269 // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // This library is free but I need your support to sustain development and maintenance. -// If you work for a company, please consider financial support, e.g: https://www.patreon.com/imgui +// If you work for a company, please consider financial support, see README. For individuals: https://www.patreon.com/imgui + +// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. +// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without +// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't +// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you +// to a better solution or official support for them. /* @@ -19,21 +25,21 @@ - Read first - How to update to a newer version of Dear ImGui - Getting started with integrating Dear ImGui in your code/engine + - Using gamepad/keyboard navigation controls [BETA] - API BREAKING CHANGES (read me when you update!) - ISSUES & TODO LIST - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - - How can I help? - - What is ImTextureID and how do I display an image? - - I integrated Dear ImGui in my engine and the text or lines are blurry.. - - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - - How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on labels/IDs. - - How can I tell when Dear ImGui wants my mouse/keyboard inputs VS when I can pass them to my application? + - How can I tell whether to dispatch mouse/keyboard to imgui or to my application? + - How can I display an image? What is ImTextureID, how does it works? + - How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack. - How can I load a different font than the default? - How can I easily use icons in my application? - How can I load multiple fonts? - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? - - How can I preserve my Dear ImGui context across reloading a DLL? (loss of the global/static variables) - How can I use the drawing facilities without an ImGui window? (using ImDrawList API) + - I integrated Dear ImGui in my engine and the text or lines are blurry.. + - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + - How can I help? - ISSUES & TODO-LIST - CODE @@ -48,8 +54,8 @@ - Minimize setup and maintenance - Minimize state storage on user side - Portable, minimize dependencies, run on target (consoles, phones, etc.) - - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window, opening a tree node - for the first time, etc. but a typical frame won't allocate anything) + - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window, + opening a tree node for the first time, etc. but a typical frame should not allocate anything) Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes: - Doesn't look fancy, doesn't animate @@ -76,6 +82,8 @@ - ESCAPE to revert text to its original value. - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) - Controls are automatically adjusted for OSX to match standard OSX text editing operations. + - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW PROGRAMMER GUIDE @@ -84,27 +92,27 @@ READ FIRST - Read the FAQ below this section! - - Your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention - on your side, no state duplication, less sync, less bugs. - - Call and read ImGui::ShowTestWindow() for demo code demonstrating most features. + - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction + or destruction steps, less data retention on your side, less state duplication, less state synchronization, less bugs. + - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. - You can learn about immediate-mode gui principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. - If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed from the public API. - If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. - Please report any issue to the GitHub page! + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! - Try to keep your copy of dear imgui reasonably up to date. GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE + - Run and study the examples and demo to get acquainted with the library. - Add the Dear ImGui source files to your projects, using your preferred build system. It is recommended you build the .cpp files as part of your project and not as a library. - You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types. - - See examples/ folder for standalone sample applications. - - You may be able to grab and copy a ready made imgui_impl_*** file from the examples/. + - You may be able to grab and copy a ready made imgui_impl_*** file from the examples/ folder. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Init: retrieve the ImGuiIO structure with ImGui::GetIO() and fill the fields marked 'Settings': at minimum you need to set io.DisplaySize @@ -125,10 +133,10 @@ - A minimal application skeleton may be: // Application init + ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.DisplaySize.x = 1920.0f; io.DisplaySize.y = 1280.0f; - io.RenderDrawListsFn = MyRenderFunction; // Setup a render function, or set to NULL and call GetDrawData() after Render() to access render data. // TODO: Fill others settings of the io structure later. // Load texture atlas (there is a default font so you don't need to care about choosing a font yet) @@ -159,12 +167,17 @@ // Render & swap video buffers ImGui::Render(); + MyImGuiRenderFunction(ImGui::GetDrawData()); SwapBuffers(); } + // Shutdown + ImGui::DestroyContext(); + + - A minimal render function skeleton may be: - void void MyRenderFunction(ImDrawData* draw_data)(ImDrawData* draw_data) + void void MyRenderFunction(ImDrawData* draw_data) { // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // TODO: Setup viewport, orthographic projection matrix @@ -187,7 +200,8 @@ MyEngineBindTexture(pcmd->TextureId); // We are using scissoring to clip some objects. All low-level graphics API supports it. - // If your engine doesn't support scissoring yet, you will get some small glitches (some elements outside their bounds) which you can fix later. + // If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everywhere else works! MyEngineScissor((int)pcmd->ClipRect.x, (int)pcmd->ClipRect.y, (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y)); // Render 'pcmd->ElemCount/3' indexed triangles. @@ -200,10 +214,45 @@ } - The examples/ folders contains many functional implementation of the pseudo-code above. - - When calling NewFrame(), the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'io.WantTextInput' flags are updated. - They tell you if ImGui intends to use your inputs. So for example, if 'io.WantCaptureMouse' is set you would typically want to hide - mouse inputs from the rest of your application. Read the FAQ below for more information about those flags. - + - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. + They tell you if ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the rest of your application. + However, in both cases you need to pass on the inputs to imgui. Read the FAQ below for more information about those flags. + - Please read the FAQ above. Amusingly, it is called a FAQ because people frequently have the same issues! + + USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS [BETA] + + - The gamepad/keyboard navigation is in Beta. Ask questions and report issues at https://github.com/ocornut/imgui/issues/787 + - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. + - Gamepad: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). + Note that io.NavInputs[] is cleared by EndFrame(). + - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: + 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. + - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. + Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW. + - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo + to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + - Keyboard: + - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag + will be set. For more advanced uses, you may want to read from: + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). + - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. + Please reach out if you think the game vs navigation input sharing could be improved. + - Mouse: + - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. + Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your back-end NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the binding in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse as moving back and forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) API BREAKING CHANGES @@ -213,13 +262,39 @@ Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. Also read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2018/03/20 (1.60) - Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch). + - 2018/03/12 (1.60) - Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - Changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/02/07 (1.60) - reorganized context handling to be more explicit, + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. + - removed Shutdown() function, as DestroyContext() serve this purpose. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. - - 2017/11/02 (1.53) - marked IsRootWindowOrAnyChildHovered() as obsolete is favor of using IsWindowHovered(ImGuiHoveredFlags_FlattenChilds); + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. @@ -281,18 +356,11 @@ this necessary change will break your rendering function! the fix should be very easy. sorry for that :( - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. - the signature of the io.RenderDrawListsFn handler has changed! - ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) - became: - ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). - argument 'cmd_lists' -> 'draw_data->CmdLists' - argument 'cmd_lists_count' -> 'draw_data->CmdListsCount' - ImDrawList 'commands' -> 'CmdBuffer' - ImDrawList 'vtx_buffer' -> 'VtxBuffer' - ImDrawList n/a -> 'IdxBuffer' (new) - ImDrawCmd 'vtx_count' -> 'ElemCount' - ImDrawCmd 'clip_rect' -> 'ClipRect' - ImDrawCmd 'user_callback' -> 'UserCallback' - ImDrawCmd 'texture_id' -> 'TextureId' + old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) + new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). + argument: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! @@ -323,18 +391,9 @@ - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. - this sequence: - const void* png_data; - unsigned int png_size; - ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); - // - became: - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - // - io.Fonts->TexID = (your_texture_identifier); - you now have much more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. + font init: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..> + became: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; + you now more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. it is now recommended that you sample the font texture with bilinear interpolation. (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) @@ -360,79 +419,90 @@ FREQUENTLY ASKED QUESTIONS (FAQ), TIPS ====================================== - Q: How can I help? - A: - If you are experienced enough with Dear ImGui and with C/C++, look at the todo list and see how you want/can help! - - Become a Patron/donate! Convince your company to become a Patron or provide serious funding for development time! See http://www.patreon.com/imgui + Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application? + A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure. + - When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application. + - When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application. + - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). + Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false. + This is because imgui needs to detect that you clicked in the void to unfocus its windows. + Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!). + It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. + Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also + perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to NewFrameUpdateHoveredWindowAndCaptureFlags(). + Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically + have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs + were targetted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) - Q: What is ImTextureID and how do I display an image? + Q: How can I display an image? What is ImTextureID, how does it works? A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function. Dear ImGui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the void* to carry! It could be an identifier to your OpenGL texture (cast GLuint to void*), a pointer to your custom engine material (cast MyMaterial* to void*), etc. At the end of the chain, your renderer takes this void* to cast it back into whatever it needs to select a current texture to render. Refer to examples applications, where each renderer (in a imgui_impl_xxxx.cpp file) is treating ImTextureID as a different thing. - (c++ tip: OpenGL uses integers to identify textures. You can safely store an integer into a void*, just cast it to void*, don't take it's address!) + (C++ tip: OpenGL uses integers to identify textures. You can safely store an integer into a void*, just cast it to void*, don't take it's address!) To display a custom image/texture within an ImGui window, you may use ImGui::Image(), ImGui::ImageButton(), ImDrawList::AddImage() functions. Dear ImGui will generate the geometry and draw calls using the ImTextureID that you passed and which your renderer can use. + You may call ImGui::ShowMetricsWindow() to explore active draw lists and visualize/understand how the draw data is generated. It is your responsibility to get textures uploaded to your GPU. - Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. - A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). - Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. - - Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - A: You are probably mishandling the clipping rectangles in your render function. - Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). - - Q: Can I have multiple widgets with the same label? Can I have widget without a label? - A: Yes. A primer on the use of labels/IDs in Dear ImGui.. + Q: How can I have multiple widgets with the same label or without a label? + A: A primer on labels and the ID Stack... - - Elements that are not clickable, such as Text() items don't need an ID. + - Elements that are typically not clickable, such as Text() items don't need an ID. - - Interactive widgets require state to be carried over multiple frames (most typically Dear ImGui often needs to remember what is - the "active" widget). to do so they need a unique ID. unique ID are typically derived from a string label, an integer index or a pointer. + - Interactive widgets require state to be carried over multiple frames (most typically Dear ImGui + often needs to remember what is the "active" widget). To do so they need a unique ID. Unique ID + are typically derived from a string label, an integer index or a pointer. - Button("OK"); // Label = "OK", ID = hash of "OK" - Button("Cancel"); // Label = "Cancel", ID = hash of "Cancel" + Button("OK"); // Label = "OK", ID = top of id stack + hash of "OK" + Button("Cancel"); // Label = "Cancel", ID = top of id stack + hash of "Cancel" - - ID are uniquely scoped within windows, tree nodes, etc. so no conflict can happen if you have two buttons called "OK" - in two different windows or in two different locations of a tree. + - ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having + two buttons labeled "OK" in different windows or different tree locations is fine. - If you have a same ID twice in the same location, you'll have a conflict: Button("OK"); - Button("OK"); // ID collision! Both buttons will be treated as the same. + Button("OK"); // ID collision! Interacting with either button will trigger the first one. Fear not! this is easy to solve and there are many ways to solve it! - - When passing a label you can optionally specify extra unique ID information within string itself. - This helps solving the simpler collision cases. Use "##" to pass a complement to the ID that won't be visible to the end-user: + - Solving ID conflict in a simple/local context: + When passing a label you can optionally specify extra ID information within string itself. + Use "##" to pass a complement to the ID that won't be visible to the end-user. + This helps solving the simple collision cases when you know e.g. at compilation time which items + are going to be created: - Button("Play"); // Label = "Play", ID = hash of "Play" - Button("Play##foo1"); // Label = "Play", ID = hash of "Play##foo1" (different from above) - Button("Play##foo2"); // Label = "Play", ID = hash of "Play##foo2" (different from above) + Button("Play"); // Label = "Play", ID = top of id stack + hash of "Play" + Button("Play##foo1"); // Label = "Play", ID = top of id stack + hash of "Play##foo1" (different from above) + Button("Play##foo2"); // Label = "Play", ID = top of id stack + hash of "Play##foo2" (different from above) - If you want to completely hide the label, but still need an ID: - Checkbox("##On", &b); // Label = "", ID = hash of "##On" (no label!) + Checkbox("##On", &b); // Label = "", ID = top of id stack + hash of "##On" (no label!) - - Occasionally/rarely you might want change a label while preserving a constant ID. This allows you to animate labels. - For example you may want to include varying information in a window title bar (and windows are uniquely identified by their ID.. obviously) - Use "###" to pass a label that isn't part of ID: + - Occasionally/rarely you might want change a label while preserving a constant ID. This allows + you to animate labels. For example you may want to include varying information in a window title bar, + but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID: - Button("Hello###ID"; // Label = "Hello", ID = hash of "ID" - Button("World###ID"; // Label = "World", ID = hash of "ID" (same as above) + Button("Hello###ID"; // Label = "Hello", ID = top of id stack + hash of "ID" + Button("World###ID"; // Label = "World", ID = top of id stack + hash of "ID" (same as above) - sprintf(buf, "My game (%f FPS)###MyGame"); + sprintf(buf, "My game (%f FPS)###MyGame", fps); Begin(buf); // Variable label, ID = hash of "MyGame" - - Use PushID() / PopID() to create scopes and avoid ID conflicts within the same Window. - This is the most convenient way of distinguishing ID if you are iterating and creating many UI elements. - You can push a pointer, a string or an integer value. Remember that ID are formed from the concatenation of everything in the ID stack! + - Solving ID conflict in a more general manner: + Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts + within the same window. This is the most convenient way of distinguishing ID when iterating and + creating many UI elements programmatically. + You can push a pointer, a string or an integer value into the ID stack. + Remember that ID are formed from the concatenation of _everything_ in the ID stack! for (int i = 0; i < 100; i++) { PushID(i); - Button("Click"); // Label = "Click", ID = hash of integer + "label" (unique) + Button("Click"); // Label = "Click", ID = top of id stack + hash of integer + hash of "Click" PopID(); } @@ -440,7 +510,7 @@ { MyObject* obj = Objects[i]; PushID(obj); - Button("Click"); // Label = "Click", ID = hash of pointer + "label" (unique) + Button("Click"); // Label = "Click", ID = top of id stack + hash of pointer + hash of "Click" PopID(); } @@ -448,62 +518,57 @@ { MyObject* obj = Objects[i]; PushID(obj->Name); - Button("Click"); // Label = "Click", ID = hash of string + "label" (unique) + Button("Click"); // Label = "Click", ID = top of id stack + hash of string + hash of "Click" PopID(); } - More example showing that you can stack multiple prefixes into the ID stack: - Button("Click"); // Label = "Click", ID = hash of "Click" + Button("Click"); // Label = "Click", ID = top of id stack + hash of "Click" PushID("node"); - Button("Click"); // Label = "Click", ID = hash of "node" + "Click" + Button("Click"); // Label = "Click", ID = top of id stack + hash of "node" + hash of "Click" PushID(my_ptr); - Button("Click"); // Label = "Click", ID = hash of "node" + ptr + "Click" + Button("Click"); // Label = "Click", ID = top of id stack + hash of "node" + hash of ptr + hash of "Click" PopID(); PopID(); - Tree nodes implicitly creates a scope for you by calling PushID(). - Button("Click"); // Label = "Click", ID = hash of "Click" + Button("Click"); // Label = "Click", ID = top of id stack + hash of "Click" if (TreeNode("node")) { - Button("Click"); // Label = "Click", ID = hash of "node" + "Click" + Button("Click"); // Label = "Click", ID = top of id stack + hash of "node" + hash of "Click" TreePop(); } - When working with trees, ID are used to preserve the open/close state of each tree node. Depending on your use cases you may want to use strings, indices or pointers as ID. - e.g. when displaying a single object that may change over time (dynamic 1-1 relationship), using a static string as ID will preserve your - node open/closed state when the targeted object change. - e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. - experiment and see what makes more sense! - - Q: How can I tell when Dear ImGui wants my mouse/keyboard inputs VS when I can pass them to my application? - A: You can read the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'ioWantTextInput' flags from the ImGuiIO structure. - - When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application. - - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS). - Preferably read the flags after calling ImGui::NewFrame() to avoid them lagging by one frame. But reading those flags before calling NewFrame() is - also generally ok, as the bool toggles fairly rarely and you don't generally expect to interact with either Dear ImGui or your application during - the same frame when that transition occurs. Dear ImGui is tracking dragging and widget activity that may occur outside the boundary of a window, - so 'io.WantCaptureMouse' is more accurate and correct than checking if a window is hovered. - (Advanced note: text input releases focus on Return 'KeyDown', so the following Return 'KeyUp' event that your application receive will typically - have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs - were for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.) + e.g. when following a single pointer that may change over time, using a static string as ID + will preserve your node open/closed state when the targeted object change. + e.g. when displaying a list of objects, using indices or pointers as ID will preserve the + node open/closed state differently. See what makes more sense in your situation! - Q: How can I load a different font than the default? (default is an embedded version of ProggyClean.ttf, rendered at size 13) + Q: How can I load a different font than the default? A: Use the font atlas to load the TTF/OTF file you want: - ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() + (default is ProggyClean.ttf, rendered at size 13, embedded in dear imgui's source code) + + New programmers: remember that in C/C++ and most programming languages if you want to use a + backslash \ within a string literal, you need to write it double backslash "\\": + io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels); // WRONG (you are escape the M here!) + io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels); // CORRECT + io.Fonts->AddFontFromFileTTF("MyDataFolder/MyFontFile.ttf", size_in_pixels); // ALSO CORRECT Q: How can I easily use icons in my application? - A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you main font. Then you can refer to icons within your - strings. Read 'How can I load multiple fonts?' and the file 'extra_fonts/README.txt' for instructions and useful header files. + A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you + main font. Then you can refer to icons within your strings. Read 'How can I load multiple fonts?' + and the file 'misc/fonts/README.txt' for instructions and useful header files. Q: How can I load multiple fonts? A: Use the font atlas to pack them into a single texture: - (Read extra_fonts/README.txt and the code in ImFontAtlas for more details.) + (Read misc/fonts/README.txt and the code in ImFontAtlas for more details.) ImGuiIO& io = ImGui::GetIO(); ImFont* font0 = io.Fonts->AddFontDefault(); @@ -544,31 +609,46 @@ builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); - All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. - Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! + All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 + by using the u8"hello" syntax. Specifying literal in your source code using a local code page + (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. - Text input: it is up to your application to pass the right character code to io.AddInputCharacter(). The applications in examples/ are doing that. - For languages using IME, on Windows you can copy the Hwnd of your application to io.ImeWindowHandle. - The default implementation of io.ImeSetInputScreenPosFn() on Windows will set your IME position correctly. - - Q: How can I preserve my Dear ImGui context across reloading a DLL? (loss of the global/static variables) - A: Create your own context 'ctx = CreateContext()' + 'SetCurrentContext(ctx)' and your own font atlas 'ctx->GetIO().Fonts = new ImFontAtlas()' - so you don't rely on the default globals. + Text input: it is up to your application to pass the right character code by calling + io.AddInputCharacter(). The applications in examples/ are doing that. For languages relying + on an Input Method Editor (IME), on Windows you can copy the Hwnd of your application in the + io.ImeWindowHandle field. The default implementation of io.ImeSetInputScreenPosFn() will set + your Microsoft IME position correctly. Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - A: The easiest way is to create a dummy window. Call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flag, - zero background alpha, then retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. - You can also perfectly create a standalone ImDrawList instance _but_ you need ImGui to be initialized because ImDrawList pulls from ImGui - data to retrieve the coordinates of the white pixel. + A: - You can create a dummy window. Call SetNextWindowBgAlpha(0.0f), call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flags. + Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. + - You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows. + - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData. + + Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. + A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). + Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. + + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. + A: You are probably mishandling the clipping rectangles in your render function. + Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). + + Q: How can I help? + A: - If you are experienced with Dear ImGui and C++, look at the github issues, or TODO.txt and see how you want/can help! + - Convince your company to fund development time! Individual users: you can also become a Patron (patreon.com/imgui) or donate on PayPal! See README. + - Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. + You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1269). Visuals are ideal as they inspire other programmers. + But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. - this is also useful to set yourself in the context of another window (to get/set other settings) + this is also useful to set yourself in the context of another window (to get/set other settings) - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug". - tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle - of a deep nested inner loop in your code. + of a deep nested inner loop in your code. - tip: you can call Render() multiple times (e.g for VR renders). - - tip: call and read the ShowTestWindow() code in imgui_demo.cpp for more example of how to use ImGui! + - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui! */ @@ -578,19 +658,21 @@ #include "imgui.h" #define IMGUI_DEFINE_MATH_OPERATORS -#define IMGUI_DEFINE_PLACEMENT_NEW #include "imgui_internal.h" #include // toupper, isprint #include // NULL, malloc, free, qsort, atoi #include // vsnprintf, sscanf, printf -#include // INT_MIN, INT_MAX #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else #include // intptr_t #endif +#define IMGUI_DEBUG_NAV_SCORING 0 +#define IMGUI_DEBUG_NAV_RECTS 0 + +// Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) @@ -607,41 +689,45 @@ #pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it. #pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // #pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. -#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' // +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int' #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'xxxx' to type 'xxxx' casts away qualifiers #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#endif + +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL #endif //------------------------------------------------------------------------- // Forward Declarations //------------------------------------------------------------------------- -static float GetDraggedColumnOffset(int column_index); - static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true); static ImFont* GetDefaultFont(); -static void SetCurrentFont(ImFont* font); static void SetCurrentWindow(ImGuiWindow* window); +static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond); static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond); static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond); -static ImGuiWindow* FindHoveredWindow(ImVec2 pos); +static ImGuiWindow* FindHoveredWindow(); static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags); -static void ClearSetNextWindowData(); static void CheckStacksSize(ImGuiWindow* window, bool write); static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); -static void AddDrawListToRenderList(ImVector& out_render_list, ImDrawList* draw_list); -static void AddWindowToRenderList(ImVector& out_render_list, ImGuiWindow* window); -static void AddWindowToSortedBuffer(ImVector& out_sorted_windows, ImGuiWindow* window); +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); +static void AddWindowToDrawData(ImVector* out_list, ImGuiWindow* window); +static void AddWindowToSortedBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); static ImGuiWindowSettings* AddWindowSettings(const char* name); @@ -651,9 +737,8 @@ static void SaveIniSettingsToDisk(const char* ini_filename); static void SaveIniSettingsToMemory(ImVector& out_buf); static void MarkIniSettingsDirty(ImGuiWindow* window); -static ImRect GetVisibleRect(); +static ImRect GetViewportRect(); -static void CloseInactivePopups(ImGuiWindow* ref_window); static void ClosePopupToLevel(int remaining); static ImGuiWindow* GetFrontMostModalRootWindow(); @@ -663,12 +748,19 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size); static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size); -static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2); +static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format); namespace ImGui { -static void FocusPreviousWindow(); +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id); + +static void NewFrameUpdateMovingWindow(); +static void NewFrameUpdateMouseInputs(); +static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); +static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window); } //----------------------------------------------------------------------------- @@ -683,21 +775,32 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y); // Context //----------------------------------------------------------------------------- -// Default font atlas storage. -// New contexts always point by default to this font atlas. It can be changed by reassigning the GetIO().Fonts variable. -static ImFontAtlas GImDefaultFontAtlas; - -// Default context storage + current context pointer. -// Implicitely used by all ImGui functions. Always assumed to be != NULL. Change to a different context by calling ImGui::SetCurrentContext() -// If you are hot-reloading this code in a DLL you will lose the static/global variables. Create your own context+font atlas instead of relying on those default (see FAQ entry "How can I preserve my ImGui context across reloading a DLL?"). -// ImGui is currently not thread-safe because of this variable. If you want thread-safety to allow N threads to access N different contexts, you might work around it by: +// Current context pointer. Implicitely used by all ImGui functions. Always assumed to be != NULL. +// CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). +// If you use DLL hotreloading you might need to call SetCurrentContext() after reloading code from this file. +// ImGui functions are not thread-safe because of this pointer. If you want thread-safety to allow N threads to access N different contexts, you can: +// - Change this variable to use thread local storage. You may #define GImGui in imconfig.h for that purpose. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 // - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts) -// - or: Changing this variable to be TLS. You may #define GImGui in imconfig.h for further custom hackery. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 #ifndef GImGui -static ImGuiContext GImDefaultContext; -ImGuiContext* GImGui = &GImDefaultContext; +ImGuiContext* GImGui = NULL; #endif +// Memory Allocator functions. Use SetAllocatorFunctions() to change them. +// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file. +// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { (void)user_data; return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { (void)user_data; free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { (void)user_data; (void)size; IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { (void)user_data; (void)ptr; IM_ASSERT(0); } +#endif + +static void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper; +static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper; +static void* GImAllocatorUserData = NULL; +static size_t GImAllocatorActiveAllocationsCount = 0; + //----------------------------------------------------------------------------- // User facing structures //----------------------------------------------------------------------------- @@ -707,7 +810,7 @@ ImGuiStyle::ImGuiStyle() Alpha = 1.0f; // Global alpha applies to everything in ImGui WindowPadding = ImVec2(8,8); // Padding within a window WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows - WindowBorderSize = 0.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. WindowMinSize = ImVec2(32,32); // Minimum window size WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows @@ -729,11 +832,13 @@ ImGuiStyle::ImGuiStyle() ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. DisplayWindowPadding = ImVec2(22,22); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows. DisplaySafeAreaPadding = ImVec2(4,4); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. - AntiAliasedShapes = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) - CurveTessellationTol = 1.25f; // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - ImGui::StyleColorsClassic(this); + // Default theme + ImGui::StyleColorsDark(this); } // To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. @@ -758,6 +863,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) GrabRounding = ImFloor(GrabRounding * scale_factor); DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); } ImGuiIO::ImGuiIO() @@ -766,6 +872,8 @@ ImGuiIO::ImGuiIO() memset(this, 0, sizeof(*this)); // Settings + ConfigFlags = 0x00; + BackendFlags = 0x00; DisplaySize = ImVec2(-1.0f, -1.0f); DeltaTime = 1.0f/60.0f; IniSavingRate = 5.0f; @@ -779,7 +887,7 @@ ImGuiIO::ImGuiIO() KeyRepeatRate = 0.050f; UserData = NULL; - Fonts = &GImDefaultFontAtlas; + Fonts = NULL; FontGlobalScale = 1.0f; FontDefault = NULL; FontAllowUserScaling = false; @@ -793,23 +901,25 @@ ImGuiIO::ImGuiIO() OptMacOSXBehaviors = false; #endif OptCursorBlink = true; - + // Settings (User Functions) - RenderDrawListsFn = NULL; - MemAllocFn = malloc; - MemFreeFn = free; GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; ClipboardUserData = NULL; ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl; ImeWindowHandle = NULL; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + RenderDrawListsFn = NULL; +#endif + // Input (NB: we already have memset zero the entire structure) MousePos = ImVec2(-FLT_MAX, -FLT_MAX); MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); MouseDragThreshold = 6.0f; for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; - for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; } // Pass in translated ASCII characters for text input. @@ -842,25 +952,17 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) #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 -// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n. -#ifdef _WIN32 -#define IM_NEWLINE "\r\n" -#else -#define IM_NEWLINE "\n" -#endif - ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) { ImVec2 ap = p - a; ImVec2 ab_dir = b - a; - float ab_len = sqrtf(ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y); - ab_dir *= 1.0f / ab_len; float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; if (dot < 0.0f) return a; - if (dot > ab_len) + float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; + if (dot > ab_len_sqr) return b; - return a + ab_dir * dot; + return a + ab_dir * dot / ab_len_sqr; } bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) @@ -905,17 +1007,17 @@ int ImStricmp(const char* str1, const char* str2) return d; } -int ImStrnicmp(const char* str1, const char* str2, int count) +int ImStrnicmp(const char* str1, const char* str2, size_t count) { int d = 0; while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } return d; } -void ImStrncpy(char* dst, const char* src, int count) +void ImStrncpy(char* dst, const char* src, size_t count) { if (count < 1) return; - strncpy(dst, src, (size_t)count); + strncpy(dst, src, count); dst[count-1] = 0; } @@ -926,11 +1028,11 @@ char* ImStrdup(const char *str) return (char*)memcpy(buf, (const void*)str, len); } -char* ImStrchrRange(const char* str, const char* str_end, char c) +const char* ImStrchrRange(const char* str, const char* str_end, char c) { for ( ; str < str_end; str++) if (*str == c) - return (char*)str; + return str; return NULL; } @@ -986,7 +1088,7 @@ static const char* ImAtoi(const char* src, int* output) // Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. // B) When buf==NULL vsnprintf() will return the output size. #ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS -int ImFormatString(char* buf, int buf_size, const char* fmt, ...) +int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) { va_list args; va_start(args, fmt); @@ -994,19 +1096,19 @@ int ImFormatString(char* buf, int buf_size, const char* fmt, ...) va_end(args); if (buf == NULL) return w; - if (w == -1 || w >= buf_size) - w = buf_size - 1; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; buf[w] = 0; return w; } -int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args) +int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) { int w = vsnprintf(buf, buf_size, fmt, args); if (buf == NULL) return w; - if (w == -1 || w >= buf_size) - w = buf_size - 1; + if (w == -1 || w >= (int)buf_size) + w = (int)buf_size - 1; buf[w] = 0; return w; } @@ -1279,8 +1381,8 @@ ImU32 ImGui::GetColorU32(ImU32 col) float style_alpha = GImGui->Style.Alpha; if (style_alpha >= 1.0f) return col; - int a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; - a = (int)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + 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. return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); } @@ -1371,7 +1473,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* } int file_size = (int)file_size_signed; - void* file_data = ImGui::MemAlloc(file_size + padding_bytes); + void* file_data = ImGui::MemAlloc((size_t)(file_size + padding_bytes)); if (file_data == NULL) { fclose(f); @@ -1384,7 +1486,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* return NULL; } if (padding_bytes > 0) - memset((void *)(((char*)file_data) + file_size), 0, padding_bytes); + memset((void *)(((char*)file_data) + file_size), 0, (size_t)padding_bytes); fclose(f); if (out_file_size) @@ -1426,7 +1528,7 @@ void ImGuiStorage::BuildSortByKey() { struct StaticFunc { - static int PairCompareByID(const void* lhs, const void* rhs) + static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs) { // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. if (((const Pair*)lhs)->key > ((const Pair*)rhs)->key) return +1; @@ -1671,7 +1773,7 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) } Buf.resize(needed_sz); - ImFormatStringV(&Buf[write_off - 1], len + 1, fmt, args_copy); + ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy); } void ImGuiTextBuffer::appendf(const char* fmt, ...) @@ -1686,7 +1788,7 @@ void ImGuiTextBuffer::appendf(const char* fmt, ...) // ImGuiSimpleColumns (internal use only) //----------------------------------------------------------------------------- -ImGuiSimpleColumns::ImGuiSimpleColumns() +ImGuiMenuColumns::ImGuiMenuColumns() { Count = 0; Spacing = Width = NextWidth = 0.0f; @@ -1694,7 +1796,7 @@ ImGuiSimpleColumns::ImGuiSimpleColumns() memset(NextWidths, 0, sizeof(NextWidths)); } -void ImGuiSimpleColumns::Update(int count, float spacing, bool clear) +void ImGuiMenuColumns::Update(int count, float spacing, bool clear) { IM_ASSERT(Count <= IM_ARRAYSIZE(Pos)); Count = count; @@ -1711,7 +1813,7 @@ void ImGuiSimpleColumns::Update(int count, float spacing, bool clear) } } -float ImGuiSimpleColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double +float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double { NextWidth = 0.0f; NextWidths[0] = ImMax(NextWidths[0], w0); @@ -1722,7 +1824,7 @@ float ImGuiSimpleColumns::DeclColumns(float w0, float w1, float w2) // not using return ImMax(Width, NextWidth); } -float ImGuiSimpleColumns::CalcExtraSpace(float avail_w) +float ImGuiMenuColumns::CalcExtraSpace(float avail_w) { return ImMax(0.0f, avail_w - Width); } @@ -1734,13 +1836,14 @@ float ImGuiSimpleColumns::CalcExtraSpace(float avail_w) static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHere() and Columns() can work when seeking cursor. - // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. Consider moving within SetCursorXXX functions? + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a 4th step to display the last item in a regular manner. ImGui::SetCursorPosY(pos_y); ImGuiWindow* window = ImGui::GetCurrentWindow(); window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHere() can properly function after the end of our clipper usage. window->DC.PrevLineHeight = (line_height - GImGui->Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. - if (window->DC.ColumnsCount > 1) - window->DC.ColumnsCellMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + if (window->DC.ColumnsSet) + window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly } // Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 @@ -1814,13 +1917,12 @@ bool ImGuiListClipper::Step() // ImGuiWindow //----------------------------------------------------------------------------- -ImGuiWindow::ImGuiWindow(const char* name) +ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) { Name = ImStrdup(name); ID = ImHash(name, 0); IDStack.push_back(ID); Flags = 0; - OrderWithinParent = 0; PosFloat = Pos = ImVec2(0.0f, 0.0f); Size = SizeFull = ImVec2(0.0f, 0.0f); SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f); @@ -1828,6 +1930,7 @@ ImGuiWindow::ImGuiWindow(const char* name) WindowRounding = 0.0f; WindowBorderSize = 0.0f; MoveId = GetID("#MOVE"); + ChildId = 0; Scroll = ImVec2(0.0f, 0.0f); ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); @@ -1836,9 +1939,12 @@ ImGuiWindow::ImGuiWindow(const char* name) Active = WasActive = false; WriteAccessed = false; Collapsed = false; + CollapseToggleWanted = false; SkipItems = false; Appearing = false; CloseButton = false; + BeginOrderWithinParent = -1; + BeginOrderWithinContext = -1; BeginCount = 0; PopupId = 0; AutoFitFramesX = AutoFitFramesY = -1; @@ -1853,12 +1959,17 @@ ImGuiWindow::ImGuiWindow(const char* name) ItemWidthDefault = 0.0f; FontWindowScale = 1.0f; - DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList)); - IM_PLACEMENT_NEW(DrawList) ImDrawList(); + DrawList = IM_NEW(ImDrawList)(&context->DrawListSharedData); DrawList->_OwnerName = Name; ParentWindow = NULL; RootWindow = NULL; - RootNonPopupWindow = NULL; + RootWindowForTitleBarHighlight = NULL; + RootWindowForTabbing = NULL; + RootWindowForNav = NULL; + + NavLastIds[0] = NavLastIds[1] = 0; + NavRectRel[0] = NavRectRel[1] = ImRect(); + NavLastChildNavWindow = NULL; FocusIdxAllCounter = FocusIdxTabCounter = -1; FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX; @@ -1867,11 +1978,10 @@ ImGuiWindow::ImGuiWindow(const char* name) ImGuiWindow::~ImGuiWindow() { - DrawList->~ImDrawList(); - ImGui::MemFree(DrawList); - DrawList = NULL; - ImGui::MemFree(Name); - Name = NULL; + IM_DELETE(DrawList); + IM_DELETE(Name); + for (int i = 0; i != ColumnsStorage.Size; i++) + ColumnsStorage[i].~ImGuiColumnsSet(); } ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) @@ -1896,6 +2006,16 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) return ImHash(str, str_end ? (int)(str_end - str) : 0, seed); } +// 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(); + const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) }; + ImGuiID id = ImHash(&r_rel, sizeof(r_rel), seed); + ImGui::KeepAliveID(id); + return id; +} + //----------------------------------------------------------------------------- // Internal API exposed in imgui_internal.h //----------------------------------------------------------------------------- @@ -1905,14 +2025,26 @@ static void SetCurrentWindow(ImGuiWindow* window) ImGuiContext& g = *GImGui; g.CurrentWindow = window; if (window) - g.FontSize = window->CalcFontSize(); + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } -ImGuiWindow* ImGui::GetParentWindow() +static void SetNavID(ImGuiID id, int nav_layer) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentWindowStack.Size >= 2); - return g.CurrentWindowStack[(unsigned int)g.CurrentWindowStack.Size - 2]; + IM_ASSERT(g.NavWindow); + IM_ASSERT(nav_layer == 0 || nav_layer == 1); + g.NavId = id; + g.NavWindow->NavLastIds[nav_layer] = id; +} + +static void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel) +{ + ImGuiContext& g = *GImGui; + SetNavID(id, nav_layer); + g.NavWindow->NavRectRel[nav_layer] = rect_rel; + g.NavMousePosDirty = true; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; } void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) @@ -1922,9 +2054,42 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) if (g.ActiveIdIsJustActivated) g.ActiveIdTimer = 0.0f; g.ActiveId = id; + g.ActiveIdAllowNavDirFlags = 0; g.ActiveIdAllowOverlap = false; - g.ActiveIdIsAlive |= (id != 0); g.ActiveIdWindow = window; + if (id) + { + g.ActiveIdIsAlive = true; + g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + } +} + +ImGuiID ImGui::GetActiveID() +{ + ImGuiContext& g = *GImGui; + return g.ActiveId; +} + +void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(id != 0); + + // Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it. + const int nav_layer = window->DC.NavLayerCurrent; + if (g.NavWindow != window) + g.NavInitRequest = false; + g.NavId = id; + g.NavWindow = window; + g.NavLayer = nav_layer; + window->NavLastIds[nav_layer] = id; + if (window->DC.LastItemId == id) + window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); + + if (g.ActiveIdSource == ImGuiInputSource_Nav) + g.NavDisableMouseHover = true; + else + g.NavDisableHighlight = true; } void ImGui::ClearActiveID() @@ -1940,6 +2105,12 @@ void ImGui::SetHoveredID(ImGuiID id) g.HoveredIdTimer = (id != 0 && g.HoveredIdPreviousFrame == id) ? (g.HoveredIdTimer + g.IO.DeltaTime) : 0.0f; } +ImGuiID ImGui::GetHoveredID() +{ + ImGuiContext& g = *GImGui; + return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; +} + void ImGui::KeepAliveID(ImGuiID id) { ImGuiContext& g = *GImGui; @@ -1999,23 +2170,290 @@ void ImGui::ItemSize(const ImRect& bb, float text_offset_y) ItemSize(bb.GetSize(), text_offset_y); } +static ImGuiDir NavScoreItemGetQuadrant(float dx, float dy) +{ + if (fabsf(dx) > fabsf(dy)) + return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left; + return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up; +} + +static float NavScoreItemDistInterval(float a0, float a1, float b0, float b1) +{ + if (a1 < b0) + return a1 - b0; + if (b1 < a0) + return a0 - b1; + return 0.0f; +} + +// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057 +static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavLayer != window->DC.NavLayerCurrent) + return false; + + const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringCount++; + + // We perform scoring on items bounding box clipped by their parent window on the other axis (clipping on our movement axis would give us equal scores for all clipped items) + if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) + { + cand.Min.y = ImClamp(cand.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y); + cand.Max.y = ImClamp(cand.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y); + } + else + { + cand.Min.x = ImClamp(cand.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + cand.Max.x = ImClamp(cand.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + } + + // Compute distance between boxes + // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. + float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + if (dby != 0.0f && dbx != 0.0f) + dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + float dist_box = fabsf(dbx) + fabsf(dby); + + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = fabsf(dcx) + fabsf(dcy); // L1 metric (need this for our connectedness guarantee) + + // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance + ImGuiDir quadrant; + float dax = 0.0f, day = 0.0f, dist_axial = 0.0f; + if (dbx != 0.0f || dby != 0.0f) + { + // For non-overlapping boxes, use distance between boxes + dax = dbx; + day = dby; + dist_axial = dist_box; + quadrant = NavScoreItemGetQuadrant(dbx, dby); + } + else if (dcx != 0.0f || dcy != 0.0f) + { + // For overlapping boxes with different centers, use distance between centers + dax = dcx; + day = dcy; + dist_axial = dist_center; + quadrant = NavScoreItemGetQuadrant(dcx, dcy); + } + else + { + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) + quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + } + +#if IMGUI_DEBUG_NAV_SCORING + char buf[128]; + if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); + g.OverlayDrawList.AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); + g.OverlayDrawList.AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); + g.OverlayDrawList.AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); + g.OverlayDrawList.AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); + } + else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. + { + if (IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; } + if (quadrant == g.NavMoveDir) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); + g.OverlayDrawList.AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); + g.OverlayDrawList.AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); + } + } + #endif + + // Is it in the quadrant we're interesting in moving to? + bool new_best = false; + if (quadrant == g.NavMoveDir) + { + // Does it beat the current best candidate? + if (dist_box < result->DistBox) + { + result->DistBox = dist_box; + result->DistCenter = dist_center; + return true; + } + if (dist_box == result->DistBox) + { + // Try using distance between center points to break ties + if (dist_center < result->DistCenter) + { + result->DistCenter = dist_center; + new_best = true; + } + else if (dist_center == result->DistCenter) + { + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance + new_best = true; + } + } + } + + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may however lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? + if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match + if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f)) + { + result->DistAxial = dist_axial; + new_best = true; + } + + return new_best; +} + +static void NavSaveLastChildNavWindow(ImGuiWindow* child_window) +{ + ImGuiWindow* parent_window = child_window; + while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent_window = parent_window->ParentWindow; + if (parent_window && parent_window != child_window) + parent_window->NavLastChildNavWindow = child_window; +} + +// Call when we are expected to land on Layer 0 after FocusWindow() +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window) +{ + return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; +} + +static void NavRestoreLayer(int layer) +{ + ImGuiContext& g = *GImGui; + g.NavLayer = layer; + if (layer == 0) + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); + if (layer == 0 && g.NavWindow->NavLastIds[0] != 0) + SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]); + else + ImGui::NavInitWindow(g.NavWindow, true); +} + +static inline void NavUpdateAnyRequestFlag() +{ + ImGuiContext& g = *GImGui; + g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + if (g.NavAnyRequest) + IM_ASSERT(g.NavWindow != NULL); +} + +static bool NavMoveRequestButNoResultYet() +{ + ImGuiContext& g = *GImGui; + return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +void ImGui::NavMoveRequestCancel() +{ + ImGuiContext& g = *GImGui; + g.NavMoveRequest = false; + NavUpdateAnyRequestFlag(); +} + +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) +{ + ImGuiContext& g = *GImGui; + //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. + // return; + + const ImGuiItemFlags item_flags = window->DC.ItemFlags; + const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) + { + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) + { + g.NavInitResultId = id; + g.NavInitResultRectRel = nav_bb_rel; + } + if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) + { + g.NavInitRequest = false; // Found a match, clear request + NavUpdateAnyRequestFlag(); + } + } + + // Scoring for navigation + if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav)) + { + ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; +#if IMGUI_DEBUG_NAV_SCORING + // [DEBUG] Score all items in NavWindow at all times + if (!g.NavMoveRequest) + g.NavMoveDir = g.NavMoveDirLast; + bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; +#else + bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); +#endif + if (new_best) + { + result->ID = id; + result->ParentID = window->IDStack.back(); + result->Window = window; + result->RectRel = nav_bb_rel; + } + } + + // Update window-relative bounding box of navigated item + if (g.NavId == id) + { + g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. + g.NavLayer = window->DC.NavLayerCurrent; + g.NavIdIsAlive = true; + g.NavIdTabCounter = window->FocusIdxTabCounter; + window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) + } +} + // 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 -// declares their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd(). -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id) +// declare their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd(). +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const bool is_clipped = IsClippedEx(bb, id, false); + + if (id != 0) + { + // Navigation processing runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window. + // it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick) + window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + } + window->DC.LastItemId = id; window->DC.LastItemRect = bb; - window->DC.LastItemRectHoveredRect = false; + window->DC.LastItemStatusFlags = 0; + + // Clipping test + const bool is_clipped = IsClippedEx(bb, id, false); if (is_clipped) return false; //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) - window->DC.LastItemRectHoveredRect = IsMouseHoveringRect(bb.Min, bb.Max); + if (IsMouseHoveringRect(bb.Min, bb.Max)) + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; return true; } @@ -2026,11 +2464,13 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (g.NavDisableMouseHover && !g.NavDisableHighlight) + return IsItemFocused(); // Test for bounding box overlap, as updated as ItemAdd() - if (!window->DC.LastItemRectHoveredRect) + if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) return false; - IM_ASSERT((flags & ImGuiHoveredFlags_FlattenChilds) == 0); // Flags not supported by this function + IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function // Test if we are hovering the right window (our window could be behind another window) // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself. @@ -2073,7 +2513,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; if (!IsMouseHoveringRect(bb.Min, bb.Max)) return false; - if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_Default)) + if (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_Default)) return false; if (window->DC.ItemFlags & ImGuiItemFlags_Disabled) return false; @@ -2109,10 +2549,11 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent) return true; - - if (allow_keyboard_focus) - if (window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent) - return true; + if (allow_keyboard_focus && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent) + { + g.NavJustTabbedId = id; + return true; + } return false; } @@ -2154,14 +2595,14 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) void* ImGui::MemAlloc(size_t sz) { - GImGui->IO.MetricsAllocs++; - return GImGui->IO.MemAllocFn(sz); + GImAllocatorActiveAllocationsCount++; + return GImAllocatorAllocFunc(sz, GImAllocatorUserData); } void ImGui::MemFree(void* ptr) { - if (ptr) GImGui->IO.MetricsAllocs--; - return GImGui->IO.MemFreeFn(ptr); + if (ptr) GImAllocatorActiveAllocationsCount--; + return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); } const char* ImGui::GetClipboardText() @@ -2196,39 +2637,49 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx) #endif } -ImGuiContext* ImGui::CreateContext(void* (*malloc_fn)(size_t), void (*free_fn)(void*)) +void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data) { - if (!malloc_fn) malloc_fn = malloc; - ImGuiContext* ctx = (ImGuiContext*)malloc_fn(sizeof(ImGuiContext)); - IM_PLACEMENT_NEW(ctx) ImGuiContext(); - ctx->IO.MemAllocFn = malloc_fn; - ctx->IO.MemFreeFn = free_fn ? free_fn : free; + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + if (GImGui == NULL) + SetCurrentContext(ctx); + Initialize(ctx); return ctx; } void ImGui::DestroyContext(ImGuiContext* ctx) { - void (*free_fn)(void*) = ctx->IO.MemFreeFn; - ctx->~ImGuiContext(); - free_fn(ctx); + if (ctx == NULL) + ctx = GImGui; + Shutdown(ctx); if (GImGui == ctx) SetCurrentContext(NULL); + IM_DELETE(ctx); } ImGuiIO& ImGui::GetIO() { + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); return GImGui->IO; } ImGuiStyle& ImGui::GetStyle() { + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); return GImGui->Style; } -// Same value as passed to your RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame() +// Same value as passed to the old io.RenderDrawListsFn function. Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { - return GImGui->RenderDrawData.Valid ? &GImGui->RenderDrawData : NULL; + ImGuiContext& g = *GImGui; + return g.DrawData.Valid ? &g.DrawData : NULL; } float ImGui::GetTime() @@ -2246,66 +2697,613 @@ ImDrawList* ImGui::GetOverlayDrawList() return &GImGui->OverlayDrawList; } -void ImGui::NewFrame() +ImDrawListSharedData* ImGui::GetDrawListSharedData() { - ImGuiContext& g = *GImGui; + return &GImGui->DrawListSharedData; +} - // Check user data - // (We pass an error message in the assert expression as a trick to get it visible to programmers who are not using a debugger, as most assert handlers display their argument) - IM_ASSERT(g.IO.DeltaTime >= 0.0f && "Need a positive DeltaTime (zero is tolerated but will cause some timing issues)"); - IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value"); - IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?"); - IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?"); - IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting"); - IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)"); - IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); +// This needs to be called before we submit any widget (aka in or before Begin) +void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(window == g.NavWindow); + bool init_for_nav = false; + if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) + if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; + if (init_for_nav) + { + SetNavID(0, g.NavLayer); + g.NavInitRequest = true; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavInitResultRectRel = ImRect(); + NavUpdateAnyRequestFlag(); + } + else + { + g.NavId = window->NavLastIds[0]; + } +} - // Initialize on first frame - if (!g.Initialized) - ImGui::Initialize(); +static ImVec2 NavCalcPreferredMousePos() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + if (!window) + return g.IO.MousePos; + const ImRect& rect_rel = window->NavRectRel[g.NavLayer]; + ImVec2 pos = g.NavWindow->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())); + ImRect visible_rect = GetViewportRect(); + return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta. +} - SetCurrentFont(GetDefaultFont()); - IM_ASSERT(g.Font->IsLoaded()); +static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = g.Windows.Size-1; i >= 0; i--) + if (g.Windows[i] == window) + return i; + return -1; +} - g.Time += g.IO.DeltaTime; - g.FrameCount += 1; - g.TooltipOverrideCount = 0; - g.OverlayDrawList.Clear(); - g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID); - g.OverlayDrawList.PushClipRectFullScreen(); +static ImGuiWindow* FindWindowNavigable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +{ + ImGuiContext& g = *GImGui; + for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir) + if (ImGui::IsWindowNavFocusable(g.Windows[i])) + return g.Windows[i]; + return NULL; +} - // Mark rendering data as invalid to prevent user who may have a handle on it to use it - g.RenderDrawData.Valid = false; - g.RenderDrawData.CmdLists = NULL; - g.RenderDrawData.CmdListsCount = g.RenderDrawData.TotalVtxCount = g.RenderDrawData.TotalIdxCount = 0; +float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) +{ + ImGuiContext& g = *GImGui; + if (mode == ImGuiInputReadMode_Down) + return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) - // Clear reference to active widget if the widget isn't alive anymore - if (!g.HoveredIdPreviousFrame) - g.HoveredIdTimer = 0.0f; - g.HoveredIdPreviousFrame = g.HoveredId; - g.HoveredId = 0; - g.HoveredIdAllowOverlap = false; - if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) - ClearActiveID(); - if (g.ActiveId) - g.ActiveIdTimer += g.IO.DeltaTime; - g.ActiveIdPreviousFrame = g.ActiveId; - g.ActiveIdIsAlive = false; - g.ActiveIdIsJustActivated = false; - if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId) - g.ScalarAsInputTextId = 0; + const float t = g.IO.NavInputsDownDuration[n]; + if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. + return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); + if (t < 0.0f) + return 0.0f; + if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. + return (t == 0.0f) ? 1.0f : 0.0f; + if (mode == ImGuiInputReadMode_Repeat) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f); + if (mode == ImGuiInputReadMode_RepeatSlow) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f); + if (mode == ImGuiInputReadMode_RepeatFast) + return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f); + return 0.0f; +} - // Update keyboard input state - memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) - g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; +// Equivalent of IsKeyDown() for NavInputs[] +static bool IsNavInputDown(ImGuiNavInput n) +{ + return GImGui->IO.NavInputs[n] > 0.0f; +} + +// Equivalent of IsKeyPressed() for NavInputs[] +static bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) +{ + return ImGui::GetNavInputAmount(n, mode) > 0.0f; +} + +static bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) +{ + return (ImGui::GetNavInputAmount(n1, mode) + ImGui::GetNavInputAmount(n2, mode)) > 0.0f; +} + +ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) +{ + ImVec2 delta(0.0f, 0.0f); + if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); + if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); + if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta *= slow_factor; + if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= fast_factor; + return delta; +} + +static void NavUpdateWindowingHighlightWindow(int focus_change_dir) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindowingTarget); + if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) + return; + + const int i_current = FindWindowIndex(g.NavWindowingTarget); + ImGuiWindow* window_target = FindWindowNavigable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); + if (!window_target) + window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir); + g.NavWindowingTarget = window_target; + g.NavWindowingToggleLayer = false; +} + +// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer) +static void ImGui::NavUpdateWindowing() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* apply_focus_window = NULL; + bool apply_toggle_layer = false; + + bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + if (start_windowing_with_gamepad || start_windowing_with_keyboard) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavigable(g.Windows.Size - 1, -INT_MAX, -1)) + { + g.NavWindowingTarget = window->RootWindowForTabbing; + g.NavWindowingHighlightTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; + } + + // Gamepad update + g.NavWindowingHighlightTimer += g.IO.DeltaTime; + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) + { + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.20f) / 0.05f)); + + // Select window to focus + const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + if (focus_change_dir != 0) + { + NavUpdateWindowingHighlightWindow(focus_change_dir); + g.NavWindowingHighlightAlpha = 1.0f; + } + + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most) + if (!IsNavInputDown(ImGuiNavInput_Menu)) + { + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + if (g.NavWindowingToggleLayer && g.NavWindow) + apply_toggle_layer = true; + else if (!g.NavWindowingToggleLayer) + apply_focus_window = g.NavWindowingTarget; + g.NavWindowingTarget = NULL; + } + } + + // Keyboard: Focus + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) + { + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingHighlightTimer - 0.15f) / 0.04f)); // 1.0f + if (IsKeyPressedMap(ImGuiKey_Tab, true)) + NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); + if (!g.IO.KeyCtrl) + apply_focus_window = g.NavWindowingTarget; + } + + // Keyboard: Press and Release ALT to toggle menu layer + // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of back-end clearing releases all keys on ALT-TAB + if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) + if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) + apply_toggle_layer = true; + + // Move window + if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) + { + ImVec2 move_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); + if (move_delta.x != 0.0f || move_delta.y != 0.0f) + { + const float NAV_MOVE_SPEED = 800.0f; + const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); + g.NavWindowingTarget->PosFloat += move_delta * move_speed; + g.NavDisableMouseHover = true; + MarkIniSettingsDirty(g.NavWindowingTarget); + } + } + + // Apply final focus + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowForTabbing)) + { + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); + ClosePopupsOverWindow(apply_focus_window); + FocusWindow(apply_focus_window); + if (apply_focus_window->NavLastIds[0] == 0) + NavInitWindow(apply_focus_window, false); + + // If the window only has a menu layer, select it directly + if (apply_focus_window->DC.NavLayerActiveMask == (1 << 1)) + g.NavLayer = 1; + } + if (apply_focus_window) + g.NavWindowingTarget = NULL; + + // Apply menu/layer toggle + if (apply_toggle_layer && g.NavWindow) + { + ImGuiWindow* new_nav_window = g.NavWindow; + while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + new_nav_window = new_nav_window->ParentWindow; + if (new_nav_window != g.NavWindow) + { + ImGuiWindow* old_nav_window = g.NavWindow; + FocusWindow(new_nav_window); + new_nav_window->NavLastChildNavWindow = old_nav_window; + } + g.NavDisableHighlight = false; + g.NavDisableMouseHover = true; + NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0); + } +} + +// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated. +static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_rel) +{ + // Scroll to keep newly navigated item fully into view + ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); + //g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG] + if (window_rect_rel.Contains(item_rect_rel)) + return; + + ImGuiContext& g = *GImGui; + if (window->ScrollbarX && item_rect_rel.Min.x < window_rect_rel.Min.x) + { + window->ScrollTarget.x = item_rect_rel.Min.x + window->Scroll.x - g.Style.ItemSpacing.x; + window->ScrollTargetCenterRatio.x = 0.0f; + } + else if (window->ScrollbarX && item_rect_rel.Max.x >= window_rect_rel.Max.x) + { + window->ScrollTarget.x = item_rect_rel.Max.x + window->Scroll.x + g.Style.ItemSpacing.x; + window->ScrollTargetCenterRatio.x = 1.0f; + } + if (item_rect_rel.Min.y < window_rect_rel.Min.y) + { + window->ScrollTarget.y = item_rect_rel.Min.y + window->Scroll.y - g.Style.ItemSpacing.y; + window->ScrollTargetCenterRatio.y = 0.0f; + } + else if (item_rect_rel.Max.y >= window_rect_rel.Max.y) + { + window->ScrollTarget.y = item_rect_rel.Max.y + window->Scroll.y + g.Style.ItemSpacing.y; + window->ScrollTargetCenterRatio.y = 1.0f; + } + + // Estimate upcoming scroll so we can offset our relative mouse position so mouse position can be applied immediately (under this block) + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + item_rect_rel.Translate(window->Scroll - next_scroll); +} + +static void ImGui::NavUpdate() +{ + ImGuiContext& g = *GImGui; + g.IO.WantSetMousePos = false; + +#if 0 + if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); +#endif + + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad)) + if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f) + g.NavInputSource = ImGuiInputSource_NavGamepad; + + // Update Keyboard->Nav inputs mapping + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) + { + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } + NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); + NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); + NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); + NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); + NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); + NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); + NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); + if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; + if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + #undef NAV_MAP_KEY + } + + memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++) + g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; + + // Process navigation init request (select first/default focus) + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + { + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + IM_ASSERT(g.NavWindow); + if (g.NavInitRequestFromMove) + SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel); + else + SetNavID(g.NavInitResultId, g.NavLayer); + g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; + } + g.NavInitRequest = false; + g.NavInitRequestFromMove = false; + g.NavInitResultId = 0; + g.NavJustMovedToId = 0; + + // Process navigation move request + if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0)) + { + // Select which result to use + ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) // Maybe entering a flattened child? In this case solve the tie using the regular scoring rules + if ((g.NavMoveResultOther.DistBox < g.NavMoveResultLocal.DistBox) || (g.NavMoveResultOther.DistBox == g.NavMoveResultLocal.DistBox && g.NavMoveResultOther.DistCenter < g.NavMoveResultLocal.DistCenter)) + result = &g.NavMoveResultOther; + + IM_ASSERT(g.NavWindow && result->Window); + + // Scroll to keep newly navigated item fully into view + if (g.NavLayer == 0) + NavScrollToBringItemIntoView(result->Window, result->RectRel); + + // Apply result from previous frame navigation directional move request + ClearActiveID(); + g.NavWindow = result->Window; + SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel); + g.NavJustMovedToId = result->ID; + g.NavMoveFromClampedRefRect = false; + } + + // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame + if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) + { + IM_ASSERT(g.NavMoveRequest); + if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + g.NavDisableHighlight = false; + g.NavMoveRequestForward = ImGuiNavForward_None; + } + + // Apply application mouse position movement, after we had a chance to process move request result. + if (g.NavMousePosDirty && g.NavIdIsAlive) + { + // Set mouse position given our knowledge of the nav widget position from last frame + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + { + g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredMousePos(); + g.IO.WantSetMousePos = true; + } + g.NavMousePosDirty = false; + } + g.NavIdIsAlive = false; + g.NavJustTabbedId = 0; + IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); + + // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0 + if (g.NavWindow) + NavSaveLastChildNavWindow(g.NavWindow); + if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0) + g.NavWindow->NavLastChildNavWindow = NULL; + + NavUpdateWindowing(); + + // Set output flags for user application + bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest; + + // Process NavCancel input (to close a popup, get back to parent, clear focus) + if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + { + if (g.ActiveId != 0) + { + ClearActiveID(); + } + else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow; + ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, 0); + g.NavIdIsAlive = false; + if (g.NavDisableMouseHover) + g.NavMousePosDirty = true; + } + else if (g.OpenPopupStack.Size > 0) + { + // Close open popup/menu + if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + ClosePopupToLevel(g.OpenPopupStack.Size - 1); + } + else if (g.NavLayer != 0) + { + // Leave the "menu" layer + NavRestoreLayer(0); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + g.NavId = 0; + } + } + + // Process manual activation request + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; + if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); + bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + if (g.ActiveId == 0 && activate_pressed) + g.NavActivateId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) + g.NavActivateDownId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) + g.NavActivatePressedId = g.NavId; + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) + g.NavInputId = g.NavId; + } + if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavDisableHighlight = true; + if (g.NavActivateId != 0) + IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + g.NavMoveRequest = false; + + // Process programmatic activation request + if (g.NavNextActivateId != 0) + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; + g.NavNextActivateId = 0; + + // Initiate directional inputs request + const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags; + if (g.NavMoveRequestForward == ImGuiNavForward_None) + { + g.NavMoveDir = ImGuiDir_None; + if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + { + if ((allowed_dir_flags & (1<Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) + { + // *Fallback* manual-scroll with NavUp/NavDown when window has no navigable item + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + { + if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) + SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) + SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + } + + // *Normal* Manual scroll with NavScrollXXX keys + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); + if (scroll_dir.x != 0.0f && window->ScrollbarX) + { + SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); + g.NavMoveFromClampedRefRect = true; + } + if (scroll_dir.y != 0.0f) + { + SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + g.NavMoveFromClampedRefRect = true; + } + } + + // Reset search results + g.NavMoveResultLocal.Clear(); + g.NavMoveResultOther.Clear(); + + // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items + if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0) + { + ImGuiWindow* window = g.NavWindow; + ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1)); + if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + float pad = window->CalcFontSize() * 0.5f; + window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item + window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); + g.NavId = 0; + } + g.NavMoveFromClampedRefRect = false; + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0); + g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect(); + g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x); + g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x; + IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous fabsf() calls in NavScoreItem(). + //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] + g.NavScoringCount = 0; +#if IMGUI_DEBUG_NAV_RECTS + if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) g.OverlayDrawList.AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } +#endif +} + +static void ImGui::NewFrameUpdateMovingWindow() +{ + ImGuiContext& g = *GImGui; + if (g.MovingWindow && g.MovingWindow->MoveId == g.ActiveId && g.ActiveIdSource == ImGuiInputSource_Mouse) + { + // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). + // We track it to preserve Focus and so that ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. + KeepAliveID(g.ActiveId); + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); + ImGuiWindow* moving_window = g.MovingWindow->RootWindow; + if (g.IO.MouseDown[0]) + { + ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; + if (moving_window->PosFloat.x != pos.x || moving_window->PosFloat.y != pos.y) + { + MarkIniSettingsDirty(moving_window); + moving_window->PosFloat = pos; + } + FocusWindow(g.MovingWindow); + } + else + { + ClearActiveID(); + g.MovingWindow = NULL; + } + } + else + { + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. + if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) + { + KeepAliveID(g.ActiveId); + if (!g.IO.MouseDown[0]) + ClearActiveID(); + } + g.MovingWindow = NULL; + } +} + +static void ImGui::NewFrameUpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; - // Update mouse input state // If mouse just appeared or disappeared (usually denoted by -FLT_MAX component, but in reality we test for -256000.0f) we cancel out movement in MouseDelta - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) + if (ImGui::IsMousePosValid(&g.IO.MousePos) && ImGui::IsMousePosValid(&g.IO.MousePosPrev)) g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; else g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) + g.NavDisableMouseHover = false; + g.IO.MousePosPrev = g.IO.MousePos; for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) { @@ -2337,71 +3335,34 @@ void ImGui::NewFrame() g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, mouse_delta.y < 0.0f ? -mouse_delta.y : mouse_delta.y); g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(mouse_delta)); } + if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + g.NavDisableMouseHover = false; } +} - // Calculate frame-rate for the user, as a purely luxurious feature - g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; - g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); - g.IO.Framerate = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame)); - - // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows. - if (g.MovingWindowMoveId && g.MovingWindowMoveId == g.ActiveId) - { - KeepAliveID(g.MovingWindowMoveId); - IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); - IM_ASSERT(g.MovingWindow->MoveId == g.MovingWindowMoveId); - if (g.IO.MouseDown[0]) - { - g.MovingWindow->RootWindow->PosFloat += g.IO.MouseDelta; - if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) - MarkIniSettingsDirty(g.MovingWindow->RootWindow); - FocusWindow(g.MovingWindow); - } - else - { - ClearActiveID(); - g.MovingWindow = NULL; - g.MovingWindowMoveId = 0; - } - } - else - { - g.MovingWindow = NULL; - g.MovingWindowMoveId = 0; - } - - // Delay saving settings so we don't spam disk too much - if (g.SettingsDirtyTimer > 0.0f) - { - g.SettingsDirtyTimer -= g.IO.DeltaTime; - if (g.SettingsDirtyTimer <= 0.0f) - SaveIniSettingsToDisk(g.IO.IniFilename); - } +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) +void ImGui::NewFrameUpdateHoveredWindowAndCaptureFlags() +{ + ImGuiContext& g = *GImGui; - // Find the window we are hovering + // Find the window hovered by mouse: // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. - // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. - g.HoveredWindow = (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs)) ? g.MovingWindow : FindHoveredWindow(g.IO.MousePos); + g.HoveredWindow = (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs)) ? g.MovingWindow : FindHoveredWindow(); g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; - if (ImGuiWindow* modal_window = GetFrontMostModalRootWindow()) - { - g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f); - ImGuiWindow* window = g.HoveredRootWindow; - while (window && window != modal_window) - window = window->ParentWindow; - if (!window) + // Modal windows prevents cursor from hovering behind them. + ImGuiWindow* modal_window = GetFrontMostModalRootWindow(); + if (modal_window) + if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) g.HoveredRootWindow = g.HoveredWindow = NULL; - } - else - { - g.ModalWindowDarkeningRatio = 0.0f; - } - // Update the WantCaptureMouse/WantCAptureKeyboard flags, so user can capture/discard the inputs away from the rest of their application. - // When clicking outside of a window we assume the click is owned by the application and won't request capture. We need to track click ownership. + // Disabled mouse? + if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) + g.HoveredWindow = g.HoveredRootWindow = NULL; + + // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. int mouse_earliest_button_down = -1; bool mouse_any_down = false; for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) @@ -2413,51 +3374,196 @@ void ImGui::NewFrame() if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) mouse_earliest_button_down = i; } - bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; + const bool mouse_avail_to_imgui = (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; + + // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. + // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) + const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; + if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) + g.HoveredWindow = g.HoveredRootWindow = NULL; + + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to imgui + app) if (g.WantCaptureMouseNextFrame != -1) g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); else g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); - g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != -1) ? (g.WantCaptureKeyboardNextFrame != 0) : (g.ActiveId != 0); + + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to imgui + app) + if (g.WantCaptureKeyboardNextFrame != -1) + g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + else + g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + g.IO.WantCaptureKeyboard = true; + + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : 0; +} + +void ImGui::NewFrame() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); + ImGuiContext& g = *GImGui; + + // Check user data + // (We pass an error message in the assert expression as a trick to get it visible to programmers who are not using a debugger, as most assert handlers display their argument) + IM_ASSERT(g.Initialized); + IM_ASSERT(g.IO.DeltaTime >= 0.0f && "Need a positive DeltaTime (zero is tolerated but will cause some timing issues)"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value"); + IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + for (int n = 0; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); + + // Do a simple check for required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was super recently added in 1.60 WIP) + if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) + IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); + + // Load settings on first frame + if (!g.SettingsLoaded) + { + IM_ASSERT(g.SettingsWindows.empty()); + LoadIniSettingsFromDisk(g.IO.IniFilename); + g.SettingsLoaded = true; + } + + // Save settings (with a delay so we don't spam disk too much) + if (g.SettingsDirtyTimer > 0.0f) + { + g.SettingsDirtyTimer -= g.IO.DeltaTime; + if (g.SettingsDirtyTimer <= 0.0f) + SaveIniSettingsToDisk(g.IO.IniFilename); + } + + g.Time += g.IO.DeltaTime; + g.FrameCount += 1; + g.TooltipOverrideCount = 0; + g.WindowsActiveCount = 0; + + SetCurrentFont(GetDefaultFont()); + IM_ASSERT(g.Font->IsLoaded()); + g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y); + g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; + + g.OverlayDrawList.Clear(); + g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID); + g.OverlayDrawList.PushClipRectFullScreen(); + g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); + + // Mark rendering data as invalid to prevent user who may have a handle on it to use it + g.DrawData.Clear(); + + // Clear reference to active widget if the widget isn't alive anymore + if (!g.HoveredIdPreviousFrame) + g.HoveredIdTimer = 0.0f; + g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) + ClearActiveID(); + if (g.ActiveId) + g.ActiveIdTimer += g.IO.DeltaTime; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdIsAlive = false; + g.ActiveIdIsJustActivated = false; + if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId) + g.ScalarAsInputTextId = 0; + + // Elapse drag & drop payload + if (g.DragDropActive && g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) + { + ClearDragDrop(); + g.DragDropPayloadBufHeap.clear(); + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + } + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + + // Update keyboard input state + memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) + g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; + + // Update gamepad/keyboard directional navigation + NavUpdate(); + + // Update mouse input state + NewFrameUpdateMouseInputs(); + + // Calculate frame-rate for the user, as a purely luxurious feature + g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; + g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.IO.Framerate = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame)); + + // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) + NewFrameUpdateMovingWindow(); + NewFrameUpdateHoveredWindowAndCaptureFlags(); + + if (GetFrontMostModalRootWindow() != NULL) + g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f); + else + g.ModalWindowDarkeningRatio = 0.0f; + g.MouseCursor = ImGuiMouseCursor_Arrow; g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; g.OsImePosRequest = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default - // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. - // FIXME: For patterns of drag and drop between "application" and "imgui" we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) - if (!mouse_avail_to_imgui) - g.HoveredWindow = g.HoveredRootWindow = NULL; - - // Scale & Scrolling - if (g.HoveredWindow && g.IO.MouseWheel != 0.0f && !g.HoveredWindow->Collapsed) + // Mouse wheel scrolling, scale + if (g.HoveredWindow && !g.HoveredWindow->Collapsed && (g.IO.MouseWheel != 0.0f || g.IO.MouseWheelH != 0.0f)) { + // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set). ImGuiWindow* window = g.HoveredWindow; - if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling) - { - // Zoom / Scale window - const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); - const float scale = new_font_scale / window->FontWindowScale; - window->FontWindowScale = new_font_scale; + ImGuiWindow* scroll_window = window; + while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow) + scroll_window = scroll_window->ParentWindow; + const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs); - const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; - window->Pos += offset; - window->PosFloat += offset; - window->Size *= scale; - window->SizeFull *= scale; + if (g.IO.MouseWheel != 0.0f) + { + if (g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + // Zoom / Scale window + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + window->Pos += offset; + window->PosFloat += offset; + window->Size *= scale; + window->SizeFull *= scale; + } + else if (!g.IO.KeyCtrl && scroll_allowed) + { + // Mouse wheel vertical scrolling + float scroll_amount = 5 * scroll_window->CalcFontSize(); + scroll_amount = (float)(int)ImMin(scroll_amount, (scroll_window->ContentsRegionRect.GetHeight() + scroll_window->WindowPadding.y * 2.0f) * 0.67f); + SetWindowScrollY(scroll_window, scroll_window->Scroll.y - g.IO.MouseWheel * scroll_amount); + } } - else if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse)) + if (g.IO.MouseWheelH != 0.0f && scroll_allowed) { - // Mouse wheel Scrolling - float scroll_amount = 5 * window->CalcFontSize(); - scroll_amount = (float)(int)ImMin(scroll_amount, (window->ContentsRegionRect.GetHeight() + window->WindowPadding.y * 2.0f) * 0.67f); - SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * scroll_amount); + // Mouse wheel horizontal scrolling (for hardware that supports it) + float scroll_amount = scroll_window->CalcFontSize(); + if (!g.IO.KeyCtrl && !(window->Flags & ImGuiWindowFlags_NoScrollWithMouse)) + SetWindowScrollX(window, window->Scroll.x - g.IO.MouseWheelH * scroll_amount); } } // Pressing TAB activate widget focus - if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && IsKeyPressedMap(ImGuiKey_Tab, false)) - g.NavWindow->FocusIdxTabRequestNext = 0; + if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false)) + { + if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) + g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); + else + g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0; + } + g.NavIdTabCounter = INT_MAX; // Mark all windows as not visible for (int i = 0; i != g.Windows.Size; i++) @@ -2470,21 +3576,21 @@ void ImGui::NewFrame() // Closing the focused window restore focus to the first active root window in descending z-order if (g.NavWindow && !g.NavWindow->WasActive) - FocusPreviousWindow(); + FocusFrontMostActiveWindow(NULL); // No window should be open at the beginning of the frame. // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. g.CurrentWindowStack.resize(0); g.CurrentPopupStack.resize(0); - CloseInactivePopups(g.NavWindow); + ClosePopupsOverWindow(g.NavWindow); // Create implicit window - 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. - ImGui::SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); - ImGui::Begin("Debug##Default"); + SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); + Begin("Debug##Default"); } -static void* SettingsHandlerWindow_ReadOpen(ImGuiContext&, const char* name) +static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHash(name, 0)); if (!settings) @@ -2492,7 +3598,7 @@ static void* SettingsHandlerWindow_ReadOpen(ImGuiContext&, const char* name) return (void*)settings; } -static void SettingsHandlerWindow_ReadLine(ImGuiContext&, void* entry, const char* line) +static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line) { ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; float x, y; @@ -2502,9 +3608,10 @@ static void SettingsHandlerWindow_ReadLine(ImGuiContext&, void* entry, const cha else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0); } -static void SettingsHandlerWindow_WriteAll(ImGuiContext& g, ImGuiTextBuffer* buf) +static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { // Gather data from windows that were active during this session + ImGuiContext& g = *imgui_ctx; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; @@ -2529,7 +3636,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext& g, ImGuiTextBuffer* buf const char* name = settings->Name; if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() name = p; - buf->appendf("[Window][%s]\n", name); + buf->appendf("[%s][%s]\n", handler->TypeName, name); buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y); buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y); buf->appendf("Collapsed=%d\n", settings->Collapsed); @@ -2537,11 +3644,11 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext& g, ImGuiTextBuffer* buf } } -void ImGui::Initialize() +void ImGui::Initialize(ImGuiContext* context) { - ImGuiContext& g = *GImGui; - g.LogClipboard = (ImGuiTextBuffer*)ImGui::MemAlloc(sizeof(ImGuiTextBuffer)); - IM_PLACEMENT_NEW(g.LogClipboard) ImGuiTextBuffer(); + ImGuiContext& g = *context; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + g.LogClipboard = IM_NEW(ImGuiTextBuffer)(); // Add .ini handle for ImGuiWindow type ImGuiSettingsHandler ini_handler; @@ -2552,20 +3659,17 @@ void ImGui::Initialize() ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll; g.SettingsHandlers.push_front(ini_handler); - // Load .ini file - IM_ASSERT(g.SettingsWindows.empty()); - LoadIniSettingsFromDisk(g.IO.IniFilename); g.Initialized = true; } // This function is merely here to free heap allocations. -void ImGui::Shutdown() +void ImGui::Shutdown(ImGuiContext* context) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *context; // 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) // Testing for NULL to allow user to NULLify in case of running Shutdown() on multiple contexts. Bit hacky. - g.IO.Fonts->Clear(); + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + IM_DELETE(g.IO.Fonts); // Cleanup of other data are conditional on actually having initialize ImGui. if (!g.Initialized) @@ -2573,11 +3677,9 @@ void ImGui::Shutdown() SaveIniSettingsToDisk(g.IO.IniFilename); + // Clear everything else for (int i = 0; i < g.Windows.Size; i++) - { - g.Windows[i]->~ImGuiWindow(); - ImGui::MemFree(g.Windows[i]); - } + IM_DELETE(g.Windows[i]); g.Windows.clear(); g.WindowsSortBuffer.clear(); g.CurrentWindow = NULL; @@ -2589,16 +3691,13 @@ void ImGui::Shutdown() g.ActiveIdWindow = NULL; g.MovingWindow = NULL; for (int i = 0; i < g.SettingsWindows.Size; i++) - ImGui::MemFree(g.SettingsWindows[i].Name); + IM_DELETE(g.SettingsWindows[i].Name); g.ColorModifiers.clear(); g.StyleModifiers.clear(); g.FontStack.clear(); g.OpenPopupStack.clear(); g.CurrentPopupStack.clear(); - g.SetNextWindowSizeConstraintCallback = NULL; - g.SetNextWindowSizeConstraintCallbackUserData = NULL; - for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++) - g.RenderDrawLists[i].clear(); + g.DrawDataBuilder.ClearFreeMemory(); g.OverlayDrawList.ClearFreeMemory(); g.PrivateClipboard.clear(); g.InputTextState.Text.clear(); @@ -2614,10 +3713,7 @@ void ImGui::Shutdown() g.LogFile = NULL; } if (g.LogClipboard) - { - g.LogClipboard->~ImGuiTextBuffer(); - ImGui::MemFree(g.LogClipboard); - } + IM_DELETE(g.LogClipboard); g.Initialized = false; } @@ -2652,9 +3748,10 @@ static void LoadIniSettingsFromDisk(const char* ini_filename) ImGui::MemFree(file_data); } -ImGuiSettingsHandler* ImGui::FindSettingsHandler(ImGuiID type_hash) +ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) { ImGuiContext& g = *GImGui; + const ImGuiID type_hash = ImHash(type_name, 0, 0); for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) if (g.SettingsHandlers[handler_n].TypeHash == type_hash) return &g.SettingsHandlers[handler_n]; @@ -2670,7 +3767,7 @@ static void LoadIniSettingsFromMemory(const char* buf_readonly) ImGuiContext& g = *GImGui; void* entry_data = NULL; - const ImGuiSettingsHandler* entry_handler = NULL; + ImGuiSettingsHandler* entry_handler = NULL; char* line_end = NULL; for (char* line = buf; line < buf_end; line = line_end + 1) @@ -2689,7 +3786,7 @@ static void LoadIniSettingsFromMemory(const char* buf_readonly) line_end[-1] = 0; const char* name_end = line_end - 1; const char* type_start = line + 1; - char* type_end = ImStrchrRange(type_start, name_end, ']'); + char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']'); const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; if (!type_end || !name_start) { @@ -2701,17 +3798,17 @@ static void LoadIniSettingsFromMemory(const char* buf_readonly) *type_end = 0; // Overwrite first ']' name_start++; // Skip second '[' } - const ImGuiID type_hash = ImHash(type_start, 0, 0); - entry_handler = ImGui::FindSettingsHandler(type_hash); - entry_data = entry_handler ? entry_handler->ReadOpenFn(g, name_start) : NULL; + entry_handler = ImGui::FindSettingsHandler(type_start); + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; } else if (entry_handler != NULL && entry_data != NULL) { // Let type handler parse the line - entry_handler->ReadLineFn(g, entry_data, line); + entry_handler->ReadLineFn(&g, entry_handler, entry_data, line); } } ImGui::MemFree(buf); + g.SettingsLoaded = true; } static void SaveIniSettingsToDisk(const char* ini_filename) @@ -2738,7 +3835,10 @@ static void SaveIniSettingsToMemory(ImVector& out_buf) ImGuiTextBuffer buf; for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - g.SettingsHandlers[handler_n].WriteAllFn(g, &buf); + { + ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n]; + handler->WriteAllFn(&g, handler, &buf); + } buf.Buf.pop_back(); // Remove extra zero-terminator used by ImGuiTextBuffer out_buf.swap(buf.Buf); @@ -2760,20 +3860,20 @@ static void MarkIniSettingsDirty(ImGuiWindow* window) } // FIXME: Add a more explicit sort order in the window structure. -static int ChildWindowComparer(const void* lhs, const void* rhs) +static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) { - const ImGuiWindow* a = *(const ImGuiWindow**)lhs; - const ImGuiWindow* b = *(const ImGuiWindow**)rhs; + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) return d; if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) return d; - return (a->OrderWithinParent - b->OrderWithinParent); + return (a->BeginOrderWithinParent - b->BeginOrderWithinParent); } -static void AddWindowToSortedBuffer(ImVector& out_sorted_windows, ImGuiWindow* window) +static void AddWindowToSortedBuffer(ImVector* out_sorted_windows, ImGuiWindow* window) { - out_sorted_windows.push_back(window); + out_sorted_windows->push_back(window); if (window->Active) { int count = window->DC.ChildWindows.Size; @@ -2788,7 +3888,7 @@ static void AddWindowToSortedBuffer(ImVector& out_sorted_windows, } } -static void AddDrawListToRenderList(ImVector& out_render_list, ImDrawList* draw_list) +static void AddDrawListToDrawData(ImVector* out_render_list, ImDrawList* draw_list) { if (draw_list->CmdBuffer.empty()) return; @@ -2807,45 +3907,70 @@ static void AddDrawListToRenderList(ImVector& out_render_list, ImDr IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); - // Check that draw_list doesn't use more vertices than indexable in a single draw call (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per window) - // If this assert triggers because you are drawing lots of stuff manually, you can: - // A) Add '#define ImDrawIdx unsigned int' in imconfig.h to set the index size to 4 bytes. You'll need to handle the 4-bytes indices to your renderer. - // For example, the OpenGL example code detect index size at compile-time by doing: - // 'glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);' + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents. + // B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes. + // You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); // Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API. - // B) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists. - IM_ASSERT(((ImU64)draw_list->_VtxCurrentIdx >> (sizeof(ImDrawIdx)*8)) == 0); // Too many vertices in same ImDrawList. See comment above. - - out_render_list.push_back(draw_list); - GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size; - GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size; + // C) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + out_render_list->push_back(draw_list); } -static void AddWindowToRenderList(ImVector& out_render_list, ImGuiWindow* window) +static void AddWindowToDrawData(ImVector* out_render_list, ImGuiWindow* window) { - AddDrawListToRenderList(out_render_list, window->DrawList); + AddDrawListToDrawData(out_render_list, window->DrawList); for (int i = 0; i < window->DC.ChildWindows.Size; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; - if (!child->Active) // clipped children may have been marked not active - continue; - if ((child->Flags & ImGuiWindowFlags_Popup) && child->HiddenFrames > 0) - continue; - AddWindowToRenderList(out_render_list, child); + if (child->Active && child->HiddenFrames == 0) // clipped children may have been marked not active + AddWindowToDrawData(out_render_list, child); } } -static void AddWindowToRenderListSelectLayer(ImGuiWindow* window) +static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window) { - // FIXME: Generalize this with a proper layering system so e.g. user can draw in specific layers, below text, .. ImGuiContext& g = *GImGui; g.IO.MetricsActiveWindows++; - if (window->Flags & ImGuiWindowFlags_Popup) - AddWindowToRenderList(g.RenderDrawLists[1], window); - else if (window->Flags & ImGuiWindowFlags_Tooltip) - AddWindowToRenderList(g.RenderDrawLists[2], window); + if (window->Flags & ImGuiWindowFlags_Tooltip) + AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window); else - AddWindowToRenderList(g.RenderDrawLists[0], window); + AddWindowToDrawData(&g.DrawDataBuilder.Layers[0], window); +} + +void ImDrawDataBuilder::FlattenIntoSingleLayer() +{ + int n = Layers[0].Size; + int size = n; + for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) + size += Layers[i].Size; + Layers[0].resize(size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) + { + ImVector& layer = Layers[layer_n]; + if (layer.empty()) + continue; + memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); + n += layer.Size; + layer.resize(0); + } +} + +static void SetupDrawData(ImVector* draw_lists, ImDrawData* out_draw_data) +{ + out_draw_data->Valid = true; + out_draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; + out_draw_data->CmdListsCount = draw_lists->Size; + out_draw_data->TotalVtxCount = out_draw_data->TotalIdxCount = 0; + for (int n = 0; n < draw_lists->Size; n++) + { + out_draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; + out_draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; + } } // When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result. @@ -2882,7 +4007,7 @@ void ImGui::EndFrame() IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed) g.CurrentWindow->Active = false; - ImGui::End(); + End(); if (g.ActiveId == 0 && g.HoveredId == 0) { @@ -2893,13 +4018,13 @@ void ImGui::EndFrame() { if (g.HoveredRootWindow != NULL) { + // Set ActiveId even if the _NoMove flag is set, without it dragging away from a window with _NoMove would activate hover on other windows. FocusWindow(g.HoveredWindow); + SetActiveID(g.HoveredWindow->MoveId, g.HoveredWindow); + g.NavDisableHighlight = true; + g.ActiveIdClickOffset = g.IO.MousePos - g.HoveredRootWindow->Pos; if (!(g.HoveredWindow->Flags & ImGuiWindowFlags_NoMove) && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoMove)) - { g.MovingWindow = g.HoveredWindow; - g.MovingWindowMoveId = g.MovingWindow->MoveId; - SetActiveID(g.MovingWindowMoveId, g.HoveredRootWindow); - } } else if (g.NavWindow != NULL && GetFrontMostModalRootWindow() == NULL) { @@ -2909,7 +4034,7 @@ void ImGui::EndFrame() } // With right mouse button we close popups without changing focus - // (The left mouse button path calls FocusWindow which will lead NewFrame->CloseInactivePopups to trigger) + // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger) if (g.IO.MouseClicked[1]) { // Find the top-most window between HoveredWindow and the front most Modal Window. @@ -2926,7 +4051,7 @@ void ImGui::EndFrame() if (window == g.HoveredWindow) hovered_window_above_modal = true; } - CloseInactivePopups(hovered_window_above_modal ? g.HoveredWindow : modal); + ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal); } } } @@ -2940,15 +4065,16 @@ void ImGui::EndFrame() ImGuiWindow* window = g.Windows[i]; if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it continue; - AddWindowToSortedBuffer(g.WindowsSortBuffer, window); + AddWindowToSortedBuffer(&g.WindowsSortBuffer, window); } IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong g.Windows.swap(g.WindowsSortBuffer); // Clear Input data for next frame - g.IO.MouseWheel = 0.0f; + g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters)); + memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); g.FrameCountEnded = g.FrameCount; } @@ -2962,64 +4088,47 @@ void ImGui::Render() ImGui::EndFrame(); g.FrameCountRendered = g.FrameCount; - // Skip render altogether if alpha is 0.0 - // Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or consistently respond to Begin() returning false. - if (g.Style.Alpha > 0.0f) - { - // Gather windows to render - g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0; - for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++) - g.RenderDrawLists[i].resize(0); - for (int i = 0; i != g.Windows.Size; i++) - { - ImGuiWindow* window = g.Windows[i]; - if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0) - AddWindowToRenderListSelectLayer(window); - } - - // Flatten layers - int n = g.RenderDrawLists[0].Size; - int flattened_size = n; - for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++) - flattened_size += g.RenderDrawLists[i].Size; - g.RenderDrawLists[0].resize(flattened_size); - for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++) - { - ImVector& layer = g.RenderDrawLists[i]; - if (layer.empty()) - continue; - memcpy(&g.RenderDrawLists[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); - n += layer.Size; - } - - // Draw software mouse cursor if requested - if (g.IO.MouseDrawCursor) - { - const ImGuiMouseCursorData& cursor_data = g.MouseCursorData[g.MouseCursor]; - const ImVec2 pos = g.IO.MousePos - cursor_data.HotOffset; - const ImVec2 size = cursor_data.Size; - const ImTextureID tex_id = g.IO.Fonts->TexID; - g.OverlayDrawList.PushTextureID(tex_id); - g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], IM_COL32(0,0,0,48)); // Shadow - g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], IM_COL32(0,0,0,48)); // Shadow - g.OverlayDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], IM_COL32(0,0,0,255)); // Black border - g.OverlayDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], IM_COL32(255,255,255,255)); // White fill - g.OverlayDrawList.PopTextureID(); - } - if (!g.OverlayDrawList.VtxBuffer.empty()) - AddDrawListToRenderList(g.RenderDrawLists[0], &g.OverlayDrawList); - - // Setup draw data - g.RenderDrawData.Valid = true; - g.RenderDrawData.CmdLists = (g.RenderDrawLists[0].Size > 0) ? &g.RenderDrawLists[0][0] : NULL; - g.RenderDrawData.CmdListsCount = g.RenderDrawLists[0].Size; - g.RenderDrawData.TotalVtxCount = g.IO.MetricsRenderVertices; - g.RenderDrawData.TotalIdxCount = g.IO.MetricsRenderIndices; - - // Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData() - if (g.RenderDrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) - g.IO.RenderDrawListsFn(&g.RenderDrawData); - } + // Gather windows to render + g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0; + g.DrawDataBuilder.Clear(); + ImGuiWindow* window_to_render_front_most = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget : NULL; + for (int n = 0; n != g.Windows.Size; n++) + { + ImGuiWindow* window = g.Windows[n]; + if (window->Active && window->HiddenFrames == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != window_to_render_front_most) + AddWindowToDrawDataSelectLayer(window); + } + if (window_to_render_front_most && window_to_render_front_most->Active && window_to_render_front_most->HiddenFrames == 0) // NavWindowingTarget is always temporarily displayed as the front-most window + AddWindowToDrawDataSelectLayer(window_to_render_front_most); + g.DrawDataBuilder.FlattenIntoSingleLayer(); + + // Draw software mouse cursor if requested + ImVec2 offset, size, uv[4]; + if (g.IO.MouseDrawCursor && g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2])) + { + const ImVec2 pos = g.IO.MousePos - offset; + const ImTextureID tex_id = g.IO.Fonts->TexID; + const float sc = g.Style.MouseCursorScale; + g.OverlayDrawList.PushTextureID(tex_id); + g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow + g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow + g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border + g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill + g.OverlayDrawList.PopTextureID(); + } + if (!g.OverlayDrawList.VtxBuffer.empty()) + AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList); + + // Setup ImDrawData structure for end-user + SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData); + g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount; + g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount; + + // Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData() +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL) + g.IO.RenderDrawListsFn(&g.DrawData); +#endif } const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) @@ -3219,7 +4328,7 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) } // Render a triangle to denote expanded/collapsed state -void ImGui::RenderTriangle(ImVec2 p_min, ImGuiDir dir, float scale) +void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -3232,22 +4341,23 @@ void ImGui::RenderTriangle(ImVec2 p_min, ImGuiDir dir, float scale) switch (dir) { case ImGuiDir_Up: - r = -r; // ...fall through, no break! case ImGuiDir_Down: + if (dir == ImGuiDir_Up) r = -r; center.y -= r * 0.25f; a = ImVec2(0,1) * r; b = ImVec2(-0.866f,-0.5f) * r; c = ImVec2(+0.866f,-0.5f) * r; break; case ImGuiDir_Left: - r = -r; // ...fall through, no break! case ImGuiDir_Right: + if (dir == ImGuiDir_Left) r = -r; center.x -= r * 0.25f; a = ImVec2(1,0) * r; b = ImVec2(-0.500f,+0.866f) * r; c = ImVec2(-0.500f,-0.866f) * r; break; - default: + case ImGuiDir_None: + case ImGuiDir_COUNT: IM_ASSERT(0); break; } @@ -3280,6 +4390,38 @@ void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz) window->DrawList->PathStroke(col, false, thickness); } +void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags) +{ + ImGuiContext& g = *GImGui; + if (id != g.NavId) + return; + if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw)) + return; + ImGuiWindow* window = ImGui::GetCurrentWindow(); + if (window->DC.NavHideHighlightOneFrame) + return; + + 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; + 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, ImDrawCornerFlags_All, 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); + } +} + // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. // CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize) ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) @@ -3331,6 +4473,11 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items const ImVec2 pos = window->DC.CursorPos; int start = (int)((window->ClipRect.Min.y - pos.y) / items_height); int end = (int)((window->ClipRect.Max.y - pos.y) / items_height); + if (g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Up) // When performing a navigation request, ensure we have one item extra in the direction we are moving to + start--; + if (g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) + end++; + start = ImClamp(start, 0, items_count); end = ImClamp(end + 1, start, items_count); *out_items_display_start = start; @@ -3339,10 +4486,10 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items // Find window given position, search front-to-back // FIXME: Note that we have a lag here because WindowRectClipped is updated in Begin() so windows moved by user via SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is called, aka before the next Begin(). Moving window thankfully isn't affected. -static ImGuiWindow* FindHoveredWindow(ImVec2 pos) +static ImGuiWindow* FindHoveredWindow() { ImGuiContext& g = *GImGui; - for (int i = g.Windows.Size-1; i >= 0; i--) + for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* window = g.Windows[i]; if (!window->Active) @@ -3352,7 +4499,7 @@ static ImGuiWindow* FindHoveredWindow(ImVec2 pos) // Using the clipped AABB, a child window will typically be clipped by its parent (not always) ImRect bb(window->WindowRectClipped.Min - g.Style.TouchExtraPadding, window->WindowRectClipped.Max + g.Style.TouchExtraPadding); - if (bb.Contains(pos)) + if (bb.Contains(g.IO.MousePos)) return window; } return NULL; @@ -3376,12 +4523,6 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c return rect_for_touch.Contains(g.IO.MousePos); } -bool ImGui::IsAnyWindowHovered() -{ - ImGuiContext& g = *GImGui; - return g.HoveredWindow != NULL; -} - static bool IsKeyPressedMap(ImGuiKey key, bool repeat) { const int key_index = GImGui->IO.KeyMap[key]; @@ -3394,7 +4535,7 @@ int ImGui::GetKeyIndex(ImGuiKey imgui_key) return GImGui->IO.KeyMap[imgui_key]; } -// Note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]! +// Note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your back-end/engine stored them into KeyDown[]! bool ImGui::IsKeyDown(int user_key_index) { if (user_key_index < 0) return false; @@ -3439,9 +4580,7 @@ bool ImGui::IsKeyReleased(int user_key_index) ImGuiContext& g = *GImGui; if (user_key_index < 0) return false; IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - if (g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]) - return true; - return false; + return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; } bool ImGui::IsMouseDown(int button) @@ -3451,6 +4590,15 @@ bool ImGui::IsMouseDown(int button) return g.IO.MouseDown[button]; } +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + bool ImGui::IsMouseClicked(int button, bool repeat) { ImGuiContext& g = *GImGui; @@ -3504,7 +4652,7 @@ ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() { ImGuiContext& g = *GImGui; if (g.CurrentPopupStack.Size > 0) - return g.OpenPopupStack[g.CurrentPopupStack.Size-1].MousePosOnOpen; + return g.OpenPopupStack[g.CurrentPopupStack.Size-1].OpenMousePos; return g.IO.MousePos; } @@ -3517,6 +4665,7 @@ bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) return mouse_pos->x >= MOUSE_INVALID && mouse_pos->y >= MOUSE_INVALID; } +// NB: This is only valid if IsMousePosValid(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window. ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold) { ImGuiContext& g = *GImGui; @@ -3568,6 +4717,12 @@ bool ImGui::IsItemActive() return false; } +bool ImGui::IsItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId && !g.NavDisableHighlight && g.NavId == g.CurrentWindow->DC.LastItemId; +} + bool ImGui::IsItemClicked(int mouse_button) { return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_Default); @@ -3575,12 +4730,20 @@ bool ImGui::IsItemClicked(int mouse_button) bool ImGui::IsAnyItemHovered() { - return GImGui->HoveredId != 0 || GImGui->HoveredIdPreviousFrame != 0; + ImGuiContext& g = *GImGui; + return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0; } bool ImGui::IsAnyItemActive() { - return GImGui->ActiveId != 0; + ImGuiContext& g = *GImGui; + return g.ActiveId != 0; +} + +bool ImGui::IsAnyItemFocused() +{ + ImGuiContext& g = *GImGui; + return g.NavId != 0 && !g.NavDisableHighlight; } bool ImGui::IsItemVisible() @@ -3617,15 +4780,7 @@ ImVec2 ImGui::GetItemRectSize() return window->DC.LastItemRect.GetSize(); } -ImVec2 ImGui::CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge, float outward) -{ - ImGuiWindow* window = GetCurrentWindowRead(); - ImRect rect = window->DC.LastItemRect; - rect.Expand(outward); - return rect.GetClosestPoint(pos, on_edge); -} - -static ImRect GetVisibleRect() +static ImRect GetViewportRect() { ImGuiContext& g = *GImGui; if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y) @@ -3643,11 +4798,11 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_ if (ImGuiWindow* window = FindWindowByName(window_name)) if (window->Active) { - // Hide previous tooltips. We can't easily "reset" the content of a window so we create a new one. + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. window->HiddenFrames = 1; ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } - ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize; + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoNav; Begin(window_name, NULL, flags | extra_flags); } @@ -3674,40 +4829,59 @@ void ImGui::BeginTooltip() void ImGui::EndTooltip() { IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls - ImGui::End(); + End(); } // Mark popup as open (toggle toward open state). // Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. // Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). // One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) -void ImGui::OpenPopupEx(ImGuiID id, bool reopen_existing) +void ImGui::OpenPopupEx(ImGuiID id) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* parent_window = g.CurrentWindow; int current_stack_size = g.CurrentPopupStack.Size; - ImGuiPopupRef popup_ref = ImGuiPopupRef(id, window, window->GetID("##Menus"), g.IO.MousePos); // Tagged as new ref because constructor sets Window to NULL (we are passing the ParentWindow info here) + ImGuiPopupRef 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.ParentWindow = parent_window; + popup_ref.OpenFrameCount = g.FrameCount; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenMousePos = g.IO.MousePos; + popup_ref.OpenPopupPos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos; + + //printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id); if (g.OpenPopupStack.Size < current_stack_size + 1) + { g.OpenPopupStack.push_back(popup_ref); - else if (reopen_existing || g.OpenPopupStack[current_stack_size].PopupId != id) + } + else { - g.OpenPopupStack.resize(current_stack_size+1); - g.OpenPopupStack[current_stack_size] = popup_ref; + // Close child popups if any + g.OpenPopupStack.resize(current_stack_size + 1); + + // 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) + g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; + else + g.OpenPopupStack[current_stack_size] = popup_ref; - // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by CloseInactivePopups(). + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). // This is equivalent to what ClosePopupToLevel() does. - if (g.OpenPopupStack[current_stack_size].PopupId == id) - FocusWindow(window); + //if (g.OpenPopupStack[current_stack_size].PopupId == id) + // FocusWindow(parent_window); } } void ImGui::OpenPopup(const char* str_id) { ImGuiContext& g = *GImGui; - OpenPopupEx(g.CurrentWindow->GetID(str_id), false); + OpenPopupEx(g.CurrentWindow->GetID(str_id)); } -static void CloseInactivePopups(ImGuiWindow* ref_window) +void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window) { ImGuiContext& g = *GImGui; if (g.OpenPopupStack.empty()) @@ -3751,11 +4925,13 @@ static ImGuiWindow* GetFrontMostModalRootWindow() static void ClosePopupToLevel(int remaining) { + IM_ASSERT(remaining >= 0); ImGuiContext& g = *GImGui; - if (remaining > 0) - ImGui::FocusWindow(g.OpenPopupStack[remaining-1].Window); - else - ImGui::FocusWindow(g.OpenPopupStack[0].ParentWindow); + ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow; + if (g.NavLayer == 0) + focus_window = NavRestoreLastChildNavWindow(focus_window); + ImGui::FocusWindow(focus_window); + focus_window->DC.NavHideHighlightOneFrame = true; g.OpenPopupStack.resize(remaining); } @@ -3779,47 +4955,37 @@ void ImGui::CloseCurrentPopup() ClosePopupToLevel(popup_idx); } -static inline void ClearSetNextWindowData() -{ - // FIXME-OPT - ImGuiContext& g = *GImGui; - g.SetNextWindowPosCond = g.SetNextWindowSizeCond = g.SetNextWindowContentSizeCond = g.SetNextWindowCollapsedCond = 0; - g.SetNextWindowSizeConstraint = g.SetNextWindowFocus = false; -} - bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags) { ImGuiContext& g = *GImGui; if (!IsPopupOpen(id)) { - ClearSetNextWindowData(); // We behave like Begin() and need to consume those values + g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values return false; } - ImGuiWindowFlags flags = extra_flags|ImGuiWindowFlags_Popup|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings; - char name[20]; - if (flags & ImGuiWindowFlags_ChildMenu) + if (extra_flags & ImGuiWindowFlags_ChildMenu) ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.CurrentPopupStack.Size); // 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 - bool is_open = Begin(name, NULL, flags); + bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup); if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); return is_open; } -bool ImGui::BeginPopup(const char* str_id) +bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance { - ClearSetNextWindowData(); // We behave like Begin() and need to consume those values + g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values return false; } - return BeginPopupEx(g.CurrentWindow->GetID(str_id), ImGuiWindowFlags_AlwaysAutoResize); + return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); } bool ImGui::IsPopupOpen(ImGuiID id) @@ -3834,23 +5000,23 @@ bool ImGui::IsPopupOpen(const char* str_id) return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); } -bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags extra_flags) +bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiID id = window->GetID(name); if (!IsPopupOpen(id)) { - ClearSetNextWindowData(); // We behave like Begin() and need to consume those values + g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values return false; } // Center modal windows by default - if ((window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) == 0) + // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. + if (g.NextWindowData.PosCond == 0) SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); - ImGuiWindowFlags flags = extra_flags|ImGuiWindowFlags_Popup|ImGuiWindowFlags_Modal|ImGuiWindowFlags_NoCollapse|ImGuiWindowFlags_NoSavedSettings; - bool is_open = Begin(name, p_open, flags); + bool is_open = Begin(name, p_open, flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings); if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) { EndPopup(); @@ -3862,22 +5028,38 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags ext return is_open; } +static void NavProcessMoveRequestWrapAround(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow == window && NavMoveRequestButNoResultYet()) + if ((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == 0) + { + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + ImGui::NavMoveRequestCancel(); + g.NavWindow->NavRectRel[0].Min.y = g.NavWindow->NavRectRel[0].Max.y = ((g.NavMoveDir == ImGuiDir_Up) ? ImMax(window->SizeFull.y, window->SizeContents.y) : 0.0f) - window->Scroll.y; + } +} + void ImGui::EndPopup() { ImGuiContext& g = *GImGui; (void)g; IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls IM_ASSERT(g.CurrentPopupStack.Size > 0); + + // Make all menus and popups wrap around for now, may need to expose that policy. + NavProcessMoveRequestWrapAround(g.CurrentWindow); + End(); } bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button) { ImGuiWindow* window = GImGui->CurrentWindow; - if (IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) { ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! IM_ASSERT(id != 0); // However, you cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) - OpenPopupEx(id, true); + OpenPopupEx(id); return true; } return false; @@ -3891,9 +5073,9 @@ bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button) ImGuiWindow* window = GImGui->CurrentWindow; ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! IM_ASSERT(id != 0); // However, you cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) - if (IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - OpenPopupEx(id, true); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize); + if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); } bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items) @@ -3901,11 +5083,10 @@ bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool a if (!str_id) str_id = "window_context"; ImGuiID id = GImGui->CurrentWindow->GetID(str_id); - if (IsMouseClicked(mouse_button)) - if (IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - if (also_over_items || !IsAnyItemHovered()) - OpenPopupEx(id, true); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize); + if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if (also_over_items || !IsAnyItemHovered()) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); } bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button) @@ -3913,9 +5094,9 @@ bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button) if (!str_id) str_id = "void_context"; ImGuiID id = GImGui->CurrentWindow->GetID(str_id); - if (!IsAnyWindowHovered() && IsMouseClicked(mouse_button)) - OpenPopupEx(id, true); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize); + if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) + OpenPopupEx(id); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); } static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) @@ -3929,9 +5110,9 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b 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, 4.0f) - fabsf(size.x); // Arbitrary minimum zero-ish child size of 4.0f (0.0f causing too much issues) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) if (size.y <= 0.0f) - size.y = ImMax(content_avail.y, 4.0f) - fabsf(size.y); + size.y = ImMax(content_avail.y + size.y, 4.0f); const float backup_border_size = g.Style.ChildBorderSize; if (!border) @@ -3940,16 +5121,26 @@ static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b char title[256]; if (name) - ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id); + ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s", parent_window->Name, name); else ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); ImGui::SetNextWindowSize(size); bool ret = ImGui::Begin(title, NULL, flags); ImGuiWindow* child_window = ImGui::GetCurrentWindow(); + child_window->ChildId = id; child_window->AutoFitChildAxises = auto_fit_axises; g.Style.ChildBorderSize = backup_border_size; + // Process navigation-in immediately so NavInit can run on first frame + if (!(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll) && g.NavActivateId == id) + { + ImGui::FocusWindow(child_window); + ImGui::NavInitWindow(child_window, false); + ImGui::SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item + g.ActiveIdSource = ImGuiInputSource_Nav; + } + return ret; } @@ -3961,17 +5152,19 @@ bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, 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() { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() callss if (window->BeginCount > 1) { - ImGui::End(); + End(); } else { @@ -3981,12 +5174,25 @@ void ImGui::EndChild() sz.x = ImMax(4.0f, sz.x); if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) sz.y = ImMax(4.0f, sz.y); - ImGui::End(); + End(); - ImGuiWindow* parent_window = GetCurrentWindow(); + ImGuiWindow* parent_window = g.CurrentWindow; ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); ItemSize(sz); - ItemAdd(bb, 0); + if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + { + ItemAdd(bb, window->ChildId); + RenderNavHighlight(bb, window->ChildId); + + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child + if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) + RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + } + else + { + // Not navigable into + ItemAdd(bb, 0); + } } } @@ -4037,7 +5243,7 @@ static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& siz // r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) // r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. ImVec2 safe_padding = style.DisplaySafeAreaPadding; - ImRect r_outer(GetVisibleRect()); + ImRect r_outer(GetViewportRect()); r_outer.Expand(ImVec2((size.x - r_outer.GetWidth() > safe_padding.x*2) ? -safe_padding.x : 0.0f, (size.y - r_outer.GetHeight() > safe_padding.y*2) ? -safe_padding.y : 0.0f)); ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); //GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); @@ -4046,8 +5252,8 @@ static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& siz // Combo Box policy (we want a connecting edge) if (policy == ImGuiPopupPositionPolicy_ComboBox) { - const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; - for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++) + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; if (n != -1 && dir == *last_dir) // Already tried this direction? @@ -4065,8 +5271,8 @@ static ImVec2 FindBestWindowPosForPopup(const ImVec2& ref_pos, const ImVec2& siz } // Default popup policy - const ImGuiDir dir_prefered_order[ImGuiDir_Count_] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; - for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_Count_; n++) + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; if (n != -1 && dir == *last_dir) // Already tried this direction? @@ -4109,8 +5315,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl ImGuiContext& g = *GImGui; // Create window the first time - ImGuiWindow* window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow)); - IM_PLACEMENT_NEW(window) ImGuiWindow(name); + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); window->Flags = flags; g.WindowsById.SetVoidPtr(window->ID, window); @@ -4119,14 +5324,13 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl { // Retrieve settings from .ini file // Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. - window->PosFloat = ImVec2(60, 60); - window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y); + window->Pos = window->PosFloat = ImVec2(60, 60); if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) { SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); window->PosFloat = settings->Pos; - window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y); + window->Pos = ImFloor(window->PosFloat); window->Collapsed = settings->Collapsed; if (ImLengthSqr(settings->Size) > 0.00001f) size = settings->Size; @@ -4158,20 +5362,20 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) { ImGuiContext& g = *GImGui; - if (g.SetNextWindowSizeConstraint) + if (g.NextWindowData.SizeConstraintCond != 0) { // Using -1,-1 on either X/Y axis to preserve the current size. - ImRect cr = g.SetNextWindowSizeConstraintRect; + ImRect cr = g.NextWindowData.SizeConstraintRect; new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; - if (g.SetNextWindowSizeConstraintCallback) + if (g.NextWindowData.SizeCallback) { - ImGuiSizeConstraintCallbackData data; - data.UserData = g.SetNextWindowSizeConstraintCallbackUserData; + ImGuiSizeCallbackData data; + data.UserData = g.NextWindowData.SizeCallbackUserData; data.Pos = window->Pos; data.CurrentSize = window->SizeFull; data.DesiredSize = new_size; - g.SetNextWindowSizeConstraintCallback(&data); + g.NextWindowData.SizeCallback(&data); new_size = data.DesiredSize; } } @@ -4295,6 +5499,112 @@ static ImRect GetBorderRect(ImGuiWindow* window, int border_n, float perp_paddin return ImRect(); } +// Handle resize for: Resize Grips, Borders, Gamepad +static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) +{ + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + return; + + const int resize_border_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 4 : 0; + const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f); + + ImVec2 pos_target(FLT_MAX, FLT_MAX); + ImVec2 size_target(FLT_MAX, FLT_MAX); + + // Manual resize grips + PushID("#RESIZE"); + for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) + { + const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos); + + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window + ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size); + resize_rect.FixInverted(); + bool hovered, held; + ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + if (hovered || held) + g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + + if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) + { + // Manual auto-fit when double-clicking + size_target = CalcSizeAfterConstraint(window, size_auto_fit); + ClearActiveID(); + } + else if (held) + { + // Resize from any of the four corners + // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip + CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target); + } + if (resize_grip_n == 0 || held || hovered) + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); + } + for (int border_n = 0; border_n < resize_border_count; border_n++) + { + const float BORDER_SIZE = 5.0f; // FIXME: Only works _inside_ window because of HoveredWindow check. + const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise + bool hovered, held; + ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE); + ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held) + { + g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + if (held) *border_held = border_n; + } + if (held) + { + ImVec2 border_target = window->Pos; + ImVec2 border_posn; + if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y); } + if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); } + if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); } + if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); } + CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); + } + } + PopID(); + + // Navigation resize (keyboard/gamepad) + if (g.NavWindowingTarget == window) + { + ImVec2 nav_resize_delta; + if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + if (g.NavInputSource == ImGuiInputSource_NavGamepad) + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); + if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) + { + const float NAV_RESIZE_SPEED = 600.0f; + nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); + g.NavWindowingToggleLayer = false; + g.NavDisableMouseHover = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + } + } + + // 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 = window->PosFloat = ImFloor(pos_target); + MarkIniSettingsDirty(window); + } + + window->Size = window->SizeFull; +} + // Push a new ImGui window to add widgets to. // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. // - Begin/End can be called multiple times during the frame with the same window name to append content. @@ -4310,17 +5620,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame() IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet - if (flags & ImGuiWindowFlags_NoInputs) - flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; - // Find or create ImGuiWindow* window = FindWindowByName(name); - if (!window) + const bool window_just_created = (window == NULL); + if (window_just_created) { - ImVec2 size_on_first_use = (g.SetNextWindowSizeCond != 0) ? g.SetNextWindowSizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. + ImVec2 size_on_first_use = (g.NextWindowData.SizeCond != 0) ? g.NextWindowData.SizeVal : ImVec2(0.0f, 0.0f); // Any condition flag will do since we are creating a new window here. window = CreateNewWindow(name, size_on_first_use, flags); } + // Automatically disable manual moving/resizing when NoInputs is set + if (flags & ImGuiWindowFlags_NoInputs) + flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize; + + if (flags & ImGuiWindowFlags_NavFlattened) + IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); + const int current_frame = g.FrameCount; const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); if (first_begin_of_the_frame) @@ -4330,7 +5645,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update the Appearing flag bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on - const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames == 1); + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFrames > 0); if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size]; @@ -4343,7 +5658,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack - ImGuiWindow* parent_window = first_begin_of_the_frame ? (!g.CurrentWindowStack.empty() ? g.CurrentWindowStack.back() : NULL) : window->ParentWindow; + ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); // Add to stack @@ -4358,51 +5674,57 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->PopupId = popup_ref.PopupId; } + if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) + window->NavLastIds[0] = 0; + // Process SetNextWindow***() calls bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; - if (g.SetNextWindowPosCond) + if (g.NextWindowData.PosCond) { - window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0; - if (window_pos_set_by_api && ImLengthSqr(g.SetNextWindowPosPivot) > 0.00001f) + window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0; + if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f) { // May be processed on the next frame if this is our first frame and we are measuring size // FIXME: Look into removing the branch so everything can go through this same code path for consistency. - window->SetWindowPosVal = g.SetNextWindowPosVal; - window->SetWindowPosPivot = g.SetNextWindowPosPivot; + window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); } else { - SetWindowPos(window, g.SetNextWindowPosVal, g.SetNextWindowPosCond); + SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond); } - g.SetNextWindowPosCond = 0; + g.NextWindowData.PosCond = 0; } - if (g.SetNextWindowSizeCond) + if (g.NextWindowData.SizeCond) { - window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0 && (g.SetNextWindowSizeVal.x > 0.0f); - window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0 && (g.SetNextWindowSizeVal.y > 0.0f); - SetWindowSize(window, g.SetNextWindowSizeVal, g.SetNextWindowSizeCond); - g.SetNextWindowSizeCond = 0; + 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); + SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); + g.NextWindowData.SizeCond = 0; } - if (g.SetNextWindowContentSizeCond) + if (g.NextWindowData.ContentSizeCond) { - window->SizeContentsExplicit = g.SetNextWindowContentSizeVal; - g.SetNextWindowContentSizeCond = 0; + // Adjust passed "client size" to become a "window size" + window->SizeContentsExplicit = g.NextWindowData.ContentSizeVal; + if (window->SizeContentsExplicit.y != 0.0f) + window->SizeContentsExplicit.y += window->TitleBarHeight() + window->MenuBarHeight(); + g.NextWindowData.ContentSizeCond = 0; } else if (first_begin_of_the_frame) { window->SizeContentsExplicit = ImVec2(0.0f, 0.0f); } - if (g.SetNextWindowCollapsedCond) + if (g.NextWindowData.CollapsedCond) { - SetWindowCollapsed(window, g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond); - g.SetNextWindowCollapsedCond = 0; + SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond); + g.NextWindowData.CollapsedCond = 0; } - if (g.SetNextWindowFocus) + if (g.NextWindowData.FocusCond) { SetWindowFocus(); - g.SetNextWindowFocus = false; + g.NextWindowData.FocusCond = 0; } if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); @@ -4410,44 +5732,39 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // When reusing window again multiple times a frame, just append content (don't need to setup again) if (first_begin_of_the_frame) { + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + // Initialize window->ParentWindow = parent_window; - window->RootWindow = !(flags & ImGuiWindowFlags_ChildWindow) ? window : parent_window->RootWindow; - window->RootNonPopupWindow = !(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) || (flags & ImGuiWindowFlags_Modal) ? window : parent_window->RootNonPopupWindow; // Used to display TitleBgActive color and for selecting which window to use for NavWindowing - //window->RootNavWindow = window; - //while (window->RootNavWindow->Flags & ImGuiWindowFlags_NavFlattened) - // window->RootNavWindow = window->RootNavWindow->ParentWindow; + window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForTabbing = window->RootWindowForNav = window; + if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !window_is_child_tooltip) + window->RootWindow = parent_window->RootWindow; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + window->RootWindowForTitleBarHighlight = window->RootWindowForTabbing = parent_window->RootWindowForTitleBarHighlight; // Same value in master branch, will differ for docking + while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) + window->RootWindowForNav = window->RootWindowForNav->ParentWindow; window->Active = true; - window->OrderWithinParent = 0; + window->BeginOrderWithinParent = 0; + window->BeginOrderWithinContext = g.WindowsActiveCount++; window->BeginCount = 0; window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); window->LastFrameActive = current_frame; window->IDStack.resize(1); - // Clear draw list, setup texture, outer clipping rectangle - window->DrawList->Clear(); - window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); - ImRect fullscreen_rect(GetVisibleRect()); - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) - PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true); - else - PushClipRect(fullscreen_rect.Min, fullscreen_rect.Max, true); - - if (window_just_activated_by_user) - { - // Popup first latch mouse position, will position itself when it appears next frame - window->AutoPosLastDirection = ImGuiDir_None; - if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api) - window->PosFloat = g.IO.MousePos; - } + // Lock window rounding, border size and rounding so that altering the border sizes for children doesn't have side-effects. + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; + window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + window->WindowPadding = style.WindowPadding; + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); // Collapse window by double-clicking on title bar // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) { ImRect title_bar_rect = window->TitleBarRect(); - if (g.HoveredWindow == window && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) + if (window->CollapseToggleWanted || (g.HoveredWindow == window && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])) { window->Collapsed = !window->Collapsed; MarkIniSettingsDirty(window); @@ -4458,6 +5775,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { window->Collapsed = false; } + window->CollapseToggleWanted = false; // SIZE @@ -4467,7 +5785,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) if (window->HiddenFrames > 0) window->HiddenFrames--; - if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && window_just_activated_by_user) + if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) { window->HiddenFrames = 1; if (flags & ImGuiWindowFlags_AlwaysAutoResize) @@ -4480,19 +5798,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } } - // Lock window rounding, border size and rounding so that altering the border sizes for children doesn't have side-effects. - window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; - window->WindowBorderSize = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildBorderSize : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; - window->WindowPadding = style.WindowPadding; - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) - window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); - const float window_rounding = window->WindowRounding; - const float window_border_size = window->WindowBorderSize; + // Hide new windows for one frame until they calculate their size + if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api)) + window->HiddenFrames = 1; // Calculate auto-fit size, handle automatic resize const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->SizeContents); ImVec2 size_full_modified(FLT_MAX, FLT_MAX); - if (flags & ImGuiWindowFlags_AlwaysAutoResize && !window->Collapsed) + if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) { // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. if (!window_size_x_set_by_api) @@ -4502,7 +5815,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) { - // Auto-fit only grows during the first few frames + // Auto-fit may only grow window during the first few frames // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) window->SizeFull.x = size_full_modified.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; @@ -4514,12 +5827,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Apply minimum/maximum window size constraints and final size window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull); - window->Size = window->Collapsed ? window->TitleBarRect().GetSize() : window->SizeFull; - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup)) - { - IM_ASSERT(window_size_x_set_by_api && window_size_x_set_by_api); // Submitted by BeginChild() - window->Size = window->SizeFull; - } + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; // SCROLLBAR STATUS @@ -4530,22 +5838,30 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) float size_x_for_scrollbars = size_full_modified.x != FLT_MAX ? window->SizeFull.x : window->SizeFullAtLastBegin.x; float size_y_for_scrollbars = size_full_modified.y != FLT_MAX ? window->SizeFull.y : window->SizeFullAtLastBegin.y; window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars + style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarY = (window->SizeContents.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); } // POSITION + // Popup latch its initial position, will position itself when it appears next frame + if (window_just_activated_by_user) + { + window->AutoPosLastDirection = ImGuiDir_None; + if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api) + window->Pos = window->PosFloat = g.CurrentPopupStack.back().OpenPopupPos; + } + // Position child window if (flags & ImGuiWindowFlags_ChildWindow) { - window->OrderWithinParent = parent_window->DC.ChildWindows.Size; + window->BeginOrderWithinParent = parent_window->DC.ChildWindows.Size; parent_window->DC.ChildWindows.push_back(window); + if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip) + window->Pos = window->PosFloat = parent_window->DC.CursorPos; } - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api) - window->Pos = window->PosFloat = parent_window->DC.CursorPos; const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFrames == 0); if (window_pos_with_pivot) @@ -4559,11 +5875,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. IM_ASSERT(window_pos_set_by_api); float horizontal_overlap = style.ItemSpacing.x; // We want some overlap to convey the relative depth of each popup (currently the amount of overlap it is hard-coded to style.ItemSpacing.x, may need to introduce another style value). + ImGuiWindow* parent_menu = parent_window_in_stack; ImRect rect_to_avoid; - if (parent_window->DC.MenuBarAppending) - rect_to_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight()); + if (parent_menu->DC.MenuBarAppending) + rect_to_avoid = ImRect(-FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight(), FLT_MAX, parent_menu->Pos.y + parent_menu->TitleBarHeight() + parent_menu->MenuBarHeight()); else - rect_to_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + rect_to_avoid = ImRect(parent_menu->Pos.x + horizontal_overlap, -FLT_MAX, parent_menu->Pos.x + parent_menu->Size.x - horizontal_overlap - parent_menu->ScrollbarSizes.x, FLT_MAX); window->PosFloat = FindBestWindowPosForPopup(window->PosFloat, window->Size, &window->AutoPosLastDirection, rect_to_avoid); } else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) @@ -4573,10 +5890,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } // Position tooltip (always follows mouse) - if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api) + if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) { - ImVec2 ref_pos = g.IO.MousePos; - ImRect rect_to_avoid(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24, ref_pos.y + 24); // FIXME: Completely hard-coded. Store boxes in mouse cursor data? Scale? Center on cursor hit-point? + float sc = g.Style.MouseCursorScale; + ImVec2 ref_pos = (!g.NavDisableHighlight && g.NavDisableMouseHover) ? NavCalcPreferredMousePos() : g.IO.MousePos; + ImRect rect_to_avoid; + if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + rect_to_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); + else + rect_to_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. window->PosFloat = FindBestWindowPosForPopup(ref_pos, window->Size, &window->AutoPosLastDirection, rect_to_avoid); if (window->AutoPosLastDirection == ImGuiDir_None) window->PosFloat = ref_pos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. @@ -4592,7 +5914,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding); } } - window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y); + window->Pos = ImFloor(window->PosFloat); // 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)) @@ -4610,121 +5932,74 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); - // Modal window darkens what is behind them - if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow()) - window->DrawList->AddRectFilled(fullscreen_rect.Min, fullscreen_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio)); - // Apply focus, new windows appears in front bool want_focus = false; if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup)) want_focus = true; + // Handle manual resize: Resize Grips, Borders, Gamepad + int border_held = -1; + ImU32 resize_grip_col[4] = { 0 }; + const int resize_grip_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 2 : 1; // 4 + const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f); + if (!window->Collapsed) + UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]); + + // DRAWING + + // Setup draw list and outer clipping rectangle + window->DrawList->Clear(); + window->DrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); + window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + ImRect viewport_rect(GetViewportRect()); + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) + PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true); + else + PushClipRect(viewport_rect.Min, viewport_rect.Max, true); + + // Draw modal window background (darkens what is behind them) + if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow()) + window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio)); + + // Draw navigation selection/windowing rectangle background + if (g.NavWindowingTarget == window) + { + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding); + } + // Draw window + handle manual resize - ImRect title_bar_rect = window->TitleBarRect(); + const float window_rounding = window->WindowRounding; + const float window_border_size = window->WindowBorderSize; + const bool title_bar_is_highlight = want_focus || (g.NavWindow && window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); + const ImRect title_bar_rect = window->TitleBarRect(); if (window->Collapsed) { // Title bar only float backup_border_size = style.FrameBorderSize; g.Style.FrameBorderSize = window->WindowBorderSize; - RenderFrame(title_bar_rect.Min, title_bar_rect.Max, GetColorU32(ImGuiCol_TitleBgCollapsed), true, window_rounding); + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); g.Style.FrameBorderSize = backup_border_size; } else { - // Handle resize for: Resize Grips, Borders, Gamepad - int border_held = -1; - ImU32 resize_grip_col[4] = { 0 }; - const int resize_grip_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 2 : 1; // 4 - const int resize_border_count = (flags & ImGuiWindowFlags_ResizeFromAnySide) ? 4 : 0; - - const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f); - const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f); - if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && !(flags & ImGuiWindowFlags_NoResize)) + // Window background + ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + if (g.NextWindowData.BgAlphaCond != 0) { - ImVec2 pos_target(FLT_MAX, FLT_MAX); - ImVec2 size_target(FLT_MAX, FLT_MAX); - - // Manual resize grips - PushID("#RESIZE"); - for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) - { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPos); - - // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window - ImRect resize_rect(corner, corner + grip.InnerDir * grip_hover_size); - resize_rect.FixInverted(); - bool hovered, held; - ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChilds); - if (hovered || held) - g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; - - if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) - { - // Manual auto-fit when double-clicking - size_target = CalcSizeAfterConstraint(window, size_auto_fit); - ClearActiveID(); - } - else if (held) - { - // Resize from any of the four corners - // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position - ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip - CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target); - } - if (resize_grip_n == 0 || held || hovered) - resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); - } - for (int border_n = 0; border_n < resize_border_count; border_n++) - { - const float BORDER_SIZE = 5.0f; // FIXME: Only works _inside_ window because of HoveredWindow check. - const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise - bool hovered, held; - ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE); - ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n+4)), &hovered, &held, ImGuiButtonFlags_FlattenChilds); - if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held) - { - g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; - if (held) border_held = border_n; - } - if (held) - { - ImVec2 border_target = window->Pos; - ImVec2 border_posn; - if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y); } - if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); } - if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); } - if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); } - CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); - } - } - PopID(); - - // 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 = window->PosFloat = ImVec2((float)(int)pos_target.x, (float)(int)pos_target.y); - MarkIniSettingsDirty(window); - } - - window->Size = window->SizeFull; - title_bar_rect = window->TitleBarRect(); + bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT); + g.NextWindowData.BgAlphaCond = 0; } - - // Window background, Default Alpha - ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); window->DrawList->AddRectFilled(window->Pos+ImVec2(0,window->TitleBarHeight()), window->Pos+window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); // Title bar - const bool window_is_focused = want_focus || (g.NavWindow && window->RootNonPopupWindow == g.NavWindow->RootNonPopupWindow); + ImU32 title_bar_col = GetColorU32(window->Collapsed ? ImGuiCol_TitleBgCollapsed : title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); if (!(flags & ImGuiWindowFlags_NoTitleBar)) - window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg), window_rounding, ImDrawCornerFlags_Top); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawCornerFlags_Top); // Menu bar if (flags & ImGuiWindowFlags_MenuBar) @@ -4765,7 +6040,21 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size)); } if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar)) - window->DrawList->AddLine(title_bar_rect.GetBL()+ImVec2(1,-1), title_bar_rect.GetBR()+ImVec2(-1,-1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + window->DrawList->AddLine(title_bar_rect.GetBL() + ImVec2(style.WindowBorderSize, -1), title_bar_rect.GetBR() + ImVec2(-style.WindowBorderSize,-1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); + } + + // Draw navigation selection/windowing rectangle border + if (g.NavWindowingTarget == window) + { + float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); + ImRect bb = window->Rect(); + bb.Expand(g.FontSize); + if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward + { + bb.Expand(-g.FontSize - 1.0f); + rounding = window->WindowRounding; + } + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f); } // Store a backup of SizeFull which we will use next frame to decide if we need scrollbars. @@ -4788,23 +6077,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CursorMaxPos = window->DC.CursorStartPos; window->DC.CurrentLineHeight = window->DC.PrevLineHeight = 0.0f; window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.NavHideHighlightOneFrame = false; + window->DC.NavHasScroll = (GetScrollMaxY() > 0.0f); + window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; + window->DC.NavLayerActiveMaskNext = 0x00; window->DC.MenuBarAppending = false; window->DC.MenuBarOffsetX = ImMax(window->WindowPadding.x, style.ItemSpacing.x); window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; window->DC.ChildWindows.resize(0); window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; window->DC.ItemFlags = ImGuiItemFlags_Default_; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled window->DC.ItemFlagsStack.resize(0); window->DC.ItemWidthStack.resize(0); window->DC.TextWrapPosStack.resize(0); - window->DC.ColumnsCurrent = 0; - window->DC.ColumnsCount = 1; - window->DC.ColumnsStartPosY = window->DC.CursorPos.y; - window->DC.ColumnsStartMaxPosX = window->DC.CursorMaxPos.x; - window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.ColumnsStartPosY; + window->DC.ColumnsSet = NULL; window->DC.TreeDepth = 0; + window->DC.TreeDepthMayJumpToParentOnPop = 0x00; window->DC.StateStorage = &window->StateStorage; window->DC.GroupStack.resize(0); window->MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); @@ -4822,39 +6113,56 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) if (want_focus) + { FocusWindow(window); + NavInitWindow(window, false); + } // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar)) { + // Close & collapse button are on layer 1 (same as menus) and don't default focus + const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + window->DC.NavLayerCurrent++; + window->DC.NavLayerCurrentMask <<= 1; + // Collapse button if (!(flags & ImGuiWindowFlags_NoCollapse)) { - RenderTriangle(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + ImGuiID id = window->GetID("#COLLAPSE"); + ImRect bb(window->Pos + style.FramePadding + ImVec2(1,1), window->Pos + style.FramePadding + ImVec2(g.FontSize,g.FontSize) - ImVec2(1,1)); + ItemAdd(bb, id); // To allow navigation + if (ButtonBehavior(bb, id, NULL, NULL)) + window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function + RenderNavHighlight(bb, id); + RenderArrow(window->Pos + style.FramePadding, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); } // Close button if (p_open != NULL) { - const float PAD = 2.0f; - const float rad = (window->TitleBarHeight() - PAD*2.0f) * 0.5f; - if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-PAD - rad, PAD + rad), rad)) + const float pad = style.FramePadding.y; + const float rad = g.FontSize * 0.5f; + if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad + 1)) *p_open = false; } + window->DC.NavLayerCurrent--; + window->DC.NavLayerCurrentMask >>= 1; + window->DC.ItemFlags = item_flags_backup; + // Title text (FIXME: refactor text alignment facilities along with RenderText helpers) - const ImVec2 text_size = CalcTextSize(name, NULL, true); - ImVec2 text_min = window->Pos; - ImVec2 text_max = window->Pos + ImVec2(window->Size.x, style.FramePadding.y*2 + text_size.y); - ImRect clip_rect; - clip_rect.Max = ImVec2(window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x), text_max.y); // Match the size of CloseWindowButton() + ImVec2 text_size = CalcTextSize(name, NULL, true); + ImRect text_r = title_bar_rect; float pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0 ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : style.FramePadding.x; float pad_right = (p_open != NULL) ? (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x) : style.FramePadding.x; if (style.WindowTitleAlign.x > 0.0f) pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x); - text_min.x += pad_left; - text_max.x -= pad_right; - clip_rect.Min = ImVec2(text_min.x, window->Pos.y); - RenderTextClipped(text_min, text_max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect); + text_r.Min.x += pad_left; + text_r.Max.x -= pad_right; + ImRect clip_rect = text_r; + clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton() + RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect); } // Save clipped aabb so we can access it in constant-time in FindHoveredWindow() @@ -4873,34 +6181,33 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Inner rectangle // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame // Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior. - window->InnerRect.Min.x = title_bar_rect.Min.x; - window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight(); - window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; - window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; + window->InnerRect.Min.x = title_bar_rect.Min.x + window->WindowBorderSize; + window->InnerRect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - window->WindowBorderSize; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y - window->WindowBorderSize; //window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE); + // Inner clipping rectangle + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize))); + window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize))); + window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y); + // After Begin() we fill the last item / hovered data using the title bar data. Make that a standard behavior (to allow usage of context menus on title bar only, etc.). window->DC.LastItemId = window->MoveId; + window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; window->DC.LastItemRect = title_bar_rect; - window->DC.LastItemRectHoveredRect = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false); } - // Inner clipping rectangle - // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. - const float border_size = window->WindowBorderSize; - ImRect clip_rect; - clip_rect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(border_size, ImFloor(window->WindowPadding.x*0.5f))); - clip_rect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + border_size); - clip_rect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(border_size, ImFloor(window->WindowPadding.x*0.5f))); - clip_rect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - border_size); - PushClipRect(clip_rect.Min, clip_rect.Max, true); + PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) if (first_begin_of_the_frame) window->WriteAccessed = false; window->BeginCount++; - g.SetNextWindowSizeConstraint = false; + g.NextWindowData.SizeConstraintCond = 0; // 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 because they have no title bar). @@ -4925,29 +6232,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) return !window->SkipItems; } -// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()+Begin() instead. +// Old Begin() API with 5 parameters, avoid calling this version directly! Use SetNextWindowSize()/SetNextWindowBgAlpha() + Begin() instead. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override, ImGuiWindowFlags flags) +bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use, float bg_alpha_override, ImGuiWindowFlags flags) { - // Old API feature: we could pass the initial window size as a parameter, however this was very misleading because in most cases it would only affect the window when it didn't have storage in the .ini file. - if (size_on_first_use.x != 0.0f || size_on_first_use.y != 0.0f) - SetNextWindowSize(size_on_first_use, ImGuiCond_FirstUseEver); + // Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file. + if (size_first_use.x != 0.0f || size_first_use.y != 0.0f) + ImGui::SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver); - // Old API feature: we could override the window background alpha with a parameter. This is actually tricky to reproduce manually because: - // (1) there are multiple variants of WindowBg (popup, tooltip, etc.) and (2) you can't call PushStyleColor before Begin and PopStyleColor just after Begin() because of how CheckStackSizes() behave. - // The user-side solution is to do backup = GetStyleColorVec4(ImGuiCol_xxxBG), PushStyleColor(ImGuiCol_xxxBg), Begin, PushStyleColor(ImGuiCol_xxxBg, backup), [...], PopStyleColor(), End(); PopStyleColor() - which is super awkward. - // The alpha override was rarely used but for now we'll leave the Begin() variant around for a bit. We may either lift the constraint on CheckStackSizes() either add a SetNextWindowBgAlpha() helper that does it magically. - ImGuiContext& g = *GImGui; - const ImGuiCol bg_color_idx = GetWindowBgColorIdxFromFlags(flags); - const ImVec4 bg_color_backup = g.Style.Colors[bg_color_idx]; + // Old API feature: override the window background alpha with a parameter. if (bg_alpha_override >= 0.0f) - g.Style.Colors[bg_color_idx].w = bg_alpha_override; - - bool ret = Begin(name, p_open, flags); + ImGui::SetNextWindowBgAlpha(bg_alpha_override); - if (bg_alpha_override >= 0.0f) - g.Style.Colors[bg_color_idx] = bg_color_backup; - return ret; + return ImGui::Begin(name, p_open, flags); } #endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -4956,16 +6253,15 @@ void ImGui::End() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (window->DC.ColumnsCount != 1) // close columns set if any is open + if (window->DC.ColumnsSet != NULL) EndColumns(); - PopClipRect(); // inner window clip rectangle + PopClipRect(); // Inner window clip rectangle // Stop logging if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging LogFinish(); - // Pop - // NB: we don't clear 'window->RootWindow'. The pointer is allowed to live until the next call to Begin(). + // Pop from window stack g.CurrentWindowStack.pop_back(); if (window->Flags & ImGuiWindowFlags_Popup) g.CurrentPopupStack.pop_back(); @@ -5025,7 +6321,7 @@ void ImGui::Scrollbar(ImGuiLayoutType direction) bool held = false; bool hovered = false; const bool previously_held = (g.ActiveId == id); - ButtonBehavior(bb, id, &hovered, &held); + ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v); float scroll_ratio = ImSaturate(scroll_v / scroll_max); @@ -5086,12 +6382,13 @@ void ImGui::Scrollbar(ImGuiLayoutType direction) void ImGui::BringWindowToFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - if (g.Windows.back() == window) + ImGuiWindow* current_front_window = g.Windows.back(); + if (current_front_window == window || current_front_window->RootWindow == window) return; - for (int i = 0; i < g.Windows.Size; i++) + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window if (g.Windows[i] == window) { - g.Windows.erase(g.Windows.begin() + i); + g.Windows.erase(g.Windows.Data + i); g.Windows.push_back(window); break; } @@ -5116,8 +6413,17 @@ void ImGui::FocusWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - // Always mark the window we passed as focused. This is used for keyboard interactions such as tabbing. - g.NavWindow = window; + if (g.NavWindow != window) + { + g.NavWindow = window; + if (window && g.NavDisableMouseHover) + g.NavMousePosDirty = true; + g.NavInitRequest = false; + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavIdIsAlive = false; + g.NavLayer = 0; + //printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL); + } // Passing NULL allow to disable keyboard focus if (!window) @@ -5137,13 +6443,14 @@ void ImGui::FocusWindow(ImGuiWindow* window) BringWindowToFront(window); } -void ImGui::FocusPreviousWindow() +void ImGui::FocusFrontMostActiveWindow(ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; for (int i = g.Windows.Size - 1; i >= 0; i--) - if (g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow)) + if (g.Windows[i] != ignore_window && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow)) { - FocusWindow(g.Windows[i]); + ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(g.Windows[i]); + FocusWindow(focus_window); return; } } @@ -5196,7 +6503,7 @@ static ImFont* GetDefaultFont() return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } -static void SetCurrentFont(ImFont* font) +void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? @@ -5204,7 +6511,11 @@ static void SetCurrentFont(ImFont* font) g.Font = font; g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale; g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; - g.FontTexUvWhitePixel = g.Font->ContainerAtlas->TexUvWhitePixel; + + ImFontAtlas* atlas = g.Font->ContainerAtlas; + g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; } void ImGui::PushFont(ImFont* font) @@ -5312,41 +6623,47 @@ void ImGui::PopStyleColor(int count) struct ImGuiStyleVarInfo { ImGuiDataType Type; + ImU32 Count; ImU32 Offset; void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } }; -static const ImGuiStyleVarInfo GStyleVarInfo[ImGuiStyleVar_Count_] = -{ - { ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha - { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding - { ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding - { ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize - { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize - { ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding - { ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize - { ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding - { ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize - { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding - { ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding - { ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize - { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing - { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing - { ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing - { ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize - { ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign +static const ImGuiStyleVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { 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, 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, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign }; static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) { - IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_Count_); + IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); + IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); return &GStyleVarInfo[idx]; } void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) { const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float) + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) { ImGuiContext& g = *GImGui; float* pvar = (float*)var_info->GetVarPtr(&g.Style); @@ -5360,7 +6677,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) { const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float2) + if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) { ImGuiContext& g = *GImGui; ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); @@ -5376,11 +6693,12 @@ void ImGui::PopStyleVar(int count) ImGuiContext& g = *GImGui; while (count > 0) { + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. ImGuiStyleMod& backup = g.StyleModifiers.back(); const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); - if (info->Type == ImGuiDataType_Float) (*(float*)info->GetVarPtr(&g.Style)) = backup.BackupFloat[0]; - else if (info->Type == ImGuiDataType_Float2) (*(ImVec2*)info->GetVarPtr(&g.Style)) = ImVec2(backup.BackupFloat[0], backup.BackupFloat[1]); - else if (info->Type == ImGuiDataType_Int) (*(int*)info->GetVarPtr(&g.Style)) = backup.BackupInt[0]; + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } g.StyleModifiers.pop_back(); count--; } @@ -5424,34 +6742,66 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) case ImGuiCol_ResizeGrip: return "ResizeGrip"; case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; - case ImGuiCol_CloseButton: return "CloseButton"; - case ImGuiCol_CloseButtonHovered: return "CloseButtonHovered"; - case ImGuiCol_CloseButtonActive: return "CloseButtonActive"; case ImGuiCol_PlotLines: return "PlotLines"; case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; case ImGuiCol_PlotHistogram: return "PlotHistogram"; case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; case ImGuiCol_ModalWindowDarkening: return "ModalWindowDarkening"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + } + IM_ASSERT(0); + return "Unknown"; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindow; } - IM_ASSERT(0); - return "Unknown"; + return false; } bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function ImGuiContext& g = *GImGui; - if (flags & ImGuiHoveredFlags_FlattenChilds) + + if (flags & ImGuiHoveredFlags_AnyWindow) { - if (g.HoveredRootWindow != g.CurrentWindow->RootWindow) + if (g.HoveredWindow == NULL) return false; } else { - if (g.HoveredWindow != g.CurrentWindow) - return false; + switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) + { + case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: + if (g.HoveredRootWindow != g.CurrentWindow->RootWindow) + return false; + break; + case ImGuiHoveredFlags_RootWindow: + if (g.HoveredWindow != g.CurrentWindow->RootWindow) + return false; + break; + case ImGuiHoveredFlags_ChildWindows: + if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) + return false; + break; + default: + if (g.HoveredWindow != g.CurrentWindow) + return false; + break; + } } + if (!IsWindowContentHoverable(g.HoveredRootWindow, flags)) return false; if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) @@ -5460,25 +6810,32 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) return true; } -bool ImGui::IsWindowFocused() +bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) { ImGuiContext& g = *GImGui; IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() - return g.NavWindow == g.CurrentWindow; -} -bool ImGui::IsRootWindowFocused() -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() - return g.NavWindow == g.CurrentWindow->RootWindow; + if (flags & ImGuiFocusedFlags_AnyWindow) + return g.NavWindow != NULL; + + switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) + { + case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; + case ImGuiFocusedFlags_RootWindow: + return g.NavWindow == g.CurrentWindow->RootWindow; + case ImGuiFocusedFlags_ChildWindows: + return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); + default: + return g.NavWindow == g.CurrentWindow; + } } -bool ImGui::IsRootWindowOrAnyChildFocused() +// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) +bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() - return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; + return window->Active && window == window->RootWindowForTabbing && (!(window->Flags & ImGuiWindowFlags_NoNavFocus) || window == g.NavWindow); } float ImGui::GetWindowWidth() @@ -5500,6 +6857,13 @@ ImVec2 ImGui::GetWindowPos() return window->Pos; } +static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x) +{ + window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. + window->Scroll.x = new_scroll_x; + window->DC.CursorMaxPos.x -= window->Scroll.x; +} + static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) { window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it. @@ -5512,13 +6876,15 @@ static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowPosAllowFlags & cond) == 0) return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); // Set const ImVec2 old_pos = window->Pos; window->PosFloat = pos; - window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y); + window->Pos = ImFloor(pos); window->DC.CursorPos += (window->Pos - old_pos); // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected. } @@ -5546,6 +6912,8 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) return; + + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); // Set @@ -5637,52 +7005,55 @@ void ImGui::SetWindowFocus(const char* name) void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) { ImGuiContext& g = *GImGui; - g.SetNextWindowPosVal = pos; - g.SetNextWindowPosPivot = pivot; - g.SetNextWindowPosCond = cond ? cond : ImGuiCond_Always; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.PosVal = pos; + g.NextWindowData.PosPivotVal = pivot; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; } void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { ImGuiContext& g = *GImGui; - g.SetNextWindowSizeVal = size; - g.SetNextWindowSizeCond = cond ? cond : ImGuiCond_Always; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } -void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback, void* custom_callback_user_data) +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; - g.SetNextWindowSizeConstraint = true; - g.SetNextWindowSizeConstraintRect = ImRect(size_min, size_max); - g.SetNextWindowSizeConstraintCallback = custom_callback; - g.SetNextWindowSizeConstraintCallbackUserData = custom_callback_user_data; + g.NextWindowData.SizeConstraintCond = ImGuiCond_Always; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; } void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; - g.SetNextWindowContentSizeVal = size; - g.SetNextWindowContentSizeCond = ImGuiCond_Always; + g.NextWindowData.ContentSizeVal = size; // In Begin() we will add the size of window decorations (title bar, menu etc.) to that to form a SizeContents value. + g.NextWindowData.ContentSizeCond = ImGuiCond_Always; } -void ImGui::SetNextWindowContentWidth(float width) +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGuiContext& g = *GImGui; - g.SetNextWindowContentSizeVal = ImVec2(width, g.SetNextWindowContentSizeCond ? g.SetNextWindowContentSizeVal.y : 0.0f); - g.SetNextWindowContentSizeCond = ImGuiCond_Always; + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } -void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) +void ImGui::SetNextWindowFocus() { ImGuiContext& g = *GImGui; - g.SetNextWindowCollapsedVal = collapsed; - g.SetNextWindowCollapsedCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.FocusCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) } -void ImGui::SetNextWindowFocus() +void ImGui::SetNextWindowBgAlpha(float alpha) { ImGuiContext& g = *GImGui; - g.SetNextWindowFocus = true; + g.NextWindowData.BgAlphaVal = alpha; + g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op) } // In window space (not screen space!) @@ -5690,8 +7061,8 @@ ImVec2 ImGui::GetContentRegionMax() { ImGuiWindow* window = GetCurrentWindowRead(); ImVec2 mx = window->ContentsRegionRect.Max; - if (window->DC.ColumnsCount != 1) - mx.x = GetColumnOffset(window->DC.ColumnsCurrent + 1) - window->WindowPadding.x; + if (window->DC.ColumnsSet) + mx.x = GetColumnOffset(window->DC.ColumnsSet->Current + 1) - window->WindowPadding.x; return mx; } @@ -5737,7 +7108,13 @@ float ImGui::GetTextLineHeightWithSpacing() return g.FontSize + g.Style.ItemSpacing.y; } -float ImGui::GetItemsLineHeightWithSpacing() +float ImGui::GetFrameHeight() +{ + ImGuiContext& g = *GImGui; + return g.FontSize + g.Style.FramePadding.y * 2.0f; +} + +float ImGui::GetFrameHeightWithSpacing() { ImGuiContext& g = *GImGui; return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; @@ -5761,7 +7138,7 @@ float ImGui::GetFontSize() ImVec2 ImGui::GetFontTexUvWhitePixel() { - return GImGui->FontTexUvWhitePixel; + return GImGui->DrawListSharedData.TexUvWhitePixel; } void ImGui::SetWindowFontScale(float scale) @@ -5769,7 +7146,7 @@ void ImGui::SetWindowFontScale(float scale) ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); window->FontWindowScale = scale; - g.FontSize = window->CalcFontSize(); + g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } // User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. @@ -5890,6 +7267,12 @@ void ImGui::SetScrollHere(float center_y_ratio) SetScrollFromPosY(target_y, center_y_ratio); } +void ImGui::ActivateItem(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavNextActivateId = id; +} + void ImGui::SetKeyboardFocusHere(int offset) { IM_ASSERT(offset >= -1); // -1 is allowed but not below @@ -5898,6 +7281,23 @@ void ImGui::SetKeyboardFocusHere(int offset) window->FocusIdxTabRequestNext = INT_MAX; } +void ImGui::SetItemDefaultFocus() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (!window->Appearing) + return; + if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) + { + g.NavInitRequest = false; + g.NavInitResultId = g.NavWindow->DC.LastItemId; + g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); + NavUpdateAnyRequestFlag(); + if (!IsItemVisible()) + SetScrollHere(); + } +} + void ImGui::SetStateStorage(ImGuiStorage* tree) { ImGuiWindow* window = GetCurrentWindow(); @@ -6144,19 +7544,33 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool flags |= ImGuiButtonFlags_PressedOnClickRelease; ImGuiWindow* backup_hovered_window = g.HoveredWindow; - if ((flags & ImGuiButtonFlags_FlattenChilds) && g.HoveredRootWindow == window) + if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) g.HoveredWindow = window; bool pressed = false; bool hovered = ItemHoverable(bb, id); - if ((flags & ImGuiButtonFlags_FlattenChilds) && g.HoveredRootWindow == window) + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if ((flags & ImGuiButtonFlags_PressedOnDragDropHold) && g.DragDropActive && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) + { + hovered = true; + SetHoveredID(id); + if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy + { + pressed = true; + FocusWindow(window); + } + } + + if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window) g.HoveredWindow = backup_hovered_window; // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. - if (hovered && (flags & ImGuiButtonFlags_AllowOverlapMode) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) + if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) hovered = false; + // Mouse if (hovered) { if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) @@ -6166,24 +7580,21 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // PressedOnClick | | .. // PressedOnRelease | | .. (NOT on release) // PressedOnDoubleClick | | .. + // FIXME-NAV: We don't honor those different behaviors. if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0]) { - SetActiveID(id, window); // Hold on ID + SetActiveID(id, window); + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); FocusWindow(window); - g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; } if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0])) { pressed = true; if (flags & ImGuiButtonFlags_NoHoldingActiveID) - { ClearActiveID(); - } else - { SetActiveID(id, window); // Hold on ID - g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; - } FocusWindow(window); } if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0]) @@ -6198,21 +7609,59 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true)) pressed = true; } + + if (pressed) + 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)) + hovered = true; + + if (g.NavActivateDownId == id) + { + bool nav_activated_by_code = (g.NavActivateId == id); + bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + if (nav_activated_by_code || nav_activated_by_inputs) + pressed = true; + if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) + { + // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. + g.NavActivateId = id; // This is so SetActiveId assign a Nav source + SetActiveID(id, window); + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + } } bool held = false; if (g.ActiveId == id) { - if (g.IO.MouseDown[0]) + if (g.ActiveIdSource == ImGuiInputSource_Mouse) { - held = true; + if (g.ActiveIdIsJustActivated) + g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; + if (g.IO.MouseDown[0]) + { + held = true; + } + else + { + if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease)) + if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps + if (!g.DragDropActive) + pressed = true; + ClearActiveID(); + } + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + g.NavDisableHighlight = true; } - else + else if (g.ActiveIdSource == ImGuiInputSource_Nav) { - if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease)) - if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps - pressed = true; - ClearActiveID(); + if (g.NavActivateDownId != id) + ClearActiveID(); } } @@ -6243,12 +7692,14 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags if (!ItemAdd(bb, id)) return false; - if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; + if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + flags |= ImGuiButtonFlags_Repeat; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); // Render const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); @@ -6275,17 +7726,16 @@ bool ImGui::SmallButton(const char* label) return pressed; } -// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. -// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) -bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) +bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; + ImGuiContext& g = *GImGui; const ImGuiID id = window->GetID(str_id); - ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + float sz = ImGui::GetFrameHeight(); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(sz, sz)); ItemSize(bb); if (!ItemAdd(bb, id)) return false; @@ -6293,58 +7743,62 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held); + // Render + const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding); + RenderArrow(bb.Min + g.Style.FramePadding, dir); + return pressed; } -// Upper-right button to close a window. -bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) +// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) { ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; - const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius)); + const ImGuiID id = window->GetID(str_id); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + ItemSize(bb); + if (!ItemAdd(bb, id)) + return false; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held); - // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_CloseButtonActive : hovered ? ImGuiCol_CloseButtonHovered : ImGuiCol_CloseButton); - const ImVec2 center = bb.GetCenter(); - window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), col, 12); - - const float cross_extent = (radius * 0.7071f) - 1.0f; - if (hovered) - { - window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), GetColorU32(ImGuiCol_Text)); - window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), GetColorU32(ImGuiCol_Text)); - } - return pressed; } -// [Internal] -bool ImGui::ArrowButton(ImGuiID id, ImGuiDir dir, ImVec2 padding, ImGuiButtonFlags flags) +// Button to close a window +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return false; - - const ImGuiStyle& style = g.Style; - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + padding.x * 2.0f, g.FontSize + padding.y * 2.0f)); - ItemSize(bb, style.FramePadding.y); - if (!ItemAdd(bb, id)) - return false; + // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. + // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius)); + bool is_clipped = !ItemAdd(bb, id); bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + bool pressed = ButtonBehavior(bb, id, &hovered, &held); + if (is_clipped) + return pressed; - const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); -#ifdef IMGUI_HAS_NAV - RenderNavHighlight(bb, id); -#endif - RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); - RenderTriangle(bb.Min + padding, dir, 1.0f); + // Render + ImVec2 center = bb.GetCenter(); + if (hovered) + window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9); + + float cross_extent = (radius * 0.7071f) - 1.0f; + ImU32 cross_col = GetColorU32(ImGuiCol_Text); + center -= ImVec2(0.5f, 0.5f); + window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f); return pressed; } @@ -6404,6 +7858,7 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I // Render const ImU32 col = GetColorU32((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding)); if (bg_col.w > 0.0f) window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col)); @@ -6420,8 +7875,9 @@ void ImGui::LogToTTY(int max_depth) return; ImGuiWindow* window = g.CurrentWindow; - g.LogEnabled = true; + IM_ASSERT(g.LogFile == NULL); g.LogFile = stdout; + g.LogEnabled = true; g.LogStartDepth = window->DC.TreeDepth; if (max_depth >= 0) g.LogAutoExpandMaxDepth = max_depth; @@ -6442,6 +7898,7 @@ void ImGui::LogToFile(int max_depth, const char* filename) return; } + IM_ASSERT(g.LogFile == NULL); g.LogFile = ImFileOpen(filename, "ab"); if (!g.LogFile) { @@ -6462,8 +7919,9 @@ void ImGui::LogToClipboard(int max_depth) return; ImGuiWindow* window = g.CurrentWindow; - g.LogEnabled = true; + IM_ASSERT(g.LogFile == NULL); g.LogFile = NULL; + g.LogEnabled = true; g.LogStartDepth = window->DC.TreeDepth; if (max_depth >= 0) g.LogAutoExpandMaxDepth = max_depth; @@ -6476,7 +7934,6 @@ void ImGui::LogFinish() return; LogText(IM_NEWLINE); - g.LogEnabled = false; if (g.LogFile != NULL) { if (g.LogFile == stdout) @@ -6490,6 +7947,7 @@ void ImGui::LogFinish() SetClipboardText(g.LogClipboard->begin()); g.LogClipboard->clear(); } + g.LogEnabled = false; } // Helper to display logging buttons @@ -6528,11 +7986,11 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) ImGuiStorage* storage = window->DC.StateStorage; bool is_open; - if (g.SetNextTreeNodeOpenCond != 0) + if (g.NextTreeNodeOpenCond != 0) { - if (g.SetNextTreeNodeOpenCond & ImGuiCond_Always) + if (g.NextTreeNodeOpenCond & ImGuiCond_Always) { - is_open = g.SetNextTreeNodeOpenVal; + is_open = g.NextTreeNodeOpenVal; storage->SetInt(id, is_open); } else @@ -6541,7 +7999,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) const int stored_value = storage->GetInt(id, -1); if (stored_value == -1) { - is_open = g.SetNextTreeNodeOpenVal; + is_open = g.NextTreeNodeOpenVal; storage->SetInt(id, is_open); } else @@ -6549,7 +8007,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) is_open = stored_value != 0; } } - g.SetNextTreeNodeOpenCond = 0; + g.NextTreeNodeOpenCond = 0; } else { @@ -6582,12 +8040,12 @@ 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 text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); - ImRect bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height)); + ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height)); if (display_frame) { // Framed header expand a little outside the default padding - bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1; - bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1; + frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1; + frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1; } const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing @@ -6596,9 +8054,20 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not) - const ImRect interact_bb = display_frame ? bb : ImRect(bb.Min.x, bb.Min.y, bb.Min.x + text_width + style.ItemSpacing.x*2, bb.Max.y); + const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y); bool is_open = TreeNodeBehaviorIsOpen(id, flags); - if (!ItemAdd(interact_bb, id)) + + // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + window->DC.TreeDepthMayJumpToParentOnPop |= (1 << window->DC.TreeDepth); + + bool item_add = ItemAdd(interact_bb, id); + window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + window->DC.LastItemDisplayRect = frame_bb; + + if (!item_add) { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushRawID(id); @@ -6610,58 +8079,83 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // - OpenOnDoubleClick .............. double-click anywhere to open // - OpenOnArrow .................... single-click on arrow to open // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open - ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowOverlapMode) ? ImGuiButtonFlags_AllowOverlapMode : 0); + ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0); + if (!(flags & ImGuiTreeNodeFlags_Leaf)) + button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0); + bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags); - if (pressed && !(flags & ImGuiTreeNodeFlags_Leaf)) + if (!(flags & ImGuiTreeNodeFlags_Leaf)) { - bool toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)); - if (flags & ImGuiTreeNodeFlags_OpenOnArrow) - toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)); - if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) - toggled |= g.IO.MouseDoubleClicked[0]; + bool toggled = false; + if (pressed) + { + toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id); + if (flags & ImGuiTreeNodeFlags_OpenOnArrow) + toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover); + if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) + toggled |= g.IO.MouseDoubleClicked[0]; + if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. + toggled = false; + } + + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) + { + toggled = true; + NavMoveRequestCancel(); + } + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? + { + toggled = true; + NavMoveRequestCancel(); + } + if (toggled) { is_open = !is_open; window->DC.StateStorage->SetInt(id, is_open); } } - if (flags & ImGuiTreeNodeFlags_AllowOverlapMode) + if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) SetItemAllowOverlap(); // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - const ImVec2 text_pos = bb.Min + ImVec2(text_offset_x, text_base_offset_y); + const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y); if (display_frame) { // Framed type - RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); - RenderTriangle(bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding); + RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); + RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); if (g.LogEnabled) { // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. const char log_prefix[] = "\n##"; const char log_suffix[] = "##"; LogRenderedText(&text_pos, log_prefix, log_prefix+3); - RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); LogRenderedText(&text_pos, log_suffix+1, log_suffix+3); } else { - RenderTextClipped(text_pos, bb.Max, label, label_end, &label_size); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); } } else { // Unframed typed for tree nodes if (hovered || (flags & ImGuiTreeNodeFlags_Selected)) - RenderFrame(bb.Min, bb.Max, col, false); + { + RenderFrame(frame_bb.Min, frame_bb.Max, col, false); + RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin); + } if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); + RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y)); else if (!(flags & ImGuiTreeNodeFlags_Leaf)) - RenderTriangle(bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogRenderedText(&text_pos, ">"); RenderText(text_pos, label, label_end, false); @@ -6693,14 +8187,13 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags return false; ImGuiID id = window->GetID(label); - bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen | (p_open ? ImGuiTreeNodeFlags_AllowOverlapMode : 0), label); + bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | ImGuiTreeNodeFlags_NoTreePushOnOpen | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label); if (p_open) { // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. ImGuiContext& g = *GImGui; float button_sz = g.FontSize * 0.5f; ImGuiItemHoveredDataBackup last_item_backup; - last_item_backup.Backup(); if (CloseButton(window->GetID((void*)(intptr_t)(id+1)), ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_sz, window->DC.LastItemRect.Min.y + g.Style.FramePadding.y + button_sz), button_sz)) *p_open = false; last_item_backup.Restore(); @@ -6812,8 +8305,8 @@ void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond) ImGuiContext& g = *GImGui; if (g.CurrentWindow->SkipItems) return; - g.SetNextTreeNodeOpenVal = is_open; - g.SetNextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always; + g.NextTreeNodeOpenVal = is_open; + g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always; } void ImGui::PushID(const char* str_id) @@ -6923,6 +8416,8 @@ static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, ImFormatString(buf, buf_size, display_format, *(int*)data_ptr); else if (data_type == ImGuiDataType_Float) ImFormatString(buf, buf_size, display_format, *(float*)data_ptr); + else if (data_type == ImGuiDataType_Double) + ImFormatString(buf, buf_size, display_format, *(double*)data_ptr); } static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size) @@ -6941,30 +8436,47 @@ static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, else ImFormatString(buf, buf_size, "%.*f", decimal_precision, *(float*)data_ptr); } + else if (data_type == ImGuiDataType_Double) + { + if (decimal_precision < 0) + ImFormatString(buf, buf_size, "%f", *(double*)data_ptr); + else + ImFormatString(buf, buf_size, "%.*f", decimal_precision, *(double*)data_ptr); + } } -static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2)// Store into value1 +static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) { + IM_ASSERT(op == '+' || op == '-'); if (data_type == ImGuiDataType_Int) { - if (op == '+') - *(int*)value1 = *(int*)value1 + *(const int*)value2; - else if (op == '-') - *(int*)value1 = *(int*)value1 - *(const int*)value2; + if (op == '+') *(int*)output = *(int*)arg1 + *(const int*)arg2; + else if (op == '-') *(int*)output = *(int*)arg1 - *(const int*)arg2; } else if (data_type == ImGuiDataType_Float) { - if (op == '+') - *(float*)value1 = *(float*)value1 + *(const float*)value2; - else if (op == '-') - *(float*)value1 = *(float*)value1 - *(const float*)value2; + if (op == '+') *(float*)output = *(float*)arg1 + *(const float*)arg2; + else if (op == '-') *(float*)output = *(float*)arg1 - *(const float*)arg2; + } + else if (data_type == ImGuiDataType_Double) + { + if (op == '+') *(double*)output = *(double*)arg1 + *(const double*)arg2; + else if (op == '-') *(double*)output = *(double*)arg1 - *(const double*)arg2; } } +static size_t GDataTypeSize[ImGuiDataType_COUNT] = +{ + sizeof(int), + sizeof(float), + sizeof(double) +}; + // User can input math operators (e.g. +100) to edit a numerical values. +// NB: This is _not_ a full expression evaluator. We should probably add one though.. static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format) { - while (ImCharIsSpace(*buf)) + while (ImCharIsSpace((unsigned int)*buf)) buf++; // We don't support '-' op because it would conflict with inputing negative value. @@ -6973,7 +8485,7 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b if (op == '+' || op == '*' || op == '/') { buf++; - while (ImCharIsSpace(*buf)) + while (ImCharIsSpace((unsigned int)*buf)) buf++; } else @@ -6983,45 +8495,56 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b if (!buf[0]) return false; + IM_ASSERT(data_type < ImGuiDataType_COUNT); + int data_backup[2]; + IM_ASSERT(GDataTypeSize[data_type] <= sizeof(data_backup)); + memcpy(data_backup, data_ptr, GDataTypeSize[data_type]); + if (data_type == ImGuiDataType_Int) { if (!scalar_format) scalar_format = "%d"; int* v = (int*)data_ptr; - const int old_v = *v; int arg0i = *v; if (op && sscanf(initial_value_buf, scalar_format, &arg0i) < 1) return false; - // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision float arg1f = 0.0f; if (op == '+') { if (sscanf(buf, "%f", &arg1f) == 1) *v = (int)(arg0i + arg1f); } // Add (use "+-" to subtract) else if (op == '*') { if (sscanf(buf, "%f", &arg1f) == 1) *v = (int)(arg0i * arg1f); } // Multiply else if (op == '/') { if (sscanf(buf, "%f", &arg1f) == 1 && arg1f != 0.0f) *v = (int)(arg0i / arg1f); }// Divide - else { if (sscanf(buf, scalar_format, &arg0i) == 1) *v = arg0i; } // Assign constant (read as integer so big values are not lossy) - return (old_v != *v); + else { if (sscanf(buf, scalar_format, &arg0i) == 1) *v = arg0i; } // Assign integer constant } else if (data_type == ImGuiDataType_Float) { // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in scalar_format = "%f"; float* v = (float*)data_ptr; - const float old_v = *v; - float arg0f = *v; + float arg0f = *v, arg1f = 0.0f; if (op && sscanf(initial_value_buf, scalar_format, &arg0f) < 1) return false; - - float arg1f = 0.0f; if (sscanf(buf, scalar_format, &arg1f) < 1) return false; if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) else if (op == '*') { *v = arg0f * arg1f; } // Multiply else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide else { *v = arg1f; } // Assign constant - return (old_v != *v); } - - return false; + else if (data_type == ImGuiDataType_Double) + { + scalar_format = "%lf"; + double* v = (double*)data_ptr; + double arg0f = *v, arg1f = 0.0f; + if (op && sscanf(initial_value_buf, scalar_format, &arg0f) < 1) + return false; + if (sscanf(buf, scalar_format, &arg1f) < 1) + return false; + if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) + else if (op == '*') { *v = arg0f * arg1f; } // Multiply + else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide + else { *v = arg1f; } // Assign constant + } + return memcmp(data_backup, data_ptr, GDataTypeSize[data_type]) != 0; } // Create text input in place of a slider (when CTRL+Clicking on slider) @@ -7034,6 +8557,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen) // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id SetActiveID(g.ScalarAsInputTextId, window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); SetHoveredID(0); FocusableItemUnregister(window); @@ -7130,7 +8654,9 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v const ImGuiStyle& style = g.Style; // Draw frame - RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); const bool is_non_linear = (power < 1.0f-0.00001f) || (power > 1.0f+0.00001f); const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0; @@ -7161,23 +8687,59 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f; } - // Process clicking on the slider + // Process interacting with the slider bool value_changed = false; if (g.ActiveId == id) { bool set_new_value = false; float clicked_t = 0.0f; - if (g.IO.MouseDown[0]) + if (g.ActiveIdSource == ImGuiInputSource_Mouse) { - const float mouse_abs_pos = is_horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; - clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; - if (!is_horizontal) - clicked_t = 1.0f - clicked_t; - set_new_value = true; + if (!g.IO.MouseDown[0]) + { + ClearActiveID(); + } + else + { + const float mouse_abs_pos = is_horizontal ? g.IO.MousePos.x : g.IO.MousePos.y; + clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; + if (!is_horizontal) + clicked_t = 1.0f - clicked_t; + set_new_value = true; + } } - else + else if (g.ActiveIdSource == ImGuiInputSource_Nav) { - ClearActiveID(); + const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); + float delta = is_horizontal ? delta2.x : -delta2.y; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + { + ClearActiveID(); + } + else if (delta != 0.0f) + { + clicked_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos); + if (decimal_precision == 0 && !is_non_linear) + { + if (fabsf(v_max - v_min) <= 100.0f || IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (v_max - v_min); // Gamepad/keyboard tweak speeds in integer steps + else + delta /= 100.0f; + } + else + { + delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + if (IsNavInputDown(ImGuiNavInput_TweakSlow)) + delta /= 10.0f; + } + if (IsNavInputDown(ImGuiNavInput_TweakFast)) + delta *= 10.0f; + set_new_value = true; + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits + set_new_value = false; + else + clicked_t = ImSaturate(clicked_t + delta); + } } if (set_new_value) @@ -7257,7 +8819,7 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); // NB- we don't call ItemSize() yet because we may turn into a text edit box below - if (!ItemAdd(total_bb, id)) + if (!ItemAdd(total_bb, id, &frame_bb)) { ItemSize(total_bb, style.FramePadding.y); return false; @@ -7271,11 +8833,13 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c // Tabbing or CTRL-clicking on Slider turns it into an input box bool start_text_input = false; const bool tab_focus_requested = FocusableItemRegister(window, id); - if (tab_focus_requested || (hovered && g.IO.MouseClicked[0])) + if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) { SetActiveID(id, window); + SetFocusID(id, window); FocusWindow(window); - if (tab_focus_requested || g.IO.KeyCtrl) + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (tab_focus_requested || g.IO.KeyCtrl || g.NavInputId == id) { start_text_input = true; g.ScalarAsInputTextId = 0; @@ -7322,10 +8886,12 @@ bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float display_format = "%.3f"; int decimal_precision = ParseFormatPrecision(display_format, 3); - if (hovered && g.IO.MouseClicked[0]) + if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) { SetActiveID(id, window); + SetFocusID(id, window); FocusWindow(window); + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); } // Actual slider behavior + render grab @@ -7462,73 +9028,81 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); bool value_changed = false; - // Process clicking on the drag + // Process interacting with the drag if (g.ActiveId == id) { - if (g.IO.MouseDown[0]) + if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) + ClearActiveID(); + else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + ClearActiveID(); + } + if (g.ActiveId == id) + { + if (g.ActiveIdIsJustActivated) { - if (g.ActiveIdIsJustActivated) - { - // Lock current value on click - g.DragCurrentValue = *v; - g.DragLastMouseDelta = ImVec2(0.f, 0.f); - } + // Lock current value on click + g.DragCurrentValue = *v; + g.DragLastMouseDelta = ImVec2(0.f, 0.f); + } - if (v_speed == 0.0f && (v_max - v_min) != 0.0f && (v_max - v_min) < FLT_MAX) - v_speed = (v_max - v_min) * g.DragSpeedDefaultRatio; + if (v_speed == 0.0f && (v_max - v_min) != 0.0f && (v_max - v_min) < FLT_MAX) + v_speed = (v_max - v_min) * g.DragSpeedDefaultRatio; - float v_cur = g.DragCurrentValue; - const ImVec2 mouse_drag_delta = GetMouseDragDelta(0, 1.0f); - float adjust_delta = 0.0f; - //if (g.ActiveIdSource == ImGuiInputSource_Mouse) - { - adjust_delta = mouse_drag_delta.x - g.DragLastMouseDelta.x; - if (g.IO.KeyShift && g.DragSpeedScaleFast >= 0.0f) - adjust_delta *= g.DragSpeedScaleFast; - if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f) - adjust_delta *= g.DragSpeedScaleSlow; - } - adjust_delta *= v_speed; + float v_cur = g.DragCurrentValue; + const ImVec2 mouse_drag_delta = GetMouseDragDelta(0, 1.0f); + float adjust_delta = 0.0f; + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid()) + { + adjust_delta = mouse_drag_delta.x - g.DragLastMouseDelta.x; + if (g.IO.KeyShift && g.DragSpeedScaleFast >= 0.0f) + adjust_delta *= g.DragSpeedScaleFast; + if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f) + adjust_delta *= g.DragSpeedScaleSlow; g.DragLastMouseDelta.x = mouse_drag_delta.x; + } + if (g.ActiveIdSource == ImGuiInputSource_Nav) + { + adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x; + if (v_min < v_max && ((v_cur >= v_max && adjust_delta > 0.0f) || (v_cur <= v_min && adjust_delta < 0.0f))) // This is to avoid applying the saturation when already past the limits + adjust_delta = 0.0f; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + } + adjust_delta *= v_speed; - if (fabsf(adjust_delta) > 0.0f) + if (fabsf(adjust_delta) > 0.0f) + { + if (fabsf(power - 1.0f) > 0.001f) { - if (fabsf(power - 1.0f) > 0.001f) - { - // Logarithmic curve on both side of 0.0 - float v0_abs = v_cur >= 0.0f ? v_cur : -v_cur; - float v0_sign = v_cur >= 0.0f ? 1.0f : -1.0f; - float v1 = powf(v0_abs, 1.0f / power) + (adjust_delta * v0_sign); - float v1_abs = v1 >= 0.0f ? v1 : -v1; - float v1_sign = v1 >= 0.0f ? 1.0f : -1.0f; // Crossed sign line - v_cur = powf(v1_abs, power) * v0_sign * v1_sign; // Reapply sign - } - else - { - v_cur += adjust_delta; - } - - // Clamp - if (v_min < v_max) - v_cur = ImClamp(v_cur, v_min, v_max); - g.DragCurrentValue = v_cur; + // Logarithmic curve on both side of 0.0 + float v0_abs = v_cur >= 0.0f ? v_cur : -v_cur; + float v0_sign = v_cur >= 0.0f ? 1.0f : -1.0f; + float v1 = powf(v0_abs, 1.0f / power) + (adjust_delta * v0_sign); + float v1_abs = v1 >= 0.0f ? v1 : -v1; + float v1_sign = v1 >= 0.0f ? 1.0f : -1.0f; // Crossed sign line + v_cur = powf(v1_abs, power) * v0_sign * v1_sign; // Reapply sign } - - // Round to user desired precision, then apply - v_cur = RoundScalar(v_cur, decimal_precision); - if (*v != v_cur) + else { - *v = v_cur; - value_changed = true; + v_cur += adjust_delta; } + + // Clamp + if (v_min < v_max) + v_cur = ImClamp(v_cur, v_min, v_max); + g.DragCurrentValue = v_cur; } - else + + // Round to user desired precision, then apply + v_cur = RoundScalar(v_cur, decimal_precision); + if (*v != v_cur) { - ClearActiveID(); + *v = v_cur; + value_changed = true; } } @@ -7552,7 +9126,7 @@ bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, f const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); // NB- we don't call ItemSize() yet because we may turn into a text edit box below - if (!ItemAdd(total_bb, id)) + if (!ItemAdd(total_bb, id, &frame_bb)) { ItemSize(total_bb, style.FramePadding.y); return false; @@ -7566,11 +9140,13 @@ bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, f // Tabbing or CTRL-clicking on Drag turns it into an input box bool start_text_input = false; const bool tab_focus_requested = FocusableItemRegister(window, id); - if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0]))) + if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id)) { SetActiveID(id, window); + SetFocusID(id, window); FocusWindow(window); - if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0]) + g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); + if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id) { start_text_input = true; g.ScalarAsInputTextId = 0; @@ -7758,7 +9334,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, 0)) + if (!ItemAdd(total_bb, 0, &frame_bb)) return; const bool hovered = ItemHoverable(inner_bb, 0); @@ -7804,11 +9380,12 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge } const float t_step = 1.0f / (float)res_w; + const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); float v0 = values_getter(data, (0 + values_offset) % values_count); float t0 = 0.0f; - ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) / (scale_max - scale_min)) ); // Point in the normalized space of our target rectangle - float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min / (scale_max - scale_min)) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); @@ -7819,7 +9396,7 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge const int v1_idx = (int)(t0 * item_count + 0.5f); IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); - const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) / (scale_max - scale_min)) ); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); @@ -7859,7 +9436,7 @@ struct ImGuiPlotArrayGetterData static float Plot_ArrayGetter(void* data, int idx) { ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; - const float v = *(float*)(void*)((unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); return v; } @@ -7953,6 +9530,7 @@ bool ImGui::Checkbox(const char* label, bool* v) if (pressed) *v = !(*v); + RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); if (*v) { @@ -8019,6 +9597,7 @@ bool ImGui::RadioButton(const char* label, bool active) bool hovered, held; bool pressed = ButtonBehavior(total_bb, id, &hovered, &held); + RenderNavHighlight(total_bb, id); window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); if (active) { @@ -8266,12 +9845,16 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys. return false; - if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank)) + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) { if (flags & ImGuiInputTextFlags_CharsDecimal) if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/')) return false; + if (flags & ImGuiInputTextFlags_CharsScientific) + if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + return false; + if (flags & ImGuiInputTextFlags_CharsHexadecimal) if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) return false; @@ -8322,6 +9905,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0; const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; if (is_multiline) // Open group before calling GetID() because groups tracks id created during their spawn BeginGroup(); @@ -8334,6 +9918,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 ImGuiWindow* draw_window = window; if (is_multiline) { + ItemAdd(total_bb, id, &frame_bb); if (!BeginChildFrame(id, frame_bb.GetSize())) { EndChildFrame(); @@ -8346,7 +9931,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 else { ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id)) + if (!ItemAdd(total_bb, id, &frame_bb)) return false; } const bool hovered = ItemHoverable(frame_bb, id); @@ -8379,11 +9964,12 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool user_clicked = hovered && io.MouseClicked[0]; const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.Id == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY"); + const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard)); bool clear_active_id = false; - bool select_all = (g.ActiveId != id) && (flags & ImGuiInputTextFlags_AutoSelectAll) != 0; - if (focus_requested || user_clicked || user_scrolled) + bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + if (focus_requested || user_clicked || user_scrolled || user_nav_input_start) { if (g.ActiveId != id) { @@ -8422,7 +10008,10 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 select_all = true; } SetActiveID(id, window); + SetFocusID(id, window); FocusWindow(window); + if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory)) + g.ActiveIdAllowNavDirFlags |= ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down)); } else if (io.MouseClicked[0]) { @@ -8470,8 +10059,11 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 } else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock) { - stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y); - edit_state.CursorAnimReset(); + if (hovered) + { + stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y); + edit_state.CursorAnimReset(); + } } else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) { @@ -8485,18 +10077,15 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (io.InputCharacters[0]) { // Process text input (before we check for Return because using some IME will effectively send a Return?) - // We ignore CTRL inputs, but need to allow CTRL+ALT as some keyboards (e.g. German) use AltGR - which is Alt+Ctrl - to input certain characters. - if (!(io.KeyCtrl && !io.KeyAlt) && is_editable) - { + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + if (!(io.KeyCtrl && !io.KeyAlt) && is_editable && !user_nav_input_start) for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++) - if (unsigned int c = (unsigned int)io.InputCharacters[n]) - { - // Insert character if they pass filtering - if (!InputTextFilterCharacter(&c, flags, callback, user_data)) - continue; + { + // Insert character if they pass filtering + unsigned int c = (unsigned int)io.InputCharacters[n]; + if (InputTextFilterCharacter(&c, flags, callback, user_data)) edit_state.OnKeyPressed((int)c); - } - } + } // Consume characters memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters)); @@ -8511,6 +10100,12 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 const bool is_shortcut_key_only = (io.OptMacOSXBehaviors ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl const bool is_wordmove_key_down = io.OptMacOSXBehaviors ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = io.OptMacOSXBehaviors && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper; + const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper; + + const bool is_cut = ((is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || edit_state.HasSelection()); + const bool is_copy = ((is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || edit_state.HasSelection()); + const bool is_paste = ((is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable; if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } @@ -8548,17 +10143,13 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (InputTextFilterCharacter(&c, flags, callback, user_data)) edit_state.OnKeyPressed((int)c); } - else if (IsKeyPressedMap(ImGuiKey_Escape)) { clear_active_id = cancel_edit = true; } - else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); } - else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); } - else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); edit_state.CursorFollow = true; } - else if (is_shortcut_key_only && !is_password && ((IsKeyPressedMap(ImGuiKey_X) && is_editable) || IsKeyPressedMap(ImGuiKey_C)) && (!is_multiline || edit_state.HasSelection())) + else if (IsKeyPressedMap(ImGuiKey_Escape)) { clear_active_id = cancel_edit = true; } + else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Z) && is_editable && is_undoable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); } + else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_Y) && is_editable && is_undoable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); } + else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_A)) { edit_state.SelectAll(); edit_state.CursorFollow = true; } + else if (is_cut || is_copy) { // Cut, Copy - const bool cut = IsKeyPressedMap(ImGuiKey_X); - if (cut && !edit_state.HasSelection()) - edit_state.SelectAll(); - if (io.SetClipboardTextFn) { const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0; @@ -8568,13 +10159,15 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 SetClipboardText(edit_state.TempTextBuffer.Data); } - if (cut) + if (is_cut) { + if (!edit_state.HasSelection()) + edit_state.SelectAll(); edit_state.CursorFollow = true; stb_textedit_cut(&edit_state, &edit_state.StbState); } } - else if (is_shortcut_key_only && IsKeyPressedMap(ImGuiKey_V) && is_editable) + else if (is_paste) { // Paste if (const char* clipboard = GetClipboardText()) @@ -8715,6 +10308,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on. const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempTextBuffer.Data : buf; buf = NULL; + RenderNavHighlight(frame_bb, id); if (!is_multiline) RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); @@ -8896,15 +10490,9 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); } -bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data) -{ - return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); -} - -static inline float SmallSquareSize() +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data) { - ImGuiContext& g = *GImGui; - return g.FontSize + g.Style.FramePadding.y * 2.0f; + return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); } // NB: scalar_format here must be a simple "%xx" format string with no prefix/suffix (unlike the Drag/Slider functions "display_format" argument) @@ -8920,7 +10508,7 @@ bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data BeginGroup(); PushID(label); - const ImVec2 button_sz = ImVec2(SmallSquareSize(), SmallSquareSize()); + const ImVec2 button_sz = ImVec2(GetFrameHeight(), GetFrameHeight()); if (step_ptr) PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_sz.x + style.ItemInnerSpacing.x)*2)); @@ -8928,7 +10516,7 @@ bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data DataTypeFormatString(data_type, data_ptr, scalar_format, buf, IM_ARRAYSIZE(buf)); bool value_changed = false; - if (!(extra_flags & ImGuiInputTextFlags_CharsHexadecimal)) + if ((extra_flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) extra_flags |= ImGuiInputTextFlags_CharsDecimal; extra_flags |= ImGuiInputTextFlags_AutoSelectAll; if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + "" gives us the expected ID from outside point of view @@ -8941,13 +10529,13 @@ bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("-", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups)) { - DataTypeApplyOp(data_type, '-', data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr); + DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr); value_changed = true; } SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("+", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups)) { - DataTypeApplyOp(data_type, '+', data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr); + DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr); value_changed = true; } } @@ -8966,19 +10554,31 @@ bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags) { - char display_format[16]; + extra_flags |= ImGuiInputTextFlags_CharsScientific; if (decimal_precision < 0) - strcpy(display_format, "%f"); // Ideally we'd have a minimum decimal precision of 1 to visually denote that this is a float, while hiding non-significant digits? %f doesn't have a minimum of 1 + { + // Ideally we'd have a minimum decimal precision of 1 to visually denote that this is a float, while hiding non-significant digits? %f doesn't have a minimum of 1 + return InputScalarEx(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), "%f", extra_flags); + } else + { + char display_format[16]; ImFormatString(display_format, IM_ARRAYSIZE(display_format), "%%.%df", decimal_precision); - return InputScalarEx(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), display_format, extra_flags); + return InputScalarEx(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), display_format, extra_flags); + } +} + +bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* display_format, ImGuiInputTextFlags extra_flags) +{ + extra_flags |= ImGuiInputTextFlags_CharsScientific; + return InputScalarEx(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), display_format, extra_flags); } bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags) { // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. const char* scalar_format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; - return InputScalarEx(label, ImGuiDataType_Int, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), scalar_format, extra_flags); + return InputScalarEx(label, ImGuiDataType_Int, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), scalar_format, extra_flags); } bool ImGui::InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags) @@ -9077,51 +10677,62 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF { // Always consume the SetNextWindowSizeConstraint() call in our early return paths ImGuiContext& g = *GImGui; - bool backup_has_next_window_size_constraint = g.SetNextWindowSizeConstraint; - g.SetNextWindowSizeConstraint = false; - + ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond; + g.NextWindowData.SizeConstraintCond = 0; + ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); - const float w = CalcItemWidth(); + 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 ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id)) + if (!ItemAdd(total_bb, id, &frame_bb)) return false; bool hovered, held; bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); bool popup_open = IsPopupOpen(id); - const float arrow_size = SmallSquareSize(); const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f)); - RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); - RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_open || hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING - RenderTriangle(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); - if (preview_value != NULL) + const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); + RenderNavHighlight(frame_bb, id); + if (!(flags & ImGuiComboFlags_NoPreview)) + window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left); + if (!(flags & ImGuiComboFlags_NoArrowButton)) + { + window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); + RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down); + } + RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - if (pressed && !popup_open) + if ((pressed || g.NavActivateId == id) && !popup_open) { - OpenPopupEx(id, false); + if (window->DC.NavLayerCurrent == 0) + window->NavLastIds[0] = id; + OpenPopupEx(id); popup_open = true; } if (!popup_open) return false; - if (backup_has_next_window_size_constraint) + if (backup_next_window_size_constraint) { - g.SetNextWindowSizeConstraint = true; - g.SetNextWindowSizeConstraintRect.Min.x = ImMax(g.SetNextWindowSizeConstraintRect.Min.x, w); + g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint; + g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } else { @@ -9140,14 +10751,15 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF // Peak into expected window size so we can position it if (ImGuiWindow* popup_window = FindWindowByName(name)) - { - ImVec2 size_contents = CalcSizeContents(popup_window); - ImVec2 size_expected = CalcSizeAfterConstraint(popup_window, CalcSizeAutoFit(popup_window, size_contents)); - if (flags & ImGuiComboFlags_PopupAlignLeft) - popup_window->AutoPosLastDirection = ImGuiDir_Left; - ImVec2 pos = FindBestWindowPosForPopup(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, frame_bb, ImGuiPopupPositionPolicy_ComboBox); - SetNextWindowPos(pos); - } + if (popup_window->WasActive) + { + ImVec2 size_contents = CalcSizeContents(popup_window); + ImVec2 size_expected = CalcSizeAfterConstraint(popup_window, CalcSizeAutoFit(popup_window, size_contents)); + if (flags & ImGuiComboFlags_PopupAlignLeft) + popup_window->AutoPosLastDirection = ImGuiDir_Left; + ImVec2 pos = FindBestWindowPosForPopup(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, frame_bb, ImGuiPopupPositionPolicy_ComboBox); + SetNextWindowPos(pos); + } ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; if (!Begin(name, NULL, window_flags)) @@ -9172,7 +10784,7 @@ void ImGui::EndCombo() EndPopup(); } -// Combo box function. +// Old API, prefer using BeginCombo() nowadays if you can. bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) { ImGuiContext& g = *GImGui; @@ -9181,16 +10793,18 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi if (*current_item >= 0 && *current_item < items_count) items_getter(data, *current_item, &preview_text); - if (popup_max_height_in_items != -1 && !g.SetNextWindowSizeConstraint) + // The old Combo() API exposed "popup_max_height_in_items", however the new more general BeginCombo() API doesn't, so we emulate it here. + if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond) { float popup_max_height = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, popup_max_height)); } + if (!BeginCombo(label, preview_text, 0)) return false; // Display items - // FIXME-OPT: Use clipper + // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) bool value_changed = false; for (int i = 0; i < items_count; i++) { @@ -9204,8 +10818,8 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi value_changed = true; *current_item = i; } - if (item_selected && IsWindowAppearing()) - SetScrollHere(); + if (item_selected) + SetItemDefaultFocus(); PopID(); } @@ -9242,7 +10856,7 @@ static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) } // Combo box helper allowing to pass an array of strings. -bool ImGui::Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items) +bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) { const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); return value_changed; @@ -9273,7 +10887,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1) // FIXME-OPT: Avoid if vertically clipped. + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) // FIXME-OPT: Avoid if vertically clipped. PopClipRect(); ImGuiID id = window->GetID(label); @@ -9302,9 +10916,9 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl bb_with_spacing.Min.y -= spacing_U; bb_with_spacing.Max.x += spacing_R; bb_with_spacing.Max.y += spacing_D; - if (!ItemAdd(bb_with_spacing, id)) + if (!ItemAdd(bb_with_spacing, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id)) { - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1) + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) PushColumnClipRect(); return false; } @@ -9319,14 +10933,23 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (flags & ImGuiSelectableFlags_Disabled) selected = false; + // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets) + if (pressed || hovered)// && (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)) + if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerActiveMask) + { + g.NavDisableHighlight = true; + SetNavID(id, window->DC.NavLayerCurrent); + } + // Render if (hovered || selected) { const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(bb_with_spacing.Min, bb_with_spacing.Max, col, false, 0.0f); + RenderNavHighlight(bb_with_spacing, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); } - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1) + if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) { PushColumnClipRect(); bb_with_spacing.Max.x -= (GetContentRegionMax().x - max_x); @@ -9369,7 +10992,7 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) 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)); - window->DC.LastItemRect = bb; + window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. BeginGroup(); if (label_size.x > 0) @@ -9397,7 +11020,7 @@ bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_item void ImGui::ListBoxFooter() { - ImGuiWindow* parent_window = GetParentWindow(); + ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; const ImRect bb = parent_window->DC.LastItemRect; const ImGuiStyle& style = GetStyle(); @@ -9411,7 +11034,7 @@ void ImGui::ListBoxFooter() EndGroup(); } -bool ImGui::ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_items) +bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) { const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items); return value_changed; @@ -9439,6 +11062,8 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v *current_item = i; value_changed = true; } + if (item_selected) + SetItemDefaultFocus(); PopID(); } ListBoxFooter(); @@ -9519,6 +11144,12 @@ bool ImGui::BeginMainMenuBar() void ImGui::EndMainMenuBar() { EndMenuBar(); + + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window + ImGuiContext& g = *GImGui; + if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0) + FocusFrontMostActiveWindow(g.NavWindow); + End(); PopStyleVar(2); } @@ -9539,11 +11170,13 @@ bool ImGui::BeginMenuBar() // We remove 1 worth of rounding to Max.x to that text in long menus don't tend to display over the lower-right rounded area, which looks particularly glitchy. ImRect bar_rect = window->MenuBarRect(); ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f)); - clip_rect.ClipWith(window->Rect()); + clip_rect.ClipWith(window->WindowRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffsetX, bar_rect.Min.y);// + g.Style.FramePadding.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.NavLayerCurrent++; + window->DC.NavLayerCurrentMask <<= 1; window->DC.MenuBarAppending = true; AlignTextToFramePadding(); return true; @@ -9554,6 +11187,27 @@ void ImGui::EndMenuBar() ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; + ImGuiContext& g = *GImGui; + + // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + { + ImGuiWindow* nav_earliest_child = g.NavWindow; + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + nav_earliest_child = nav_earliest_child->ParentWindow; + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None) + { + // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost) + IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check + FocusWindow(window); + SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]); + g.NavLayer = 1; + g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; + NavMoveRequestCancel(); + } + } IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); IM_ASSERT(window->DC.MenuBarAppending); @@ -9563,6 +11217,8 @@ void ImGui::EndMenuBar() window->DC.GroupStack.back().AdvanceCursor = false; EndGroup(); window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.NavLayerCurrent--; + window->DC.NavLayerCurrentMask >>= 1; window->DC.MenuBarAppending = false; } @@ -9580,7 +11236,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) bool pressed; bool menu_is_open = IsPopupOpen(id); - bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentMenuSet == window->GetID("##Menus")); + bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back()); ImGuiWindow* backed_nav_window = g.NavWindow; if (menuset_is_open) g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) @@ -9608,7 +11264,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w); pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right); + RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right); if (!enabled) PopStyleColor(); } @@ -9617,11 +11273,11 @@ bool ImGui::BeginMenu(const char* label, bool enabled) g.NavWindow = backed_nav_window; bool want_open = false, want_close = false; - if (window->DC.LayoutType != ImGuiLayoutType_Horizontal) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) { // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. bool moving_within_opened_triangle = false; - if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window) + if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar)) { if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window) { @@ -9640,6 +11296,17 @@ bool ImGui::BeginMenu(const char* label, bool enabled) want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle); want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed); + + if (g.NavActivateId == id) + { + want_close = menu_is_open; + want_open = !menu_is_open; + } + if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + { + want_open = true; + NavMoveRequestCancel(); + } } else { @@ -9653,12 +11320,17 @@ bool ImGui::BeginMenu(const char* label, bool enabled) { want_open = true; } + else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + { + want_open = true; + NavMoveRequestCancel(); + } } if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' want_close = true; if (want_close && IsPopupOpen(id)) - ClosePopupToLevel(GImGui->CurrentPopupStack.Size); + ClosePopupToLevel(g.CurrentPopupStack.Size); if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size) { @@ -9674,7 +11346,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (menu_is_open) { SetNextWindowPos(popup_pos, ImGuiCond_Always); - ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu); + ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu); menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) } @@ -9683,6 +11355,17 @@ bool ImGui::BeginMenu(const char* label, bool enabled) void ImGui::EndMenu() { + // Nav: When a left move request _within our child menu_ failed, close the menu. + // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. + // However it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.OpenPopupStack.Size - 1); + NavMoveRequestCancel(); + } + EndPopup(); } @@ -9782,7 +11465,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl ImGuiContext& g = *GImGui; const ImGuiID id = window->GetID(desc_id); - float default_size = SmallSquareSize(); + float default_size = GetFrameHeight(); if (size.x == 0.0f) size.x = default_size; if (size.y == 0.0f) @@ -9819,12 +11502,28 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl else window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); } + RenderNavHighlight(bb, id); if (g.Style.FrameBorderSize > 0.0f) RenderFrameBorder(bb.Min, bb.Max, rounding); else window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border - if (hovered && !(flags & ImGuiColorEditFlags_NoTooltip)) + // Drag and Drop Source + if (g.ActiveId == id && BeginDragDropSource()) // NB: The ActiveId test is merely an optional micro-optimization + { + if (flags & ImGuiColorEditFlags_NoAlpha) + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col, sizeof(float) * 3, ImGuiCond_Once); + else + SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col, sizeof(float) * 4, ImGuiCond_Once); + ColorButton(desc_id, col, flags); + SameLine(); + TextUnformatted("Color"); + EndDragDropSource(); + hovered = false; + } + + // Tooltip + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); return pressed; @@ -9883,7 +11582,7 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) EndPopup(); } -static void ColorPickerOptionsPopup(ImGuiColorEditFlags flags, float* ref_col) +static void ColorPickerOptionsPopup(ImGuiColorEditFlags flags, const float* ref_col) { bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask); bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); @@ -9892,7 +11591,7 @@ static void ColorPickerOptionsPopup(ImGuiColorEditFlags flags, float* ref_col) ImGuiContext& g = *GImGui; if (allow_opt_picker) { - ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (SmallSquareSize() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function ImGui::PushItemWidth(picker_size.x); for (int picker_type = 0; picker_type < 2; picker_type++) { @@ -9932,7 +11631,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float square_sz = SmallSquareSize(); + const float square_sz = GetFrameHeight(); const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); const float w_items_all = CalcItemWidth() - w_extra; const char* label_display_end = FindRenderedTextEnd(label); @@ -10023,7 +11722,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag { value_changed = true; char* p = buf; - while (*p == '#' || ImCharIsSpace(*p)) + while (*p == '#' || ImCharIsSpace((unsigned int)*p)) p++; i[0] = i[1] = i[2] = i[3] = 0; if (alpha) @@ -10036,7 +11735,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag PopItemWidth(); } - bool picker_active = false; + ImGuiWindow* picker_active_window = NULL; if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) { if (!(flags & ImGuiColorEditFlags_NoInputs)) @@ -10058,7 +11757,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (BeginPopup("picker")) { - picker_active = true; + picker_active_window = g.CurrentWindow; if (label != label_display_end) { TextUnformatted(label, label_display_end); @@ -10080,7 +11779,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag } // Convert back - if (!picker_active) + if (picker_active_window == NULL) { if (!value_changed_as_float) for (int n = 0; n < 4; n++) @@ -10100,6 +11799,26 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag PopID(); EndGroup(); + // Drag and Drop Target + if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && BeginDragDropTarget()) // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. + { + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * 3); + value_changed = true; + } + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + { + memcpy((float*)col, payload->Data, sizeof(float) * components); + value_changed = true; + } + EndDragDropTarget(); + } + + // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). + if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) + window->DC.LastItemId = g.ActiveId; + return value_changed; } @@ -10121,7 +11840,7 @@ static void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGui case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; - default: return; // Fix warning for ImGuiDir_None + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings } } @@ -10163,15 +11882,19 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); // Setup + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); ImVec2 picker_pos = window->DC.CursorPos; - float square_sz = SmallSquareSize(); + float square_sz = GetFrameHeight(); float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (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 = (float)(int)(bars_width * 0.20f); + float backup_initial_col[4]; + memcpy(backup_initial_col, col, components * sizeof(float)); + float wheel_thickness = sv_picker_size * 0.08f; float wheel_r_outer = sv_picker_size * 0.50f; float wheel_r_inner = wheel_r_outer - wheel_thickness; @@ -10188,6 +11911,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl bool value_changed = false, value_changed_h = false, value_changed_sv = false; + PushItemFlag(ImGuiItemFlags_NoNav, true); if (flags & ImGuiColorEditFlags_PickerHueWheel) { // Hue wheel + SV triangle logic @@ -10257,6 +11981,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl value_changed = true; } } + PopItemFlag(); // ImGuiItemFlags_NoNav if (!(flags & ImGuiColorEditFlags_NoSidePreview)) { @@ -10277,6 +12002,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if (!(flags & ImGuiColorEditFlags_NoSidePreview)) { + PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); if ((flags & ImGuiColorEditFlags_NoLabel)) Text("Current"); @@ -10287,10 +12013,11 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); if (ColorButton("##original", ref_col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2))) { - memcpy(col, ref_col, ((flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4) * sizeof(float)); + memcpy(col, ref_col, components * sizeof(float)); value_changed = true; } } + PopItemFlag(); EndGroup(); } @@ -10368,7 +12095,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); - ImVec2 uv_white = g.FontTexUvWhitePixel; + ImVec2 uv_white = GetFontTexUvWhitePixel(); draw_list->PrimReserve(6, 6); draw_list->PrimVtx(tra, uv_white, hue_color32); draw_list->PrimVtx(trb, uv_white, hue_color32); @@ -10417,7 +12144,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl EndGroup(); PopID(); - return value_changed; + return value_changed && memcmp(backup_initial_col, col, components * sizeof(float)); } // Horizontal separating line. @@ -10428,7 +12155,7 @@ void ImGui::Separator() return; ImGuiContext& g = *GImGui; - ImGuiWindowFlags flags = 0; + ImGuiSeparatorFlags flags = 0; if ((flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)) == 0) flags |= (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; IM_ASSERT(ImIsPowerOfTwo((int)(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)))); // Check that only 1 option is selected @@ -10439,7 +12166,7 @@ void ImGui::Separator() } // Horizontal Separator - if (window->DC.ColumnsCount > 1) + if (window->DC.ColumnsSet) PopClipRect(); float x1 = window->Pos.x; @@ -10451,7 +12178,7 @@ void ImGui::Separator() ItemSize(ImVec2(0.0f, 0.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit, we don't provide height to not alter layout. if (!ItemAdd(bb, 0)) { - if (window->DC.ColumnsCount > 1) + if (window->DC.ColumnsSet) PushColumnClipRect(); return; } @@ -10461,10 +12188,10 @@ void ImGui::Separator() if (g.LogEnabled) LogRenderedText(NULL, IM_NEWLINE "--------------------------------"); - if (window->DC.ColumnsCount > 1) + if (window->DC.ColumnsSet) { PushColumnClipRect(); - window->DC.ColumnsCellMinY = window->DC.CursorPos.y; + window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y; } } @@ -10493,18 +12220,16 @@ bool ImGui::SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float ImGuiWindow* window = g.CurrentWindow; const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; -#ifdef IMGUI_HAS_NAV window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; -#endif - bool add = ItemAdd(bb, id); + bool item_add = ItemAdd(bb, id); window->DC.ItemFlags = item_flags_backup; - if (!add) + if (!item_add) return false; bool hovered, held; ImRect bb_interact = bb; bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); - ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChilds | ImGuiButtonFlags_AllowOverlapMode); + ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); if (g.ActiveId != id) SetItemAllowOverlap(); @@ -10677,29 +12402,30 @@ void ImGui::NewLine() void ImGui::NextColumn() { ImGuiWindow* window = GetCurrentWindow(); - if (window->SkipItems || window->DC.ColumnsCount <= 1) + if (window->SkipItems || window->DC.ColumnsSet == NULL) return; ImGuiContext& g = *GImGui; PopItemWidth(); PopClipRect(); - window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y); - if (++window->DC.ColumnsCurrent < window->DC.ColumnsCount) + ImGuiColumnsSet* columns = window->DC.ColumnsSet; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + if (++columns->Current < columns->Count) { // Columns 1+ cancel out IndentX - window->DC.ColumnsOffsetX = GetColumnOffset(window->DC.ColumnsCurrent) - window->DC.IndentX + g.Style.ItemSpacing.x; - window->DrawList->ChannelsSetCurrent(window->DC.ColumnsCurrent); + window->DC.ColumnsOffsetX = GetColumnOffset(columns->Current) - window->DC.IndentX + g.Style.ItemSpacing.x; + window->DrawList->ChannelsSetCurrent(columns->Current); } else { - window->DC.ColumnsCurrent = 0; window->DC.ColumnsOffsetX = 0.0f; - window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY; window->DrawList->ChannelsSetCurrent(0); + columns->Current = 0; + columns->LineMinY = columns->LineMaxY; } window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX); - window->DC.CursorPos.y = window->DC.ColumnsCellMinY; + window->DC.CursorPos.y = columns->LineMinY; window->DC.CurrentLineHeight = 0.0f; window->DC.CurrentLineTextBaseOffset = 0.0f; @@ -10710,38 +12436,40 @@ void ImGui::NextColumn() int ImGui::GetColumnIndex() { ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.ColumnsCurrent; + return window->DC.ColumnsSet ? window->DC.ColumnsSet->Current : 0; } int ImGui::GetColumnsCount() { ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.ColumnsCount; + return window->DC.ColumnsSet ? window->DC.ColumnsSet->Count : 1; } -static float OffsetNormToPixels(ImGuiWindow* window, float offset_norm) +static float OffsetNormToPixels(const ImGuiColumnsSet* columns, float offset_norm) { - return offset_norm * (window->DC.ColumnsMaxX - window->DC.ColumnsMinX); + return offset_norm * (columns->MaxX - columns->MinX); } -static float PixelsToOffsetNorm(ImGuiWindow* window, float offset) +static float PixelsToOffsetNorm(const ImGuiColumnsSet* columns, float offset) { - return (offset - window->DC.ColumnsMinX) / (window->DC.ColumnsMaxX - window->DC.ColumnsMinX); + return offset / (columns->MaxX - columns->MinX); } -static float GetDraggedColumnOffset(int column_index) +static inline float GetColumnsRectHalfWidth() { return 4.0f; } + +static float GetDraggedColumnOffset(ImGuiColumnsSet* columns, int column_index) { // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(column_index > 0); // We cannot drag column 0. If you get this assert you may have a conflict between the ID of your columns and another widgets. - IM_ASSERT(g.ActiveId == window->DC.ColumnsSetId + ImGuiID(column_index)); + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); - float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x - window->Pos.x; - x = ImMax(x, ImGui::GetColumnOffset(column_index-1) + g.Style.ColumnsMinSpacing); - if ((window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths)) - x = ImMin(x, ImGui::GetColumnOffset(column_index+1) - g.Style.ColumnsMinSpacing); + float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + GetColumnsRectHalfWidth() - window->Pos.x; + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths)) + x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); return x; } @@ -10749,128 +12477,157 @@ static float GetDraggedColumnOffset(int column_index) float ImGui::GetColumnOffset(int column_index) { ImGuiWindow* window = GetCurrentWindowRead(); - if (column_index < 0) - column_index = window->DC.ColumnsCurrent; + ImGuiColumnsSet* columns = window->DC.ColumnsSet; + IM_ASSERT(columns != NULL); - /* - if (g.ActiveId) - { - ImGuiContext& g = *GImGui; - const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); - if (g.ActiveId == column_id) - return GetDraggedColumnOffset(column_index); - } - */ + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); - IM_ASSERT(column_index < window->DC.ColumnsData.Size); - const float t = window->DC.ColumnsData[column_index].OffsetNorm; - const float x_offset = ImLerp(window->DC.ColumnsMinX, window->DC.ColumnsMaxX, t); + const float t = columns->Columns[column_index].OffsetNorm; + const float x_offset = ImLerp(columns->MinX, columns->MaxX, t); return x_offset; } -void ImGui::SetColumnOffset(int column_index, float offset) +static float GetColumnWidthEx(ImGuiColumnsSet* columns, int column_index, bool before_resize = false) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); if (column_index < 0) - column_index = window->DC.ColumnsCurrent; + column_index = columns->Current; + + float offset_norm; + if (before_resize) + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; + else + offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; + return OffsetNormToPixels(columns, offset_norm); +} + +float ImGui::GetColumnWidth(int column_index) +{ + ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumnsSet* columns = window->DC.ColumnsSet; + IM_ASSERT(columns != NULL); + + if (column_index < 0) + column_index = columns->Current; + return OffsetNormToPixels(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); +} - IM_ASSERT(column_index < window->DC.ColumnsData.Size); +void ImGui::SetColumnOffset(int column_index, float offset) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiColumnsSet* columns = window->DC.ColumnsSet; + IM_ASSERT(columns != NULL); - const bool preserve_width = !(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < window->DC.ColumnsCount-1); - const float width = preserve_width ? GetColumnWidth(column_index) : 0.0f; + if (column_index < 0) + column_index = columns->Current; + IM_ASSERT(column_index < columns->Columns.Size); - if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow)) - offset = ImMin(offset, window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index)); - const float offset_norm = PixelsToOffsetNorm(window, offset); + const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); + const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; - const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); - window->DC.StateStorage->SetFloat(column_id, offset_norm); - window->DC.ColumnsData[column_index].OffsetNorm = offset_norm; + if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) + offset = ImMin(offset, columns->MaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index)); + columns->Columns[column_index].OffsetNorm = PixelsToOffsetNorm(columns, offset - columns->MinX); if (preserve_width) SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width)); } -float ImGui::GetColumnWidth(int column_index) +void ImGui::SetColumnWidth(int column_index, float width) { ImGuiWindow* window = GetCurrentWindowRead(); - if (column_index < 0) - column_index = window->DC.ColumnsCurrent; + ImGuiColumnsSet* columns = window->DC.ColumnsSet; + IM_ASSERT(columns != NULL); - return OffsetNormToPixels(window, window->DC.ColumnsData[column_index+1].OffsetNorm - window->DC.ColumnsData[column_index].OffsetNorm); + if (column_index < 0) + column_index = columns->Current; + SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width); } -void ImGui::SetColumnWidth(int column_index, float width) +void ImGui::PushColumnClipRect(int column_index) { ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiColumnsSet* columns = window->DC.ColumnsSet; if (column_index < 0) - column_index = window->DC.ColumnsCurrent; + column_index = columns->Current; - SetColumnOffset(column_index+1, GetColumnOffset(column_index) + width); + PushClipRect(columns->Columns[column_index].ClipRect.Min, columns->Columns[column_index].ClipRect.Max, false); } -void ImGui::PushColumnClipRect(int column_index) +static ImGuiColumnsSet* FindOrAddColumnsSet(ImGuiWindow* window, ImGuiID id) { - ImGuiWindow* window = GetCurrentWindowRead(); - if (column_index < 0) - column_index = window->DC.ColumnsCurrent; + for (int n = 0; n < window->ColumnsStorage.Size; n++) + if (window->ColumnsStorage[n].ID == id) + return &window->ColumnsStorage[n]; - PushClipRect(window->DC.ColumnsData[column_index].ClipRect.Min, window->DC.ColumnsData[column_index].ClipRect.Max, false); + window->ColumnsStorage.push_back(ImGuiColumnsSet()); + ImGuiColumnsSet* columns = &window->ColumnsStorage.back(); + columns->ID = id; + return columns; } -void ImGui::BeginColumns(const char* id, int columns_count, ImGuiColumnsFlags flags) +void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); IM_ASSERT(columns_count > 1); - IM_ASSERT(window->DC.ColumnsCount == 1); // Nested columns are currently not supported + IM_ASSERT(window->DC.ColumnsSet == NULL); // Nested columns are currently not supported // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. - PushID(0x11223347 + (id ? 0 : columns_count)); - window->DC.ColumnsSetId = window->GetID(id ? id : "columns"); + PushID(0x11223347 + (str_id ? 0 : columns_count)); + ImGuiID id = window->GetID(str_id ? str_id : "columns"); PopID(); + // Acquire storage for the columns set + ImGuiColumnsSet* columns = FindOrAddColumnsSet(window, id); + IM_ASSERT(columns->ID == id); + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; + window->DC.ColumnsSet = columns; + // Set state for first column - window->DC.ColumnsCurrent = 0; - window->DC.ColumnsCount = columns_count; - window->DC.ColumnsFlags = flags; - - const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->Size.x -window->ScrollbarSizes.x); - window->DC.ColumnsMinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range - //window->DC.ColumnsMaxX = content_region_width - window->Scroll.x -((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x; - window->DC.ColumnsMaxX = content_region_width - window->Scroll.x; - window->DC.ColumnsStartPosY = window->DC.CursorPos.y; - window->DC.ColumnsStartMaxPosX = window->DC.CursorMaxPos.x; - window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y; + const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x); + columns->MinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range + columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f); + columns->StartPosY = window->DC.CursorPos.y; + columns->StartMaxPosX = window->DC.CursorMaxPos.x; + columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; window->DC.ColumnsOffsetX = 0.0f; window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX); - // Cache column offsets - window->DC.ColumnsData.resize(columns_count + 1); - for (int column_index = 0; column_index < columns_count + 1; column_index++) + // Clear data if columns count changed + if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1) + columns->Columns.resize(0); + + // Initialize defaults + columns->IsFirstFrame = (columns->Columns.Size == 0); + if (columns->Columns.Size == 0) { - const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(column_index); - KeepAliveID(column_id); - const float default_t = column_index / (float)window->DC.ColumnsCount; - float t = window->DC.StateStorage->GetFloat(column_id, default_t); - if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoForceWithinWindow)) - t = ImMin(t, PixelsToOffsetNorm(window, window->DC.ColumnsMaxX - g.Style.ColumnsMinSpacing * (window->DC.ColumnsCount - column_index))); - window->DC.ColumnsData[column_index].OffsetNorm = t; + columns->Columns.reserve(columns_count + 1); + for (int n = 0; n < columns_count + 1; n++) + { + ImGuiColumnData column; + column.OffsetNorm = n / (float)columns_count; + columns->Columns.push_back(column); + } } - // Cache clipping rectangles - for (int column_index = 0; column_index < columns_count; column_index++) + for (int n = 0; n < columns_count; n++) { - float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(column_index) - 1.0f); - float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(column_index + 1) - 1.0f); - window->DC.ColumnsData[column_index].ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); - window->DC.ColumnsData[column_index].ClipRect.ClipWith(window->ClipRect); + // Compute clipping rectangle + ImGuiColumnData* column = &columns->Columns[n]; + float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n) - 1.0f); + float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + column->ClipRect.ClipWith(window->ClipRect); } - window->DrawList->ChannelsSplit(window->DC.ColumnsCount); + window->DrawList->ChannelsSplit(columns->Count); PushColumnClipRect(); PushItemWidth(GetColumnWidth() * 0.65f); } @@ -10879,46 +12636,46 @@ void ImGui::EndColumns() { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(window->DC.ColumnsCount > 1); + ImGuiColumnsSet* columns = window->DC.ColumnsSet; + IM_ASSERT(columns != NULL); PopItemWidth(); PopClipRect(); window->DrawList->ChannelsMerge(); - window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y); - window->DC.CursorPos.y = window->DC.ColumnsCellMaxY; - if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_GrowParentContentsSize)) - window->DC.CursorMaxPos.x = ImMax(window->DC.ColumnsStartMaxPosX, window->DC.ColumnsMaxX); // Restore cursor max pos, as columns don't grow parent + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; + if (!(columns->Flags & ImGuiColumnsFlags_GrowParentContentsSize)) + window->DC.CursorMaxPos.x = ImMax(columns->StartMaxPosX, columns->MaxX); // Restore cursor max pos, as columns don't grow parent // Draw columns borders and handle resize - if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) + bool is_being_resized = false; + if (!(columns->Flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems) { - const float y1 = window->DC.ColumnsStartPosY; + const float y1 = columns->StartPosY; const float y2 = window->DC.CursorPos.y; int dragging_column = -1; - for (int i = 1; i < window->DC.ColumnsCount; i++) + for (int n = 1; n < columns->Count; n++) { - float x = window->Pos.x + GetColumnOffset(i); - const ImGuiID column_id = window->DC.ColumnsSetId + ImGuiID(i); - const float column_hw = 4.0f; // Half-width for interaction + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hw = GetColumnsRectHalfWidth(); // Half-width for interaction const ImRect column_rect(ImVec2(x - column_hw, y1), ImVec2(x + column_hw, y2)); + KeepAliveID(column_id); if (IsClippedEx(column_rect, column_id, false)) continue; bool hovered = false, held = false; - if (!(window->DC.ColumnsFlags & ImGuiColumnsFlags_NoResize)) + if (!(columns->Flags & ImGuiColumnsFlags_NoResize)) { ButtonBehavior(column_rect, column_id, &hovered, &held); if (hovered || held) g.MouseCursor = ImGuiMouseCursor_ResizeEW; - if (held && g.ActiveIdIsJustActivated) - g.ActiveIdClickOffset.x -= column_hw; // Store from center of column line (we used a 8 wide rect for columns clicking). This is used by GetDraggedColumnOffset(). - if (held) - dragging_column = i; + if (held && !(columns->Columns[n].Flags & ImGuiColumnsFlags_NoResize)) + dragging_column = n; } - // Draw column - // We clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. + // Draw column (we clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.) const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); const float xi = (float)(int)x; window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col); @@ -10927,31 +12684,35 @@ void ImGui::EndColumns() // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. if (dragging_column != -1) { - float x = GetDraggedColumnOffset(dragging_column); + if (!columns->IsBeingResized) + for (int n = 0; n < columns->Count + 1; n++) + columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; + columns->IsBeingResized = is_being_resized = true; + float x = GetDraggedColumnOffset(columns, dragging_column); SetColumnOffset(dragging_column, x); } } + columns->IsBeingResized = is_being_resized; - window->DC.ColumnsSetId = 0; - window->DC.ColumnsCurrent = 0; - window->DC.ColumnsCount = 1; - window->DC.ColumnsFlags = 0; - window->DC.ColumnsData.resize(0); + window->DC.ColumnsSet = NULL; window->DC.ColumnsOffsetX = 0.0f; window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX); } -// [2017/08: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] +// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing] void ImGui::Columns(int columns_count, const char* id, bool border) { ImGuiWindow* window = GetCurrentWindow(); IM_ASSERT(columns_count >= 1); - if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1) - EndColumns(); - ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder); //flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior + if (window->DC.ColumnsSet != NULL && window->DC.ColumnsSet->Count == columns_count && window->DC.ColumnsSet->Flags == flags) + return; + + if (window->DC.ColumnsSet != NULL) + EndColumns(); + if (columns_count != 1) BeginColumns(id, columns_count, flags); } @@ -10998,9 +12759,19 @@ void ImGui::TreePushRawID(ImGuiID id) void ImGui::TreePop() { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; Unindent(); + window->DC.TreeDepth--; + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + if (g.NavIdIsAlive && (window->DC.TreeDepthMayJumpToParentOnPop & (1 << window->DC.TreeDepth))) + { + SetNavID(window->IDStack.back(), g.NavLayer); + NavMoveRequestCancel(); + } + window->DC.TreeDepthMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1; + PopID(); } @@ -11033,6 +12804,273 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) } } +//----------------------------------------------------------------------------- +// DRAG AND DROP +//----------------------------------------------------------------------------- + +void ImGui::ClearDragDrop() +{ + ImGuiContext& g = *GImGui; + g.DragDropActive = false; + g.DragDropPayload.Clear(); + g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; +} + +// Call when current ID is active. +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + bool source_drag_active = false; + ImGuiID source_id = 0; + ImGuiID source_parent_id = 0; + int mouse_button = 0; + if (!(flags & ImGuiDragDropFlags_SourceExtern)) + { + source_id = window->DC.LastItemId; + if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case + return false; + if (g.IO.MouseDown[mouse_button] == false) + return false; + + if (source_id == 0) + { + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. + if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) + { + IM_ASSERT(0); + return false; + } + + // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() + // We build a throwaway ID based on current ID stack + relative AABB of items in window. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + bool is_hovered = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) != 0; + if (!is_hovered && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect); + if (is_hovered) + SetHoveredID(source_id); + if (is_hovered && g.IO.MouseClicked[mouse_button]) + { + SetActiveID(source_id, window); + FocusWindow(window); + } + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. + g.ActiveIdAllowOverlap = is_hovered; + } + if (g.ActiveId != source_id) + return false; + source_parent_id = window->IDStack.back(); + source_drag_active = IsMouseDragging(mouse_button); + } + else + { + window = NULL; + source_id = ImHash("#SourceExtern", 0); + source_drag_active = true; + } + + if (source_drag_active) + { + if (!g.DragDropActive) + { + IM_ASSERT(source_id != 0); + ClearDragDrop(); + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; + payload.SourceParentId = source_parent_id; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; + } + + if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + // FIXME-DRAG + //SetNextWindowPos(g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding); + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This is better but e.g ColorButton with checkboard has issue with transparent colors :( + SetNextWindowPos(g.IO.MousePos); + PushStyleColor(ImGuiCol_PopupBg, GetStyleColorVec4(ImGuiCol_PopupBg) * ImVec4(1.0f, 1.0f, 1.0f, 0.6f)); + BeginTooltip(); + } + + if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) + window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + + return true; + } + return false; +} + +void ImGui::EndDragDropSource() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DragDropActive); + + if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + { + EndTooltip(); + PopStyleColor(); + //PopStyleVar(); + } + + // Discard the drag if have not called SetDragDropPayload() + if (g.DragDropPayload.DataFrameCount == -1) + ClearDragDrop(); +} + +// Use 'cond' to choose to submit payload on drag start or every frame +bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) +{ + ImGuiContext& g = *GImGui; + ImGuiPayload& payload = g.DragDropPayload; + if (cond == 0) + cond = ImGuiCond_Always; + + IM_ASSERT(type != NULL); + IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 12 characters long"); + IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); + IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + + if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) + { + // Copy payload + ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType)); + g.DragDropPayloadBufHeap.resize(0); + if (data_size > sizeof(g.DragDropPayloadBufLocal)) + { + // Store in heap + g.DragDropPayloadBufHeap.resize((int)data_size); + payload.Data = g.DragDropPayloadBufHeap.Data; + memcpy((void*)(intptr_t)payload.Data, data, data_size); + } + else if (data_size > 0) + { + // Store locally + memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); + payload.Data = g.DragDropPayloadBufLocal; + memcpy((void*)(intptr_t)payload.Data, data, data_size); + } + else + { + payload.Data = NULL; + } + payload.DataSize = (int)data_size; + } + payload.DataFrameCount = g.FrameCount; + + return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); +} + +bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) + return false; + IM_ASSERT(id != 0); + if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) + return false; + + g.DragDropTargetRect = bb; + g.DragDropTargetId = id; + return true; +} + +// We don't use BeginDragDropTargetCustom() and duplicate its code because: +// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) +bool ImGui::BeginDragDropTarget() +{ + ImGuiContext& g = *GImGui; + if (!g.DragDropActive) + return false; + + ImGuiWindow* window = g.CurrentWindow; + if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + return false; + if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) + return false; + + const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; + ImGuiID id = window->DC.LastItemId; + if (id == 0) + id = window->GetIDFromRectangle(display_rect); + if (g.DragDropPayload.SourceId == id) + return false; + + g.DragDropTargetRect = display_rect; + g.DragDropTargetId = id; + return true; +} + +bool ImGui::IsDragDropPayloadBeingAccepted() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive && g.DragDropAcceptIdPrev != 0; +} + +const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) +{ + ImGuiContext& g = *GImGui; + 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() ? + if (type != NULL && !payload.IsDataType(type)) + return NULL; + + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! + const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); + if (r_surface < g.DragDropAcceptIdCurrRectSurface) + { + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + } + + // Render default drop visuals + payload.Preview = was_accepted_previously; + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) + if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) + { + // FIXME-DRAG: Settle on a proper default visuals for drop target. + r.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(r); + if (push_clip_rect) window->DrawList->PushClipRectFullScreen(); + window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); + if (push_clip_rect) window->DrawList->PopClipRect(); + } + + g.DragDropAcceptFrameCount = g.FrameCount; + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) + return NULL; + + return &payload; +} + +// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. +void ImGui::EndDragDropTarget() +{ + ImGuiContext& g = *GImGui; (void)g; + IM_ASSERT(g.DragDropActive); +} + //----------------------------------------------------------------------------- // PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- @@ -11040,8 +13078,12 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) #if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) #undef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN +#ifndef __MINGW32__ +#include +#else #include #endif +#endif // Win32 API clipboard implementation #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) @@ -11150,17 +13192,17 @@ void ImGui::ShowMetricsWindow(bool* p_open) { if (ImGui::Begin("ImGui Metrics", p_open)) { - ImGui::Text("ImGui %s", ImGui::GetVersion()); + ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::Text("%d vertices, %d indices (%d triangles)", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices, ImGui::GetIO().MetricsRenderIndices / 3); - ImGui::Text("%d allocations", ImGui::GetIO().MetricsAllocs); + ImGui::Text("%d allocations", (int)GImAllocatorActiveAllocationsCount); static bool show_clip_rects = true; - ImGui::Checkbox("Show clipping rectangles when hovering an ImDrawCmd", &show_clip_rects); + ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_clip_rects); ImGui::Separator(); struct Funcs { - static void NodeDrawList(ImDrawList* draw_list, const char* label) + static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label) { bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); if (draw_list == ImGui::GetWindowDrawList()) @@ -11170,11 +13212,13 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (node_open) ImGui::TreePop(); return; } + + ImDrawList* overlay_draw_list = ImGui::GetOverlayDrawList(); // Render additional visuals into the top-most draw list + if (window && ImGui::IsItemHovered()) + overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!node_open) return; - ImDrawList* overlay_draw_list = &GImGui->OverlayDrawList; // Render additional visuals into the top-most draw list - overlay_draw_list->PushClipRectFullScreen(); int elem_offset = 0; for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++) { @@ -11186,7 +13230,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) continue; } ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %-4d %s vtx, tex = %p, clip_rect = (%.0f,%.0f)..(%.0f,%.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); if (show_clip_rects && ImGui::IsItemHovered()) { ImRect clip_rect = pcmd->ClipRect; @@ -11198,6 +13242,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) } if (!pcmd_node_open) continue; + + // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. while (clipper.Step()) for (int prim = clipper.DisplayStart, vtx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) @@ -11209,15 +13255,19 @@ void ImGui::ShowMetricsWindow(bool* p_open) { ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[vtx_i] : vtx_i]; triangles_pos[n] = v.pos; - buf_p += ImFormatString(buf_p, (int)(buf_end - buf_p), "%s %04d { pos = (%8.2f,%8.2f), uv = (%.6f,%.6f), col = %08X }\n", (n == 0) ? "vtx" : " ", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + buf_p += ImFormatString(buf_p, (int)(buf_end - buf_p), "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", (n == 0) ? "vtx" : " ", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); } ImGui::Selectable(buf, false); if (ImGui::IsItemHovered()) - overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f, false); // Add triangle without AA, more readable for large-thin triangle + { + ImDrawListFlags backup_flags = overlay_draw_list->Flags; + overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles. + overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f); + overlay_draw_list->Flags = backup_flags; + } } ImGui::TreePop(); } - overlay_draw_list->PopClipRect(); ImGui::TreePop(); } @@ -11234,26 +13284,49 @@ void ImGui::ShowMetricsWindow(bool* p_open) { if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) return; - NodeDrawList(window->DrawList, "DrawList"); + ImGuiWindowFlags flags = window->Flags; + NodeDrawList(window, window->DrawList, "DrawList"); ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y); - if (ImGui::IsItemHovered()) - GImGui->OverlayDrawList.AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255,255,0,255)); + ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : ""); ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetScrollMaxX(window), window->Scroll.y, GetScrollMaxY(window)); ImGui::BulletText("Active: %d, WriteAccessed: %d", window->Active, window->WriteAccessed); + ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); + ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + if (window->NavRectRel[0].IsInverted()) + ImGui::BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y); + else + ImGui::BulletText("NavRectRel[0]: "); if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow"); if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows"); + if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) + { + for (int n = 0; n < window->ColumnsStorage.Size; n++) + { + const ImGuiColumnsSet* columns = &window->ColumnsStorage[n]; + if (ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) + { + ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX); + for (int column_n = 0; column_n < columns->Columns.Size; column_n++) + ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm)); + ImGui::TreePop(); + } + } + ImGui::TreePop(); + } ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair)); ImGui::TreePop(); } }; - ImGuiContext& g = *GImGui; // Access private state + // Access private state, we are going to display the draw lists from last frame + ImGuiContext& g = *GImGui; Funcs::NodeWindows(g.Windows, "Windows"); - if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.RenderDrawLists[0].Size)) + if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size)) { - for (int layer = 0; layer < IM_ARRAYSIZE(g.RenderDrawLists); layer++) - for (int i = 0; i < g.RenderDrawLists[layer].Size; i++) - Funcs::NodeDrawList(g.RenderDrawLists[0][i], "DrawList"); + for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++) + Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList"); ImGui::TreePop(); } if (ImGui::TreeNode("Popups", "Open Popups Stack (%d)", g.OpenPopupStack.Size)) @@ -11265,14 +13338,22 @@ void ImGui::ShowMetricsWindow(bool* p_open) } ImGui::TreePop(); } - if (ImGui::TreeNode("Basic state")) + if (ImGui::TreeNode("Internal state")) { + const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec)", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not - ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec)", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer); + ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), ActiveIdSource: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, input_source_names[g.ActiveIdSource]); ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); + ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); + ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]); + ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); + ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); + ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); ImGui::TreePop(); } } diff --git a/imgui.h b/imgui.h index 6bf33b77104c..d1174bd300e0 100644 --- a/imgui.h +++ b/imgui.h @@ -1,22 +1,27 @@ -// dear imgui, v1.53 WIP +// dear imgui, v1.60 // (headers) // See imgui.cpp file for documentation. -// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code. +// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. // Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase. // Get latest version at https://github.com/ocornut/imgui #pragma once +// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to set your own filename) +#ifdef IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG +#endif #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) -#include "imconfig.h" // User-editable configuration file +#include "imconfig.h" #endif + #include // FLT_MAX #include // va_list #include // ptrdiff_t, NULL #include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp -#define IMGUI_VERSION "1.53 WIP" +#define IMGUI_VERSION "1.60" // Define attributes of all API symbols declarations, e.g. for DLL under Windows. #ifndef IMGUI_API @@ -30,15 +35,15 @@ #endif // Helpers -// Some compilers support applying printf-style warnings to user functions. #if defined(__clang__) || defined(__GNUC__) -#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions. #define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) #else #define IM_FMTARGS(FMT) #define IM_FMTLIST(FMT) #endif -#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! +#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++. #if defined(__clang__) #pragma clang diagnostic push @@ -50,6 +55,7 @@ struct ImDrawChannel; // Temporary storage for outputting drawing struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call) struct ImDrawData; // All draw command lists required to render the frame struct ImDrawList; // A single draw command list (generally one per window) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader @@ -62,45 +68,55 @@ struct ImGuiStyle; // Runtime data for styling/colors struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" struct ImGuiTextBuffer; // Text buffer for logging/accumulating text struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use) -struct ImGuiSizeConstraintCallbackData;// Structure used to constraint window size in custom ways when using custom ImGuiSizeConstraintCallback (rare/advanced use) +struct ImGuiSizeCallbackData; // Structure used to constraint window size in custom ways when using custom ImGuiSizeCallback (rare/advanced use) struct ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiPayload; // User data payload for drag and drop operations struct ImGuiContext; // ImGui context (opaque) -// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file) +#ifndef ImTextureID +typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) +#endif + +// Typedefs and Enumerations (declared as int for compatibility with old C++ and to not pollute the top of this file) typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors) -typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string) -typedef unsigned short ImWchar; // character for keyboard input/display -typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) +typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string) +typedef unsigned short ImWchar; // Character for keyboard input/display typedef int ImGuiCol; // enum: a color identifier for styling // enum ImGuiCol_ -typedef int ImGuiStyleVar; // enum: a variable identifier for styling // enum ImGuiStyleVar_ +typedef int ImGuiDir; // enum: a cardinal direction // enum ImGuiDir_ +typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_ typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_ +typedef int ImGuiNavInput; // enum: an input identifier for navigation // enum ImGuiNavInput_ typedef int ImGuiMouseCursor; // enum: a mouse cursor identifier // enum ImGuiMouseCursor_ -typedef int ImGuiCond; // enum: a condition for Set*() // enum ImGuiCond_ -typedef int ImDrawCornerFlags; // flags: corner flags for AddRect*() etc. // enum ImDrawCornerFlags_ -typedef int ImGuiColorEditFlags; // flags: color edit flags for Color*() // enum ImGuiColorEditFlags_ -typedef int ImGuiWindowFlags; // flags: window flags for Begin*() // enum ImGuiWindowFlags_ +typedef int ImGuiStyleVar; // enum: a variable identifier for styling // enum ImGuiStyleVar_ +typedef int ImDrawCornerFlags; // flags: for ImDrawList::AddRect*() etc. // enum ImDrawCornerFlags_ +typedef int ImDrawListFlags; // flags: for ImDrawList // enum ImDrawListFlags_ +typedef int ImFontAtlasFlags; // flags: for ImFontAtlas // enum ImFontAtlasFlags_ +typedef int ImGuiBackendFlags; // flags: for io.BackendFlags // enum ImGuiBackendFlags_ +typedef int ImGuiColorEditFlags; // flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_ typedef int ImGuiColumnsFlags; // flags: for *Columns*() // enum ImGuiColumnsFlags_ +typedef int ImGuiConfigFlags; // flags: for io.ConfigFlags // enum ImGuiConfigFlags_ +typedef int ImGuiDragDropFlags; // flags: for *DragDrop*() // enum ImGuiDragDropFlags_ +typedef int ImGuiComboFlags; // flags: for BeginCombo() // enum ImGuiComboFlags_ +typedef int ImGuiFocusedFlags; // flags: for IsWindowFocused() // enum ImGuiFocusedFlags_ +typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() etc. // enum ImGuiHoveredFlags_ typedef int ImGuiInputTextFlags; // flags: for InputText*() // enum ImGuiInputTextFlags_ typedef int ImGuiSelectableFlags; // flags: for Selectable() // enum ImGuiSelectableFlags_ -typedef int ImGuiTreeNodeFlags; // flags: for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_ -typedef int ImGuiHoveredFlags; // flags: for IsItemHovered() // enum ImGuiHoveredFlags_ +typedef int ImGuiTreeNodeFlags; // flags: for TreeNode*(),CollapsingHeader()// enum ImGuiTreeNodeFlags_ +typedef int ImGuiWindowFlags; // flags: for Begin*() // enum ImGuiWindowFlags_ typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data); -typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data); -#ifdef _MSC_VER +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); +#if defined(_MSC_VER) && !defined(__clang__) typedef unsigned __int64 ImU64; // 64-bit unsigned integer #else typedef unsigned long long ImU64; // 64-bit unsigned integer #endif -// Others helpers at bottom of the file: -// class ImVector<> // Lightweight std::vector like class. -// IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times) - struct ImVec2 { float x, y; ImVec2() { x = y = 0.0f; } ImVec2(float _x, float _y) { x = _x; y = _y; } + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. #ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2. IM_VEC2_CLASS_EXTRA #endif @@ -120,72 +136,94 @@ struct ImVec4 // In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types) namespace ImGui { + // Context creation and access + // All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context. + // All those functions are not reliant on the current context. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + // Main IMGUI_API ImGuiIO& GetIO(); IMGUI_API ImGuiStyle& GetStyle(); - IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame() IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame(). - IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data, then call your io.RenderDrawListsFn() function if set. + IMGUI_API void Render(); // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.) + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.) IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render(), so most likely don't need to ever call that yourself directly. If you don't need to render you may call EndFrame() but you'll have wasted CPU already. If you don't need to render, better to not create any imgui windows instead! - IMGUI_API void Shutdown(); - // Demo/Debug/Info - IMGUI_API void ShowTestWindow(bool* p_open = NULL); // create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). 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 window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get a version string e.g. "1.23" - // Window - IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false). - IMGUI_API void End(); // finish appending to current window, pop it off the window stack. - IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400). - IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // " + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + + // Windows + // (Begin = push window to the stack and start appending to it. End = pop window from the stack. You may append multiple times to the same window during the same frame) + // Begin()/BeginChild() return false to indicate the window being collapsed or fully clipped, so you may early out and omit submitting anything to the window. + // However you need to always call a matching End()/EndChild() for a Begin()/BeginChild() call, regardless of its return value (this is due to legacy reason and is inconsistent with BeginMenu/EndMenu, BeginPopup/EndPopup and other functions where the End call should only be called if the corresponding Begin function returned true.) + // Passing 'bool* p_open != NULL' shows a close widget in the upper-right corner of the window, which when clicking will set the boolean to false. + // Use child windows to introduce independent scrolling/clipping regions within a host window. Child windows can embed their own child. + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); // Begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400). + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API void EndChild(); - IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates - IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() - IMGUI_API float GetContentRegionAvailWidth(); // - IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates - IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates - IMGUI_API float GetWindowContentRegionWidth(); // - IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives - IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api) - IMGUI_API ImVec2 GetWindowSize(); // get current window size - IMGUI_API float GetWindowWidth(); - IMGUI_API float GetWindowHeight(); - IMGUI_API bool IsWindowCollapsed(); + + // Windows Utilities IMGUI_API bool IsWindowAppearing(); - IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows + 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 ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) + IMGUI_API ImVec2 GetWindowSize(); // get current window size + 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 ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API float GetContentRegionAvailWidth(); // + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates + IMGUI_API float GetWindowContentRegionWidth(); // 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, ImGuiSizeConstraintCallback 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. Use callback to apply non-trivial programmatic constraints. - IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin() - IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). 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 / front-most. call before Begin() - IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. - IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. - IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). - IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus(). + 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. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). 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 / front-most. call before Begin() + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. - IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] - IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] - IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X - IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y - IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] - IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] - IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. - IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions. - IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. - IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it) - IMGUI_API ImGuiStorage* GetStateStorage(); + // Windows Scrolling + IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] + IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions. // Parameters stacks (shared) - IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font IMGUI_API void PopFont(); IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); @@ -193,109 +231,110 @@ namespace ImGui IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); IMGUI_API void PopStyleVar(int count = 1); - IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color + style alpha. - IMGUI_API ImFont* GetFont(); // get current font - IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied - IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API - IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier - IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied - IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color with style alpha baked in. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied + IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied // Parameters stacks (current window) - IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) + IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) IMGUI_API void PopItemWidth(); - IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position - IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position + IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space IMGUI_API void PopTextWrapPos(); - IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets IMGUI_API void PopAllowKeyboardFocus(); - IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. + IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. IMGUI_API void PopButtonRepeat(); // Cursor / Layout - 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 pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally - IMGUI_API void NewLine(); // undo a SameLine() - IMGUI_API void Spacing(); // add vertical spacing - IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size - IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0 - IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0 - IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + 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 pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally + IMGUI_API void NewLine(); // undo a SameLine() + IMGUI_API void Spacing(); // add vertical spacing + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) IMGUI_API void EndGroup(); - IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position - IMGUI_API float GetCursorPosX(); // " - IMGUI_API float GetCursorPosY(); // " - IMGUI_API void SetCursorPos(const ImVec2& local_pos); // " - IMGUI_API void SetCursorPosX(float x); // " - IMGUI_API void SetCursorPosY(float y); // " - IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position - IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) - IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] - IMGUI_API void AlignTextToFramePadding(); // vertically align/lower upcoming text to FramePadding.y so that it will aligns to upcoming widgets (call if you have text on a line before regular widgets) - IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize() - IMGUI_API float GetTextLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y - IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y - - // Columns - // You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking. - IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); - IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished - IMGUI_API int GetColumnIndex(); // get current column index - IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column - IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column - IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f - IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column - IMGUI_API int GetColumnsCount(); - - // ID scopes - // If you are creating widgets in a loop you most likely want to push a unique identifier (e.g. object pointer, loop index) so ImGui can differentiate them. - // You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details. - IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the entire stack! + IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position + IMGUI_API float GetCursorPosX(); // " + IMGUI_API float GetCursorPosY(); // " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // " + IMGUI_API void SetCursorPosX(float x); // " + IMGUI_API void SetCursorPosY(float y); // " + IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) + IMGUI_API void SetCursorScreenPos(const ImVec2& screen_pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most + // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // You can also use the "##foobar" syntax within widget label to distinguish them from each others. + // In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not aimed to be displayed. + IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the entire stack! IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); IMGUI_API void PushID(const void* ptr_id); IMGUI_API void PushID(int int_id); IMGUI_API void PopID(); - IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); IMGUI_API ImGuiID GetID(const void* ptr_id); // Widgets: Text - IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. - IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text - IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); - IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); - IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); - IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); - IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); - IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). - IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); - IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets - IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); - IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() - IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); - IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); // Widgets: Main - 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 InvisibleButton(const char* str_id, const ImVec2& size); + 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 ArrowButton(const char* str_id, ImGuiDir dir); + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) 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(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding IMGUI_API bool Checkbox(const char* label, bool* v); IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); IMGUI_API bool RadioButton(const char* label, bool active); IMGUI_API bool RadioButton(const char* label, int* v, int v_button); - IMGUI_API bool Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1); - IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0 - IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float)); IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0)); IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float)); IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0)); IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + + // Widgets: Combo Box + // The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it. + // The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds) // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); @@ -318,6 +357,7 @@ namespace ImGui IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0); IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0); IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* display_format = "%.6f", ImGuiInputTextFlags extra_flags = 0); // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds) IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for logarithmic sliders @@ -339,12 +379,12 @@ namespace ImGui IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed. - IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. // Widgets: Trees - IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop(). - IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). - IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop(). + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); @@ -352,19 +392,19 @@ 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 Push/Pop yourself for layout purpose - IMGUI_API void TreePush(const void* ptr_id = NULL); // " - IMGUI_API void TreePop(); // ~ Unindent()+PopId() - IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() - 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 void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. - 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 void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose + IMGUI_API void TreePush(const void* ptr_id = NULL); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopId() + IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() + 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 void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + 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_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header // Widgets: Selectable / Lists - IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height - IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); - IMGUI_API bool ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1); + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards. IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " @@ -383,28 +423,39 @@ namespace ImGui IMGUI_API void EndTooltip(); // Menus - IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true! - IMGUI_API void EndMainMenuBar(); - IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). only call EndMenuBar() if this returns true! - IMGUI_API void EndMenuBar(); + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! - IMGUI_API void EndMenu(); + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Popups IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). - IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item. return true when just opened. - IMGUI_API bool BeginPopup(const char* str_id); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true! - IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (block interactions behind the modal window, can't close the modal window by clicking outside) + 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. only call EndPopup() if BeginPopup() returns true! IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window. IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows). - IMGUI_API void EndPopup(); + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside) + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1); // helper to open popup when clicked on last item. return true when just opened. IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. - // Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging. + // Columns + // You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking. + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Logging/Capture: all text output from interface is captured to tty/file/clipboard. By default, tree nodes are automatically opened during logging. IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard @@ -412,43 +463,51 @@ namespace ImGui IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + // Drag and Drop + // [BETA API] Missing Demo code. API may evolve. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive an item. 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! + // Clipping IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); IMGUI_API void PopClipRect(); - // Styles - IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); - IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); - IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); + // Focus, Activation + // (Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHere()" when applicable, to make your code more forward compatible when navigation branch is merged) + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. Please use instead of "if (IsWindowAppearing()) SetScrollHere()" to signify "default item". + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. // Utilities - IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered by mouse (and usable)? + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.) IMGUI_API bool IsAnyItemHovered(); IMGUI_API bool IsAnyItemActive(); - IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space + IMGUI_API bool IsAnyItemFocused(); + IMGUI_API ImVec2 GetItemRectMin(); // get bounding rectangle of last item, in screen space IMGUI_API ImVec2 GetItemRectMax(); // " - IMGUI_API ImVec2 GetItemRectSize(); // " + IMGUI_API ImVec2 GetItemRectSize(); // get size of last item, in screen space IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. - IMGUI_API bool IsWindowFocused(); // is current Begin()-ed window focused? - IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags = 0); // is current Begin()-ed window hovered (and typically: not blocked by a popup/modal)? - IMGUI_API bool IsRootWindowFocused(); // is current Begin()-ed root window focused (root = top-most parent of a child, otherwise self)? - IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current Begin()-ed root window or any of its child (including current window) focused? - IMGUI_API bool IsAnyWindowHovered(); // is mouse hovering any visible window IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. IMGUI_API float GetTime(); IMGUI_API int GetFrameCount(); IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances IMGUI_API const char* GetStyleColorName(ImGuiCol idx); - IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items + 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 ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); 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 the ImGuiListClipper higher-level helper if you can. - IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame - IMGUI_API void EndChildFrame(); + 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) IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); @@ -462,6 +521,7 @@ namespace ImGui IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down).. IMGUI_API int GetKeyPressedAmount(int key_index, 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 bool IsMouseDown(int button); // is mouse button held + IMGUI_API bool IsAnyMouseDown(); // is any mouse button held IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) @@ -469,39 +529,35 @@ namespace ImGui IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup. IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls - IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold IMGUI_API void ResetMouseDragDelta(int button = 0); // IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type - IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered. - IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle). + IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. + IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). - // Helpers functions to access functions pointers in ImGui::GetIO() - IMGUI_API void* MemAlloc(size_t sz); - IMGUI_API void MemFree(void* ptr); + // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard) IMGUI_API const char* GetClipboardText(); IMGUI_API void SetClipboardText(const char* text); - // Internal context access - if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default. - // All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context. - IMGUI_API const char* GetVersion(); - IMGUI_API ImGuiContext* CreateContext(void* (*malloc_fn)(size_t) = NULL, void (*free_fn)(void*) = NULL); - IMGUI_API void DestroyContext(ImGuiContext* ctx); - IMGUI_API ImGuiContext* GetCurrentContext(); - IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + // Memory Utilities + // All those functions are not reliant on the current context. + // If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again. + IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data = NULL); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); } // namespace ImGui // Flags for ImGui::Begin() enum ImGuiWindowFlags_ { - // Default: 0 ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically) - ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel + ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame //ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items (OBSOLETE! Use e.g. style.FrameBorderSize=1.0f to enable borders). @@ -514,9 +570,13 @@ enum ImGuiWindowFlags_ 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_ResizeFromAnySide = 1 << 17, // (WIP) Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui. + ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // [BETA] Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui. + 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_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, // [Internal] + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) 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() @@ -527,7 +587,6 @@ enum ImGuiWindowFlags_ // Flags for ImGui::InputText() enum ImGuiInputTextFlags_ { - // Default: 0 ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z @@ -544,6 +603,8 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) // [Internal] ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline() }; @@ -553,7 +614,7 @@ enum ImGuiTreeNodeFlags_ { ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader) - ImGuiTreeNodeFlags_AllowOverlapMode = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open @@ -564,46 +625,109 @@ 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_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + 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_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap +#endif }; // Flags for ImGui::Selectable() enum ImGuiSelectableFlags_ { - // Default: 0 ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2 // Generate press events on double clicks too }; +// Flags for ImGui::BeginCombo() +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible + ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button + ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest +}; + +// Flags for ImGui::IsWindowFocused() +enum ImGuiFocusedFlags_ +{ + ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows +}; + // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that. Please read the FAQ! enum ImGuiHoveredFlags_ { ImGuiHoveredFlags_Default = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. - ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 0, // Return true even if a popup window is normally blocking access to this item/window - //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 1, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. - ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 2, // Return true even if an active item is blocking access to this item/window - ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 3, // Return true even if the position is overlapped by another window - ImGuiHoveredFlags_FlattenChilds = 1 << 4, // Treat all child windows as the same window (for IsWindowHovered()) - ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped + ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered + ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) + ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows +}; + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +enum ImGuiDragDropFlags_ +{ + // BeginDragDropSource() flags + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return true, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. + ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. + ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. +}; + +// Standard Drag and Drop payload types. You can define you own payload types using 12-characters long strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. + +// A cardinal direction +enum ImGuiDir_ +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT }; // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array enum ImGuiKey_ { - ImGuiKey_Tab, // for tabbing through fields - ImGuiKey_LeftArrow, // for text edit - ImGuiKey_RightArrow,// for text edit - ImGuiKey_UpArrow, // for text edit - ImGuiKey_DownArrow, // for text edit + ImGuiKey_Tab, + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, ImGuiKey_PageUp, ImGuiKey_PageDown, - ImGuiKey_Home, // for text edit - ImGuiKey_End, // for text edit - ImGuiKey_Delete, // for text edit - ImGuiKey_Backspace, // for text edit - ImGuiKey_Enter, // for text edit - ImGuiKey_Escape, // for text edit + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + ImGuiKey_Space, + ImGuiKey_Enter, + ImGuiKey_Escape, ImGuiKey_A, // for text edit CTRL+A: select all ImGuiKey_C, // for text edit CTRL+C: copy ImGuiKey_V, // for text edit CTRL+V: paste @@ -613,6 +737,64 @@ enum ImGuiKey_ ImGuiKey_COUNT }; +// [BETA] Gamepad/Keyboard directional navigation +// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. +// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). +// Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW. +enum ImGuiNavInput_ +{ + // Gamepad Mapping + ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) + ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) + ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) + ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) + ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) + ImGuiNavInput_DpadRight, // + ImGuiNavInput_DpadUp, // + ImGuiNavInput_DpadDown, // + ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down + ImGuiNavInput_LStickRight, // + ImGuiNavInput_LStickUp, // + ImGuiNavInput_LStickDown, // + ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + + // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. + // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeyDown[] instead of io.NavInputs[]. + ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt + ImGuiNavInput_KeyLeft_, // move left // = Arrow keys + ImGuiNavInput_KeyRight_, // move right + ImGuiNavInput_KeyUp_, // move up + ImGuiNavInput_KeyDown_, // move down + ImGuiNavInput_COUNT, + ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ +}; + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[]. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information back-end + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. + + // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. +}; + +// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end has a connected gamepad. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end can honor GetMouseCursor() values and change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end can honor io.WantSetMousePos and reposition the mouse (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). +}; + // Enumeration for PushStyleColor() / PopStyleColor() enum ImGuiCol_ { @@ -649,26 +831,27 @@ enum ImGuiCol_ ImGuiCol_ResizeGrip, ImGuiCol_ResizeGripHovered, ImGuiCol_ResizeGripActive, - ImGuiCol_CloseButton, - ImGuiCol_CloseButtonHovered, - ImGuiCol_CloseButtonActive, ImGuiCol_PlotLines, ImGuiCol_PlotLinesHovered, ImGuiCol_PlotHistogram, ImGuiCol_PlotHistogramHovered, ImGuiCol_TextSelectedBg, - ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active + ImGuiCol_ModalWindowDarkening, // darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_DragDropTarget, + ImGuiCol_NavHighlight, // gamepad/keyboard: current highlighted item + ImGuiCol_NavWindowingHighlight, // gamepad/keyboard: when holding NavMenu to focus/move/resize windows ImGuiCol_COUNT // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - //, ImGuiCol_ComboBg = ImGuiCol_PopupBg // ComboBg has been merged with PopupBg, so a redirect isn't accurate. , ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive + //ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors. + //ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate. #endif }; // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. -// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/poped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly. +// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly. // NB: if 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_ { @@ -678,6 +861,7 @@ enum ImGuiStyleVar_ ImGuiStyleVar_WindowRounding, // float WindowRounding ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign ImGuiStyleVar_ChildRounding, // float ChildRounding ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize ImGuiStyleVar_PopupRounding, // float PopupRounding @@ -688,13 +872,16 @@ enum ImGuiStyleVar_ ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign - ImGuiStyleVar_Count_ + ImGuiStyleVar_COUNT // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding #endif }; @@ -709,6 +896,7 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. + // User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup. ImGuiColorEditFlags_AlphaBar = 1 << 9, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. ImGuiColorEditFlags_AlphaPreview = 1 << 10, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. @@ -721,7 +909,8 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_Float = 1 << 17, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. ImGuiColorEditFlags_PickerHueBar = 1 << 18, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value. ImGuiColorEditFlags_PickerHueWheel = 1 << 19, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value. - // Internals/Masks + + // [Internal] Masks ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX, ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, @@ -729,27 +918,33 @@ enum ImGuiColorEditFlags_ }; // Enumeration for GetMouseCursor() +// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here enum ImGuiMouseCursor_ { ImGuiMouseCursor_None = -1, ImGuiMouseCursor_Arrow = 0, ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. - ImGuiMouseCursor_Move, // Unused - ImGuiMouseCursor_ResizeNS, // Unused - ImGuiMouseCursor_ResizeEW, // When hovering over a column + ImGuiMouseCursor_ResizeAll, // Unused by imgui functions + ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border + ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window - ImGuiMouseCursor_Count_ + ImGuiMouseCursor_COUNT + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT +#endif }; // Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions -// All those functions treat 0 as a shortcut to ImGuiCond_Always. From the point of view of the user use this as an enum (don't combine multiple values into flags). +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. enum ImGuiCond_ { ImGuiCond_Always = 1 << 0, // Set the variable ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) - ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file) - ImGuiCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/inactive (or the first time) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -757,36 +952,39 @@ enum ImGuiCond_ #endif }; +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. struct ImGuiStyle { - float Alpha; // Global alpha applies to everything in ImGui - ImVec2 WindowPadding; // Padding within a window - float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows - float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly) - ImVec2 WindowMinSize; // Minimum window size + float Alpha; // Global alpha applies to everything in ImGui. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. - float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly) - float PopupRounding; // Radius of popup window corners rounding. - float PopupBorderSize; // Thickness of border around popup windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly) - ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets) + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). - float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly) - ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines - ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + 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 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 - float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar - float ScrollbarRounding; // Radius of grab corners for scrollbar + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered. ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows. ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. - bool AntiAliasedShapes; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) - float CurveTessellationTol; // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. ImVec4 Colors[ImGuiCol_COUNT]; IMGUI_API ImGuiStyle(); @@ -801,6 +999,8 @@ struct ImGuiIO // Settings (fill once) // Default value: //------------------------------------------------------------------ + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // Set ImGuiBackendFlags_ enum. Set by imgui_impl_xxx files or custom back-end. ImVec2 DisplaySize; // // Display size, in pixels. For clamping windows positions. float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds. @@ -808,8 +1008,8 @@ struct ImGuiIO const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified). float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. - float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging - int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. void* UserData; // = NULL // Store your own data for retrieval by callbacks. @@ -830,41 +1030,39 @@ struct ImGuiIO // Settings (User Functions) //------------------------------------------------------------------ - // Rendering function, will be called in Render(). - // Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer. - // See example applications if you are unsure of how to implement this. - void (*RenderDrawListsFn)(ImDrawData* data); - // Optional: access OS clipboard // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) const char* (*GetClipboardTextFn)(void* user_data); void (*SetClipboardTextFn)(void* user_data, const char* text); void* ClipboardUserData; - // Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer. - // (default to posix malloc/free) - void* (*MemAllocFn)(size_t sz); - void (*MemFreeFn)(void* ptr); - // Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows) // (default to use native imm32 api on Windows) void (*ImeSetInputScreenPosFn)(int x, int y); void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // [OBSOLETE] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). + // See example applications if you are unsure of how to implement this. + void (*RenderDrawListsFn)(ImDrawData* data); +#endif + //------------------------------------------------------------------ // Input - Fill before calling NewFrame() //------------------------------------------------------------------ - ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.) - bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. - float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text. - bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). - bool KeyCtrl; // Keyboard modifier pressed: Control - bool KeyShift; // Keyboard modifier pressed: Shift - bool KeyAlt; // Keyboard modifier pressed: Alt - bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows - bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data) - ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper. + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text. + float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. + bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). + bool KeyCtrl; // Keyboard modifier pressed: Control + bool KeyShift; // Keyboard modifier pressed: Shift + bool KeyAlt; // Keyboard modifier pressed: Alt + bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows + bool KeysDown[512]; // 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). + ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper. + float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame) // Functions IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[] @@ -875,12 +1073,13 @@ struct ImGuiIO // Output - Retrieve after calling NewFrame() //------------------------------------------------------------------ - bool WantCaptureMouse; // When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. This is set by ImGui when it wants to use your mouse (e.g. unclicked mouse is hovering a window, or a widget is active). - bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. This is set by ImGui when it wants to use your keyboard inputs. + bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantMoveMouse; // [BETA-NAV] MousePos has been altered, back-end should reposition mouse on next frame. Set only when 'NavMovesMouse=true'. + bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool NavActive; // Directional navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Directional navigation is visible and allowed (will handle ImGuiKey_NavXXX events). float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames - int MetricsAllocs; // Number of active memory allocations int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 int MetricsActiveWindows; // Number of visible root windows (exclude child windows) @@ -903,29 +1102,41 @@ struct ImGuiIO float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) float KeysDownDurationPrev[512]; // Previous duration the key has been down + float NavInputsDownDuration[ImGuiNavInput_COUNT]; + float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; IMGUI_API ImGuiIO(); }; //----------------------------------------------------------------------------- -// Obsolete functions (Will be removed! Also see 'API BREAKING CHANGES' section in imgui.cpp) +// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) //----------------------------------------------------------------------------- #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { - static inline bool IsRootWindowOrAnyChildHovered(ImGuiHoveredFlags flags = 0) { return IsItemHovered(flags | ImGuiHoveredFlags_FlattenChilds); } // OBSOLETE 1.53+ use flags directly - bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // OBSOLETE 1.52+. use SetNextWindowSize() instead if you want to set a window size. - static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETE 1.52+ - static inline void SetNextWindowPosCenter(ImGuiCond cond = 0) { SetNextWindowPos(ImVec2(GetIO().DisplaySize.x * 0.5f, GetIO().DisplaySize.y * 0.5f), cond, ImVec2(0.5f, 0.5f)); } // OBSOLETE 1.52+ - static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETE 1.51+ - static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETE 1.51+. This was partly broken. You probably wanted to use ImGui::GetIO().WantCaptureMouse instead. - static inline bool IsMouseHoveringAnyWindow() { return IsAnyWindowHovered(); } // OBSOLETE 1.51+ - static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETE 1.51+ - static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1 << 5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+ - static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+ - static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+ - static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+ + // OBSOLETED in 1.60 (from Dec 2017) + static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } + static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } + static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { (void)on_edge; (void)outward; IM_ASSERT(0); return pos; } + // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + static inline void ShowTestWindow() { return ShowDemoWindow(); } + static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } + static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } + static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } + static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } + // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead. + static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } + static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } + static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); } + // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } + static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead. + static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } + static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } + // OBSOLETED IN 1.49 (between Apr 2016 and May 2016) + static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1 << 5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } } #endif @@ -933,8 +1144,8 @@ namespace ImGui // Helpers //----------------------------------------------------------------------------- -// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug). -// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code! +// Helper: Lightweight std::vector<> like class to avoid dragging dependencies (also: Windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug). +// *Important* Our implementation does NOT call C++ constructors/destructors. This is intentional, we do not require it but you have to be mindful of that. Do not use this class as a straight std::vector replacement in your code! template class ImVector { @@ -947,13 +1158,14 @@ class ImVector typedef value_type* iterator; typedef const value_type* const_iterator; - ImVector() { Size = Capacity = 0; Data = NULL; } - ~ImVector() { if (Data) ImGui::MemFree(Data); } + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ~ImVector() { if (Data) ImGui::MemFree(Data); } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(value_type)); return *this; } inline bool empty() const { return Size == 0; } inline int size() const { return Size; } inline int capacity() const { return Capacity; } - inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } @@ -964,38 +1176,46 @@ class ImVector inline const_iterator end() const { return Data + Size; } inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; } inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; } - inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; } - inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; } - inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } - - inline int _grow_capacity(int size) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > size ? new_capacity : size; } - - inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } - inline void resize(int new_size, const T& v){ if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) Data[n] = v; Size = new_size; } - inline void reserve(int new_capacity) + inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size,const value_type& v){ if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void reserve(int new_capacity) { - if (new_capacity <= Capacity) return; - T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T)); + if (new_capacity <= Capacity) + return; + value_type* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type)); if (Data) - memcpy(new_data, Data, (size_t)Size * sizeof(T)); + memcpy(new_data, Data, (size_t)Size * sizeof(value_type)); ImGui::MemFree(Data); Data = new_data; Capacity = new_capacity; } - inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; } - inline void pop_back() { IM_ASSERT(Size > 0); Size--; } - inline void push_front(const value_type& v) { if (Size == 0) push_back(v); else insert(Data, v); } - - inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; } - inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; } + // NB: &v cannot be pointing inside the ImVector Data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const value_type& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; } + inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const value_type& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } }; -// Helper: execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. -// Usage: -// static ImGuiOnceUponAFrame oaf; -// if (oaf) -// ImGui::Text("This will be called only once per frame"); +// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +struct ImNewDummy {}; +inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new() +#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) +#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T*& p) { if (p) { p->~T(); ImGui::MemFree(p); p = NULL; } } + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); struct ImGuiOnceUponAFrame { ImGuiOnceUponAFrame() { RefFrame = -1; } @@ -1003,7 +1223,7 @@ struct ImGuiOnceUponAFrame operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } }; -// Helper macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces. +// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Will obsolete #define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) #endif @@ -1059,8 +1279,8 @@ struct ImGuiTextBuffer // Helper: Simple Key->value storage // Typically you don't have to worry about this since a storage is held within each Window. -// We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options. -// This is optimized for efficient reading (dichotomy into a contiguous buffer), rare writing (typically tied to user interactions) +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) // You can use it as custom user storage for temporary values. Declare your own storage if, for example: // - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) @@ -1136,14 +1356,36 @@ struct ImGuiTextEditCallbackData // Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. -struct ImGuiSizeConstraintCallbackData +struct ImGuiSizeCallbackData { void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() - ImVec2 Pos; // Read-only. Window position, for reference. - ImVec2 CurrentSize; // Read-only. Current window size. + ImVec2 Pos; // Read-only. Window position, for reference. + ImVec2 CurrentSize; // Read-only. Current window size. ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. }; +// Data payload for Drag and Drop operations +struct ImGuiPayload +{ + // Members + const void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } +}; + // Helpers macros to generate 32-bits encoded colors #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 @@ -1163,7 +1405,7 @@ struct ImGuiSizeConstraintCallbackData #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000 -// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) +// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API. // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE. // **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed. @@ -1204,7 +1446,7 @@ struct ImGuiListClipper int ItemsCount, StepNo, DisplayStart, DisplayEnd; // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step). - // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing(). + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step(). ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want). ~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false. @@ -1225,7 +1467,7 @@ struct ImGuiListClipper // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()' typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); -// Typically, 1 command = 1 gpu draw call (unless command is a callback) +// Typically, 1 command = 1 GPU draw call (unless command is a callback) struct ImDrawCmd { unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. @@ -1234,7 +1476,7 @@ struct ImDrawCmd ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // The draw callback code can access this. - ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; } + ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; } }; // Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h) @@ -1279,21 +1521,28 @@ enum ImDrawCornerFlags_ ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience }; +enum ImDrawListFlags_ +{ + ImDrawListFlags_AntiAliasedLines = 1 << 0, + ImDrawListFlags_AntiAliasedFill = 1 << 1 +}; + // Draw command list // This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. -// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future. -// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives. +// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), however you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) -// Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions). +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. struct ImDrawList { // This is what you have to render - ImVector CmdBuffer; // Commands. Typically 1 command = 1 GPU draw call. + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. // [Internal, used while building lists] + const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) @@ -1305,12 +1554,13 @@ struct ImDrawList int _ChannelsCount; // [Internal] number of active channels (1+) ImVector _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size) - ImDrawList() { _OwnerName = NULL; Clear(); } + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) + ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } ~ImDrawList() { ClearFreeMemory(); } IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PopClipRect(); - IMGUI_API void PushTextureID(const ImTextureID& texture_id); + IMGUI_API void PushTextureID(ImTextureID texture_id); IMGUI_API void PopTextureID(); inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } @@ -1331,16 +1581,16 @@ struct ImDrawList IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF); IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF); IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All); - IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased); - IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased); + IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); // Stateful path API, add points then finish with PathFill() or PathStroke() inline void PathClear() { _Path.resize(0); } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } - inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); } - inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); PathClear(); } + inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); PathClear(); } IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0); @@ -1356,6 +1606,7 @@ struct ImDrawList // Advanced IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. // Internal helpers // NB: all primitives needs to be reserved via PrimReserve() beforehand! @@ -1373,38 +1624,42 @@ struct ImDrawList }; // All draw data to render an ImGui frame +// (NB: the style and the naming convention here is a little inconsistent but we preserve them for backward compatibility purpose) struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. - ImDrawList** CmdLists; - int CmdListsCount; - int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size - int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size + ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size // Functions - ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } - IMGUI_API void DeIndexAllBuffers(); // For backward compatibility or convenience: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! - IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. + ImDrawData() { Valid = false; Clear(); } + ~ImDrawData() { Clear(); } + void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } // The ImDrawList are owned by ImGuiContext! + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; struct ImFontConfig { - void* FontData; // // TTF/OTF data - int FontDataSize; // // TTF/OTF data size - bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). - int FontNo; // 0 // Index of font within TTF/OTF file - float SizePixels; // // Size in pixels for rasterizer. - int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. - bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. - ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. - ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. - const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. - 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 RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. - 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. + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer. + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. + 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 RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. + 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. // [Internal] - char Name[32]; // Name (strictly to ease debugging) + char Name[40]; // Name (strictly to ease debugging) ImFont* DstFont; IMGUI_API ImFontConfig(); @@ -1418,6 +1673,12 @@ struct ImFontGlyph float U0, V0, U1, V1; // Texture coordinates }; +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas +}; + // Load and rasterize multiple TTF/OTF fonts into a same texture. // Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering. // We also add custom graphic data into the texture that serves for ImGui. @@ -1436,10 +1697,10 @@ struct ImFontAtlas IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after Build(). Set font_cfg->FontDataOwnedByAtlas to false to keep ownership. IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. - IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory. - IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges) - IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates) - IMGUI_API void Clear(); // Clear all + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. // Build atlas, retrieve pixel data. // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). @@ -1496,13 +1757,17 @@ struct ImFontAtlas IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font. - IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } + // [Internal] + IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max); + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + //------------------------------------------- // Members //------------------------------------------- + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. @@ -1513,6 +1778,7 @@ struct ImFontAtlas unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 int TexWidth; // Texture width calculated during Build(). int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. @@ -1527,7 +1793,7 @@ struct ImFont // Members: Hot ~62/78 bytes float FontSize; // // Height of characters, set during loading (don't change after loading) float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale() - ImVec2 DisplayOffset; // = (0.f,1.f) // Offset font rendering by xx pixels + ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels ImVector Glyphs; // // All glyphs. ImVector IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI). ImVector IndexLookup; // // Sparse. Index glyphs by Unicode code-point. @@ -1540,6 +1806,7 @@ struct ImFont ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData ImFontAtlas* ContainerAtlas; // // What we has been loaded into float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + bool DirtyLookupTables; int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) // Methods @@ -1548,9 +1815,11 @@ struct ImFont IMGUI_API void ClearOutputData(); IMGUI_API void BuildLookupTable(); IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; IMGUI_API void SetFallbackChar(ImWchar c); float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 7c3c71e2e28f..8b7b5450b918 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,22 +1,22 @@ -// dear imgui, v1.53 WIP +// dear imgui, v1.60 // (demo code) // Message to the person tempted to delete this file when integrating ImGui into their code base: // Don't do it! Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to. -// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowTestWindow(). -// During development, you can call ImGui::ShowTestWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu! +// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). +// During development, you can call ImGui::ShowDemoWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu! // Removing this file from your project is hindering access to documentation for everyone in your team, likely leading you to poorer usage of the library. -// Note that you can #define IMGUI_DISABLE_TEST_WINDOWS in imconfig.h for the same effect. -// If you want to link core ImGui in your public builds but not those test windows, #define IMGUI_DISABLE_TEST_WINDOWS in imconfig.h and those functions will be empty. -// For any other case, if you have ImGui available you probably want this to be available for reference and execution. +// Note that you can #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h for the same effect. +// If you want to link core ImGui in your final builds but not those demo windows, #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h and those functions will be empty. +// In other situation, when you have ImGui available you probably want this to be available for reference and execution. // Thank you, // -Your beloved friend, imgui_demo.cpp (that you won't delete) -// Message to beginner C/C++ programmer about the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions. -// We do this as a way to gather code and data in the same place, make the demo code faster to read, faster to write, and smaller. A static variable persist across calls, -// so it is essentially like a global variable but declared inside the scope of the function. +// Message to beginner C/C++ programmers. About the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions. +// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code. +// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function. // It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads. -// This may be a pattern you want to use in your code (simple is beautiful!), but most of the real data you would be editing is likely to be stored outside your function. +// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your function. #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS @@ -52,25 +52,28 @@ #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value #if (__GNUC__ >= 6) -#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on github. +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. #endif #endif -// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n. +// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n. #ifdef _WIN32 #define IM_NEWLINE "\r\n" #else #define IM_NEWLINE "\n" #endif -#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) #define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B)) //----------------------------------------------------------------------------- // DEMO CODE //----------------------------------------------------------------------------- -#ifndef IMGUI_DISABLE_TEST_WINDOWS +#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && defined(IMGUI_DISABLE_TEST_WINDOWS) && !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Obsolete name since 1.53, TEST->DEMO +#define IMGUI_DISABLE_DEMO_WINDOWS +#endif + +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) static void ShowExampleAppConsole(bool* p_open); static void ShowExampleAppLog(bool* p_open); @@ -80,7 +83,7 @@ static void ShowExampleAppLongText(bool* p_open); static void ShowExampleAppAutoResize(bool* p_open); static void ShowExampleAppConstrainedResize(bool* p_open); static void ShowExampleAppFixedOverlay(bool* p_open); -static void ShowExampleAppManipulatingWindowTitle(bool* p_open); +static void ShowExampleAppWindowTitles(bool* p_open); static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleAppMainMenuBar(); static void ShowExampleMenuFile(); @@ -91,7 +94,7 @@ static void ShowHelpMarker(const char* desc) if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); - ImGui::PushTextWrapPos(450.0f); + ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); ImGui::TextUnformatted(desc); ImGui::PopTextWrapPos(); ImGui::EndTooltip(); @@ -121,7 +124,7 @@ void ImGui::ShowUserGuide() } // Demonstrate most ImGui features (big function!) -void ImGui::ShowTestWindow(bool* p_open) +void ImGui::ShowDemoWindow(bool* p_open) { // Examples apps static bool show_app_main_menu_bar = false; @@ -133,34 +136,34 @@ void ImGui::ShowTestWindow(bool* p_open) static bool show_app_auto_resize = false; static bool show_app_constrained_resize = false; static bool show_app_fixed_overlay = false; - static bool show_app_manipulating_window_title = false; + static bool show_app_window_titles = false; static bool show_app_custom_rendering = false; static bool show_app_style_editor = false; static bool show_app_metrics = false; static bool show_app_about = false; - if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); - if (show_app_console) ShowExampleAppConsole(&show_app_console); - if (show_app_log) ShowExampleAppLog(&show_app_log); - if (show_app_layout) ShowExampleAppLayout(&show_app_layout); - if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); - if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); - if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); - if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); - if (show_app_fixed_overlay) ShowExampleAppFixedOverlay(&show_app_fixed_overlay); - if (show_app_manipulating_window_title) ShowExampleAppManipulatingWindowTitle(&show_app_manipulating_window_title); - if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); - - if (show_app_metrics) ImGui::ShowMetricsWindow(&show_app_metrics); - if (show_app_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); } + if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); + if (show_app_console) ShowExampleAppConsole(&show_app_console); + if (show_app_log) ShowExampleAppLog(&show_app_log); + if (show_app_layout) ShowExampleAppLayout(&show_app_layout); + if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); + if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); + if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); + if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); + if (show_app_fixed_overlay) ShowExampleAppFixedOverlay(&show_app_fixed_overlay); + if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); + if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); + + if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); } + if (show_app_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); } if (show_app_about) { - ImGui::Begin("About ImGui", &show_app_about, ImGuiWindowFlags_AlwaysAutoResize); - ImGui::Text("dear imgui, %s", ImGui::GetVersion()); + ImGui::Begin("About Dear ImGui", &show_app_about, ImGuiWindowFlags_AlwaysAutoResize); + ImGui::Text("Dear ImGui, %s", ImGui::GetVersion()); ImGui::Separator(); - ImGui::Text("By Omar Cornut and all github contributors."); - ImGui::Text("ImGui is licensed under the MIT License, see LICENSE for more information."); + 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::End(); } @@ -170,6 +173,8 @@ void ImGui::ShowTestWindow(bool* p_open) static bool no_move = false; static bool no_resize = false; static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; // Demonstrate the various window flags. Typically you would just use the default. ImGuiWindowFlags window_flags = 0; @@ -179,6 +184,9 @@ void ImGui::ShowTestWindow(bool* p_open) if (no_move) window_flags |= ImGuiWindowFlags_NoMove; if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin + ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiCond_FirstUseEver); if (!ImGui::Begin("ImGui Demo", p_open, window_flags)) { @@ -211,7 +219,7 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); ImGui::MenuItem("Simple overlay", NULL, &show_app_fixed_overlay); - ImGui::MenuItem("Manipulating window title", NULL, &show_app_manipulating_window_title); + ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); ImGui::EndMenu(); } @@ -219,7 +227,7 @@ void ImGui::ShowTestWindow(bool* p_open) { ImGui::MenuItem("Metrics", NULL, &show_app_metrics); ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); - ImGui::MenuItem("About ImGui", NULL, &show_app_about); + ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about); ImGui::EndMenu(); } ImGui::EndMenuBar(); @@ -228,7 +236,7 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::Spacing(); if (ImGui::CollapsingHeader("Help")) { - ImGui::TextWrapped("This window is being created by the ShowTestWindow() function. Please refer to the code in imgui_demo.cpp for reference.\n\n"); + ImGui::TextWrapped("This window is being created by the ShowDemoWindow() function. Please refer to the code in imgui_demo.cpp for reference.\n\n"); ImGui::Text("USER GUIDE:"); ImGui::ShowUserGuide(); } @@ -241,6 +249,8 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::Checkbox("No move", &no_move); ImGui::SameLine(150); ImGui::Checkbox("No resize", &no_resize); ImGui::SameLine(300); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::Checkbox("No close", &no_close); ImGui::SameLine(150); + ImGui::Checkbox("No nav", &no_nav); if (ImGui::TreeNode("Style")) { @@ -248,7 +258,7 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::TreePop(); } - if (ImGui::TreeNode("Logging")) + if (ImGui::TreeNode("Capture/Logging")) { ImGui::TextWrapped("The logging API redirects all text output so you can easily capture the content of a window or a block. Tree nodes can be automatically expanded. You can also call ImGui::LogText() to output directly to the log without a visual output."); ImGui::LogButtons(); @@ -290,6 +300,12 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::PopID(); } + // Arrow buttons + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) {} + ImGui::SameLine(0.0f, spacing); + if (ImGui::ArrowButton("##left", ImGuiDir_Right)) {} + ImGui::Text("Hover over me"); if (ImGui::IsItemHovered()) ImGui::SetTooltip("I am a tooltip"); @@ -305,27 +321,22 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::EndTooltip(); } - // Testing ImGuiOnceUponAFrame helper. - //static ImGuiOnceUponAFrame once; - //for (int i = 0; i < 5; i++) - // if (once) - // ImGui::Text("This will be displayed only once."); - ImGui::Separator(); ImGui::LabelText("label", "Value"); - static int item = 1; - ImGui::Combo("combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); // Combo using values packed in a single constant string (for really quick combo) - - const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO", "PPPP", "QQQQQQQQQQ", "RRR", "SSSS" }; - static int item2 = -1; - ImGui::Combo("combo scroll", &item2, items, IM_ARRAYSIZE(items)); // Combo using proper array. You can also pass a callback to retrieve array value, no need to create/copy an array just for that. + { + // Using the _simplified_ one-liner Combo() api here + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current = 0; + ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); + ImGui::SameLine(); ShowHelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n"); + } { static char str0[128] = "Hello, world!"; - static int i0=123; - static float f0=0.001f; + static int i0 = 123; + static float f0 = 0.001f; ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); ImGui::SameLine(); ShowHelpMarker("Hold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n"); @@ -334,12 +345,17 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::InputFloat("input float", &f0, 0.01f, 1.0f); + // NB: You can use the %e notation as well. + static double d0 = 999999.000001; + ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.6f"); + ImGui::SameLine(); ShowHelpMarker("You can input value using the scientific notation,\n e.g. \"1e+8\" becomes \"100000000\".\n"); + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; ImGui::InputFloat3("input float3", vec4a); } { - static int i1=50, i2=42; + static int i1 = 50, i2 = 42; ImGui::DragInt("drag int", &i1, 1); ImGui::SameLine(); ShowHelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value."); @@ -362,25 +378,36 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::SliderAngle("slider angle", &angle); } - static float col1[3] = { 1.0f,0.0f,0.2f }; - static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; - ImGui::ColorEdit3("color 1", col1); - ImGui::SameLine(); ShowHelpMarker("Click on the colored square to open a color picker.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n"); - - ImGui::ColorEdit4("color 2", col2); + { + static float col1[3] = { 1.0f,0.0f,0.2f }; + static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; + ImGui::ColorEdit3("color 1", col1); + ImGui::SameLine(); ShowHelpMarker("Click on the colored square to open a color picker.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n"); - const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; - static int listbox_item_current = 1; - ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4); + ImGui::ColorEdit4("color 2", col2); + } - //static int listbox_item_current2 = 2; - //ImGui::PushItemWidth(-1); - //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4); - //ImGui::PopItemWidth(); + { + // List box + const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; + static int listbox_item_current = 1; + ImGui::ListBox("listbox\n(single select)", &listbox_item_current, listbox_items, IM_ARRAYSIZE(listbox_items), 4); + + //static int listbox_item_current2 = 2; + //ImGui::PushItemWidth(-1); + //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4); + //ImGui::PopItemWidth(); + } ImGui::TreePop(); } + // Testing ImGuiOnceUponAFrame helper. + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) + // if (once) + // ImGui::Text("This will be displayed only once."); + if (ImGui::TreeNode("Trees")) { if (ImGui::TreeNode("Basic trees")) @@ -390,7 +417,7 @@ void ImGui::ShowTestWindow(bool* p_open) { ImGui::Text("blah blah"); ImGui::SameLine(); - if (ImGui::SmallButton("print")) printf("Child %d pressed", i); + if (ImGui::SmallButton("button")) { }; ImGui::TreePop(); } ImGui::TreePop(); @@ -538,8 +565,8 @@ void ImGui::ShowTestWindow(bool* p_open) if (ImGui::TreeNode("Images")) { - ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!"); ImGuiIO& io = ImGui::GetIO(); + ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!"); // Here we are grabbing the font texture because that's the only one we have access to inside the demo code. // Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure. @@ -558,14 +585,15 @@ void ImGui::ShowTestWindow(bool* p_open) if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); - float focus_sz = 32.0f; - float focus_x = io.MousePos.x - pos.x - focus_sz * 0.5f; if (focus_x < 0.0f) focus_x = 0.0f; else if (focus_x > my_tex_w - focus_sz) focus_x = my_tex_w - focus_sz; - float focus_y = io.MousePos.y - pos.y - focus_sz * 0.5f; if (focus_y < 0.0f) focus_y = 0.0f; else if (focus_y > my_tex_h - focus_sz) focus_y = my_tex_h - focus_sz; - ImGui::Text("Min: (%.2f, %.2f)", focus_x, focus_y); - ImGui::Text("Max: (%.2f, %.2f)", focus_x + focus_sz, focus_y + focus_sz); - ImVec2 uv0 = ImVec2((focus_x) / my_tex_w, (focus_y) / my_tex_h); - ImVec2 uv1 = ImVec2((focus_x + focus_sz) / my_tex_w, (focus_y + focus_sz) / my_tex_h); - ImGui::Image(my_tex_id, ImVec2(128,128), uv0, uv1, ImColor(255,255,255,255), ImColor(255,255,255,128)); + float region_sz = 32.0f; + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; if (region_x < 0.0f) region_x = 0.0f; else if (region_x > my_tex_w - region_sz) region_x = my_tex_w - region_sz; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; if (region_y < 0.0f) region_y = 0.0f; else if (region_y > my_tex_h - region_sz) region_y = my_tex_h - region_sz; + float zoom = 4.0f; + ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); + ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); + ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); + ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h); + ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, ImColor(255,255,255,255), ImColor(255,255,255,128)); ImGui::EndTooltip(); } ImGui::TextWrapped("And now some textured buttons.."); @@ -584,26 +612,103 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::TreePop(); } + if (ImGui::TreeNode("Combo")) + { + // Expose flags as checkbox for the demo + static ImGuiComboFlags flags = 0; + ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&flags, ImGuiComboFlags_PopupAlignLeft); + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", (unsigned int*)&flags, ImGuiComboFlags_NoArrowButton)) + flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both + if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&flags, ImGuiComboFlags_NoPreview)) + flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both + + // General BeginCombo() API, you have full control over your selection data and display type. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static const char* item_current = items[0]; // Here our selection is a single pointer stored outside the object. + if (ImGui::BeginCombo("combo 1", item_current, flags)) // The second parameter is the label previewed before opening the combo. + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + bool is_selected = (item_current == items[n]); + if (ImGui::Selectable(items[n], is_selected)) + item_current = items[n]; + if (is_selected) + ImGui::SetItemDefaultFocus(); // Set the initial focus when opening the combo (scrolling + for keyboard navigation support in the upcoming navigation branch) + } + ImGui::EndCombo(); + } + + // Simplified one-liner Combo() API, using values packed in a single constant string + static int item_current_2 = 0; + ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); + + // Simplified one-liner Combo() using an array of const char* + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); + + // Simplified one-liner Combo() using an accessor function + struct FuncHolder { static bool ItemGetter(void* data, int idx, const char** out_str) { *out_str = ((const char**)data)[idx]; return true; } }; + static int item_current_4 = 0; + ImGui::Combo("combo 4 (function)", &item_current_4, &FuncHolder::ItemGetter, items, IM_ARRAYSIZE(items)); + + ImGui::TreePop(); + } + if (ImGui::TreeNode("Selectables")) { + // Selectable() has 2 overloads: + // - The one taking "bool selected" as a read-only selection information. When Selectable() has been clicked is returns true and you can alter selection state accordingly. + // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) + // The earlier is more flexible, as in real application your selection may be stored in a different manner (in flags within objects, as an external list, etc). if (ImGui::TreeNode("Basic")) { - static bool selected[4] = { false, true, false, false }; - ImGui::Selectable("1. I am selectable", &selected[0]); - ImGui::Selectable("2. I am selectable", &selected[1]); + static bool selection[5] = { false, true, false, false, false }; + ImGui::Selectable("1. I am selectable", &selection[0]); + ImGui::Selectable("2. I am selectable", &selection[1]); ImGui::Text("3. I am not selectable"); - ImGui::Selectable("4. I am selectable", &selected[2]); - if (ImGui::Selectable("5. I am double clickable", selected[3], ImGuiSelectableFlags_AllowDoubleClick)) + ImGui::Selectable("4. I am selectable", &selection[3]); + if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) if (ImGui::IsMouseDoubleClicked(0)) - selected[3] = !selected[3]; + selection[4] = !selection[4]; + ImGui::TreePop(); + } + if (ImGui::TreeNode("Selection State: Single Selection")) + { + static int selected = -1; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selected == n)) + selected = n; + } ImGui::TreePop(); } - if (ImGui::TreeNode("Rendering more text into the same block")) + if (ImGui::TreeNode("Selection State: Multiple Selection")) { + ShowHelpMarker("Hold CTRL and click to select multiple items."); + static bool selection[5] = { false, false, false, false, false }; + for (int n = 0; n < 5; n++) + { + char buf[32]; + sprintf(buf, "Object %d", n); + if (ImGui::Selectable(buf, selection[n])) + { + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + memset(selection, 0, sizeof(selection)); + selection[n] ^= 1; + } + } + ImGui::TreePop(); + } + if (ImGui::TreeNode("Rendering more text into the same line")) + { + // Using the Selectable() override that takes "bool* p_selected" parameter and toggle your booleans automatically. static bool selected[3] = { false, false, false }; - ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); - ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); ImGui::TreePop(); } if (ImGui::TreeNode("In columns")) @@ -750,14 +855,14 @@ void ImGui::ShowTestWindow(bool* p_open) { static ImVec4 color = ImColor(114, 144, 154, 200); - static bool hdr = false; static bool alpha_preview = true; static bool alpha_half_preview = false; static bool options_menu = true; - ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); ShowHelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + static bool hdr = false; ImGui::Checkbox("With Alpha Preview", &alpha_preview); ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); ShowHelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); ShowHelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); int misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); ImGui::Text("Color widget:"); @@ -775,12 +880,19 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); ImGui::Text("Color button with Custom Picker Popup:"); + + // Generate a dummy palette static bool saved_palette_inited = false; static ImVec4 saved_palette[32]; - static ImVec4 backup_color; if (!saved_palette_inited) for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha + } + saved_palette_inited = true; + + static ImVec4 backup_color; bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); ImGui::SameLine(); open_popup |= ImGui::Button("Palette"); @@ -809,8 +921,18 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::PushID(n); if ((n % 8) != 0) ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); - if (ImGui::ColorButton("##palette", saved_palette[n], ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip, ImVec2(20,20))) + if (ImGui::ColorButton("##palette", saved_palette[n], ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip, ImVec2(20,20))) color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + EndDragDropTarget(); + } + ImGui::PopID(); } ImGui::EndGroup(); @@ -976,40 +1098,59 @@ void ImGui::ShowTestWindow(bool* p_open) { if (ImGui::TreeNode("Child regions")) { - ImGui::Text("Without border"); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + static int line = 50; bool goto_line = ImGui::Button("Goto"); ImGui::SameLine(); ImGui::PushItemWidth(100); goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue); ImGui::PopItemWidth(); - ImGui::BeginChild("Sub1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f,300), false, ImGuiWindowFlags_HorizontalScrollbar); - for (int i = 0; i < 100; i++) + + // Child 1: no border, enable horizontal scrollbar { - ImGui::Text("%04d: scrollable region", i); - if (goto_line && line == i) + ImGui::BeginChild("Child1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 300), false, ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0)); + for (int i = 0; i < 100; i++) + { + ImGui::Text("%04d: scrollable region", i); + if (goto_line && line == i) + ImGui::SetScrollHere(); + } + if (goto_line && line >= 100) ImGui::SetScrollHere(); + ImGui::EndChild(); } - if (goto_line && line >= 100) - ImGui::SetScrollHere(); - ImGui::EndChild(); ImGui::SameLine(); - ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); - ImGui::BeginChild("Sub2", ImVec2(0,300), true); - ImGui::Text("With border"); - ImGui::Columns(2); - for (int i = 0; i < 100; i++) + // Child 2: rounded border { - if (i == 50) - ImGui::NextColumn(); - char buf[32]; - sprintf(buf, "%08x", i*5731); - ImGui::Button(buf, ImVec2(-1.0f, 0.0f)); + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("Child2", ImVec2(0,300), true, (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar)); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Columns(2); + for (int i = 0; i < 100; i++) + { + if (i == 50) + ImGui::NextColumn(); + char buf[32]; + sprintf(buf, "%08x", i*5731); + ImGui::Button(buf, ImVec2(-1.0f, 0.0f)); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); } - ImGui::EndChild(); - ImGui::PopStyleVar(); ImGui::TreePop(); } @@ -1268,7 +1409,7 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::SliderInt("Lines", &lines, 1, 15); ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); - ImGui::BeginChild("scrolling", ImVec2(0, ImGui::GetItemsLineHeightWithSpacing()*7 + 30), true, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::BeginChild("scrolling", ImVec2(0, ImGui::GetFrameHeightWithSpacing()*7 + 30), true, ImGuiWindowFlags_HorizontalScrollbar); for (int line = 0; line < lines; line++) { // Display random stuff (for the sake of this trivial demo we are using basic Button+SameLine. If you want to create your own time line for a real application you may be better off @@ -1279,7 +1420,8 @@ void ImGui::ShowTestWindow(bool* p_open) if (n > 0) ImGui::SameLine(); ImGui::PushID(n + line * 1000); char num_buf[16]; - const char* label = (!(n%15)) ? "FizzBuzz" : (!(n%3)) ? "Fizz" : (!(n%5)) ? "Buzz" : (sprintf(num_buf, "%d", n), num_buf); + sprintf(num_buf, "%d", n); + const char* label = (!(n%15)) ? "FizzBuzz" : (!(n%3)) ? "Fizz" : (!(n%5)) ? "Buzz" : num_buf; float hue = n*0.05f; ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); @@ -1316,8 +1458,8 @@ void ImGui::ShowTestWindow(bool* p_open) ImVec4 clip_rect(pos.x, pos.y, pos.x+size.x, pos.y+size.y); ImGui::InvisibleButton("##dummy", size); if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; } - ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x+size.x,pos.y+size.y), ImColor(90,90,120,255)); - ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x+offset.x,pos.y+offset.y), ImColor(255,255,255,255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect); + ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x+size.x,pos.y+size.y), IM_COL32(90,90,120,255)); + ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x+offset.x,pos.y+offset.y), IM_COL32(255,255,255,255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect); ImGui::TreePop(); } } @@ -1436,7 +1578,7 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::OpenPopup("Delete?"); if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) { - ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); + ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); ImGui::Separator(); //static int dummy_i = 0; @@ -1448,6 +1590,7 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::PopStyleVar(); if (ImGui::Button("OK", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); } + ImGui::SetItemDefaultFocus(); ImGui::SameLine(); if (ImGui::Button("Cancel", ImVec2(120,0))) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); @@ -1467,7 +1610,7 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::OpenPopup("Stacked 2"); if (ImGui::BeginPopupModal("Stacked 2")) { - ImGui::Text("Hello from Stacked The Second"); + ImGui::Text("Hello from Stacked The Second!"); if (ImGui::Button("Close")) ImGui::CloseCurrentPopup(); ImGui::EndPopup(); @@ -1647,7 +1790,7 @@ void ImGui::ShowTestWindow(bool* p_open) if (ImGui::TreeNode("Horizontal Scrolling")) { - ImGui::SetNextWindowContentWidth(1500); + ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); ImGui::BeginChild("##ScrollingRegion", ImVec2(0, ImGui::GetFontSize() * 20), false, ImGuiWindowFlags_HorizontalScrollbar); ImGui::Columns(10); int ITEMS_COUNT = 2000; @@ -1696,20 +1839,32 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::BulletText("%s", lines[i]); } - if (ImGui::CollapsingHeader("Inputs & Focus")) + if (ImGui::CollapsingHeader("Inputs, Navigation & Focus")) { ImGuiIO& io = ImGui::GetIO(); - ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); - ImGui::SameLine(); ShowHelpMarker("Request ImGui to render a mouse cursor for you in software. Note that a mouse cursor rendered via regular GPU rendering will feel more laggy than hardware cursor, but will be more in sync with your other visuals."); ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); ImGui::Text("WantTextInput: %d", io.WantTextInput); - ImGui::Text("WantMoveMouse: %d", io.WantMoveMouse); + ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); + + ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); + ImGui::SameLine(); ShowHelpMarker("Instruct ImGui to render a mouse cursor for you in software. 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)."); - if (ImGui::TreeNode("Keyboard & Mouse State")) + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); + ImGui::SameLine(); ShowHelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); ShowHelpMarker("Instruct back-end to not alter mouse cursor shape and visibility."); + + if (ImGui::TreeNode("Keyboard, Mouse & Navigation State")) { - ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + if (ImGui::IsMousePosValid()) + ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + ImGui::Text("Mouse pos: "); ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } @@ -1721,6 +1876,9 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); } ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); } + ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } + ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); } ImGui::Button("Hovering me sets the\nkeyboard capture flag"); if (ImGui::IsItemHovered()) @@ -1769,26 +1927,61 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); if (ImGui::IsItemActive()) has_focus = 3; ImGui::PopAllowKeyboardFocus(); + if (has_focus) ImGui::Text("Item with focus: %d", has_focus); else ImGui::Text("Item with focus: "); - ImGui::TextWrapped("Cursor & selection are preserved when refocusing last used item in code."); + + // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) focus_ahead = 0; ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) focus_ahead = 1; ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) focus_ahead = 2; + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); + ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); + + ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); ImGui::TreePop(); } - if (ImGui::TreeNode("Hovering")) + if (ImGui::TreeNode("Focused & Hovered Test")) { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window); + if (embed_all_inside_a_child_window) + ImGui::BeginChild("embeddingchild", ImVec2(0, ImGui::GetFontSize() * 25), true); + + // Testing IsWindowFocused() function with its various flags (note that the flags can be combined) + ImGui::BulletText( + "IsWindowFocused() = %d\n" + "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_AnyWindow) = %d\n", + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + // Testing IsWindowHovered() function with its various flags (note that the flags can be combined) ImGui::BulletText( "IsWindowHovered() = %d\n" "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" - "IsWindowHovered(_FlattenChilds) = %d\n", + "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_AnyWindow) = %d\n", ImGui::IsWindowHovered(), ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), - ImGui::IsWindowHovered(ImGuiHoveredFlags_FlattenChilds)); + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); // Testing IsItemHovered() function (because BulletText is an item itself and that would affect the output of IsItemHovered, we pass all lines in a single items to shorten the code) ImGui::Button("ITEM"); @@ -1804,6 +1997,13 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly)); + ImGui::BeginChild("child", ImVec2(0,50), true); + ImGui::Text("This is another child window for testing IsWindowHovered() flags."); + ImGui::EndChild(); + + if (embed_all_inside_a_child_window) + EndChild(); + ImGui::TreePop(); } @@ -1811,15 +2011,19 @@ void ImGui::ShowTestWindow(bool* p_open) { ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); for (int button = 0; button < 3; button++) - ImGui::Text("IsMouseDragging(%d) = %d", button, ImGui::IsMouseDragging(button)); + ImGui::Text("IsMouseDragging(%d):\n w/ default threshold: %d,\n w/ zero threshold: %d\n w/ large threshold: %d", + button, ImGui::IsMouseDragging(button), ImGui::IsMouseDragging(button, 0.0f), ImGui::IsMouseDragging(button, 20.0f)); ImGui::Button("Drag Me"); if (ImGui::IsItemActive()) { // Draw a line between the button and the mouse cursor ImDrawList* draw_list = ImGui::GetWindowDrawList(); draw_list->PushClipRectFullScreen(); - draw_list->AddLine(ImGui::CalcItemRectClosestPoint(io.MousePos, true, -2.0f), io.MousePos, ImColor(ImGui::GetStyle().Colors[ImGuiCol_Button]), 4.0f); + draw_list->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); draw_list->PopClipRect(); + + // Drag operations gets "unlocked" when the mouse has moved past a certain threshold (the default threshold is stored in io.MouseDragThreshold) + // You can request a lower or higher threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta() ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); ImVec2 mouse_delta = io.MouseDelta; @@ -1831,17 +2035,17 @@ void ImGui::ShowTestWindow(bool* p_open) if (ImGui::TreeNode("Mouse cursors")) { const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE" }; - IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_Count_); + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]); ImGui::Text("Hover to see mouse cursors:"); ImGui::SameLine(); ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it."); - for (int i = 0; i < ImGuiMouseCursor_Count_; i++) + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) { char label[32]; sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); ImGui::Bullet(); ImGui::Selectable(label, false); - if (ImGui::IsItemHovered()) + if (ImGui::IsItemHovered() || ImGui::IsItemFocused()) ImGui::SetMouseCursor(i); } ImGui::TreePop(); @@ -1851,6 +2055,45 @@ void ImGui::ShowTestWindow(bool* p_open) ImGui::End(); } +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) +{ + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Classic\0Dark\0Light\0")) + { + switch (style_idx) + { + case 0: ImGui::StyleColorsClassic(); break; + case 1: ImGui::StyleColorsDark(); break; + case 2: ImGui::StyleColorsLight(); break; + } + return true; + } + return false; +} + +// Demo helper function to select among loaded fonts. +// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one. +void ImGui::ShowFontSelector(const char* label) +{ + ImGuiIO& io = ImGui::GetIO(); + ImFont* font_current = ImGui::GetFont(); + if (ImGui::BeginCombo(label, font_current->GetDebugName())) + { + for (int n = 0; n < io.Fonts->Fonts.Size; n++) + if (ImGui::Selectable(io.Fonts->Fonts[n]->GetDebugName(), io.Fonts->Fonts[n] == font_current)) + io.FontDefault = io.Fonts->Fonts[n]; + ImGui::EndCombo(); + } + ImGui::SameLine(); + ShowHelpMarker( + "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and documentation in misc/fonts/ for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); +} + void ImGui::ShowStyleEditor(ImGuiStyle* ref) { // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it compares to an internally stored reference) @@ -1867,18 +2110,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f); - // Default Styles Selector - static int style_idx = 0; - if (ImGui::Combo("Colors##Selector", &style_idx, "Classic\0Dark\0Light\0")) - { - switch (style_idx) - { - case 0: ImGui::StyleColorsClassic(); break; - case 1: ImGui::StyleColorsDark(); break; - case 2: ImGui::StyleColorsLight(); break; - } + if (ImGui::ShowStyleSelector("Colors##Selector")) ref_saved_style = style; - } + ImGui::ShowFontSelector("Fonts##Selector"); // Simplified Settings if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) @@ -1901,7 +2135,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::TreeNode("Rendering")) { ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); ShowHelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); - ImGui::Checkbox("Anti-aliased shapes", &style.AntiAliasedShapes); + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); ImGui::PushItemWidth(100); ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, NULL, 2.0f); if (style.CurveTessellationTol < 0.0f) style.CurveTessellationTol = 0.10f; @@ -1971,7 +2205,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine(); ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf); - ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); ImGui::PushItemWidth(-160); for (int i = 0; i < ImGuiCol_COUNT; i++) { @@ -1983,7 +2217,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0) { // Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons. - // Read the FAQ and extra_fonts/README.txt about using icon fonts. It's really easy and super convenient! + // Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient! ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i]; ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i]; } @@ -1998,7 +2232,6 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) } bool fonts_opened = ImGui::TreeNode("Fonts", "Fonts (%d)", ImGui::GetIO().Fonts->Fonts.Size); - ImGui::SameLine(); ShowHelpMarker("Tip: Load fonts with io.Fonts->AddFontFromFileTTF()\nbefore calling io.Fonts->GetTex* functions."); if (fonts_opened) { ImFontAtlas* atlas = ImGui::GetIO().Fonts; @@ -2020,38 +2253,35 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::Text("The quick brown fox jumps over the lazy dog"); ImGui::PopFont(); ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font + ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, 0); ImGui::SameLine(); ShowHelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)"); ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar); ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface)); for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) - { - ImFontConfig* cfg = &font->ConfigData[config_i]; - ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); - } + if (ImFontConfig* cfg = &font->ConfigData[config_i]) + ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) { // Display all glyphs of the fonts in separate pages of 256 characters - const ImFontGlyph* glyph_fallback = font->FallbackGlyph; // Forcefully/dodgily make FindGlyph() return NULL on fallback, which isn't the default behavior. - font->FallbackGlyph = NULL; for (int base = 0; base < 0x10000; base += 256) { int count = 0; for (int n = 0; n < 256; n++) - count += font->FindGlyph((ImWchar)(base + n)) ? 1 : 0; + count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0; if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base+255, count, count > 1 ? "glyphs" : "glyph")) { + float cell_size = font->FontSize * 1; float cell_spacing = style.ItemSpacing.y; - ImVec2 cell_size(font->FontSize * 1, font->FontSize * 1); ImVec2 base_pos = ImGui::GetCursorScreenPos(); ImDrawList* draw_list = ImGui::GetWindowDrawList(); for (int n = 0; n < 256; n++) { - ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size.x + cell_spacing), base_pos.y + (n / 16) * (cell_size.y + cell_spacing)); - ImVec2 cell_p2(cell_p1.x + cell_size.x, cell_p1.y + cell_size.y); - const ImFontGlyph* glyph = font->FindGlyph((ImWchar)(base+n));; + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base+n)); draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255,255,255,100) : IM_COL32(255,255,255,50)); - font->RenderChar(draw_list, cell_size.x, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base+n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string. + font->RenderChar(draw_list, cell_size, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base+n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string. if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2)) { ImGui::BeginTooltip(); @@ -2063,11 +2293,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::EndTooltip(); } } - ImGui::Dummy(ImVec2((cell_size.x + cell_spacing) * 16, (cell_size.y + cell_spacing) * 16)); + ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); ImGui::TreePop(); } } - font->FallbackGlyph = glyph_fallback; ImGui::TreePop(); } ImGui::TreePop(); @@ -2154,15 +2383,16 @@ static void ShowExampleMenuFile() } if (ImGui::BeginMenu("Colors")) { - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0)); + float sz = ImGui::GetTextLineHeight(); for (int i = 0; i < ImGuiCol_COUNT; i++) { const char* name = ImGui::GetStyleColorName((ImGuiCol)i); - ImGui::ColorButton(name, ImGui::GetStyleColorVec4((ImGuiCol)i)); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x+sz, p.y+sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::Dummy(ImVec2(sz, sz)); ImGui::SameLine(); ImGui::MenuItem(name); } - ImGui::PopStyleVar(); ImGui::EndMenu(); } if (ImGui::BeginMenu("Disabled", false)) // Disabled @@ -2195,8 +2425,8 @@ static void ShowExampleAppConstrainedResize(bool* p_open) { struct CustomConstraints // Helper functions to demonstrate programmatic constraints { - static void Square(ImGuiSizeConstraintCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); } - static void Step(ImGuiSizeConstraintCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } + static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); } + static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } }; static bool auto_resize = false; @@ -2245,8 +2475,8 @@ static void ShowExampleAppFixedOverlay(bool* p_open) ImVec2 window_pos = ImVec2((corner & 1) ? ImGui::GetIO().DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? ImGui::GetIO().DisplaySize.y - DISTANCE : DISTANCE); ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.0f, 0.0f, 0.0f, 0.3f)); // Transparent background - if (ImGui::Begin("Example: Fixed Overlay", p_open, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings)) + ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background + if (ImGui::Begin("Example: Fixed Overlay", p_open, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_NoFocusOnAppearing|ImGuiWindowFlags_NoNav)) { ImGui::Text("Simple overlay\nin the corner of the screen.\n(right-click to change position)"); ImGui::Separator(); @@ -2257,16 +2487,16 @@ static void ShowExampleAppFixedOverlay(bool* p_open) if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1; if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2; if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; ImGui::EndPopup(); } ImGui::End(); } - ImGui::PopStyleColor(); } // Demonstrate using "##" and "###" in identifiers to manipulate ID generation. -// Read section "How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs." about ID. -static void ShowExampleAppManipulatingWindowTitle(bool*) +// This apply to regular items as well. Read FAQ section "How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs." for details. +static void ShowExampleAppWindowTitles(bool*) { // By default, Windows are uniquely identified by their title. // You can use the "##" and "###" markers to manipulate the display/ID. @@ -2284,7 +2514,7 @@ static void ShowExampleAppManipulatingWindowTitle(bool*) // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" char buf[128]; - sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime()/0.25f)&3], rand()); + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime()/0.25f)&3], ImGui::GetFrameCount()); ImGui::SetNextWindowPos(ImVec2(100,300), ImGuiCond_FirstUseEver); ImGui::Begin(buf); ImGui::Text("This window has a changing title."); @@ -2337,7 +2567,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing; draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight); x += sz+spacing; draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32); x += sz+spacing; - draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x+sz, y+sz), ImColor(0,0,0), ImColor(255,0,0), ImColor(255,255,0), ImColor(0,255,0)); + 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)); ImGui::Dummy(ImVec2((sz+spacing)*8, (sz+spacing)*3)); } ImGui::Separator(); @@ -2356,8 +2586,8 @@ static void ShowExampleAppCustomRendering(bool* p_open) ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available if (canvas_size.x < 50.0f) canvas_size.x = 50.0f; if (canvas_size.y < 50.0f) canvas_size.y = 50.0f; - draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), ImColor(50,50,50), ImColor(50,50,60), ImColor(60,60,70), ImColor(50,50,60)); - draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), ImColor(255,255,255)); + draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50,50,50,255), IM_COL32(50,50,60,255), IM_COL32(60,60,70,255), IM_COL32(50,50,60,255)); + draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255,255,255,255)); bool adding_preview = false; ImGui::InvisibleButton("canvas", canvas_size); @@ -2366,7 +2596,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) { adding_preview = true; points.push_back(mouse_pos_in_canvas); - if (!ImGui::GetIO().MouseDown[0]) + if (!ImGui::IsMouseDown(0)) adding_line = adding_preview = false; } if (ImGui::IsItemHovered()) @@ -2486,7 +2716,8 @@ struct ExampleAppConsole ImGui::PopStyleVar(); ImGui::Separator(); - ImGui::BeginChild("ScrollingRegion", ImVec2(0, -ImGui::GetStyle().ItemSpacing.y - ImGui::GetItemsLineHeightWithSpacing()), false, ImGuiWindowFlags_HorizontalScrollbar); // Leave room for 1 separator + 1 InputText + const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); // 1 separator, 1 input text + ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); // Leave room for 1 separator + 1 InputText if (ImGui::BeginPopupContextWindow()) { if (ImGui::Selectable("Clear")) ClearLog(); @@ -2507,12 +2738,13 @@ struct ExampleAppConsole ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing if (copy_to_clipboard) ImGui::LogToClipboard(); + ImVec4 col_default_text = ImGui::GetStyleColorVec4(ImGuiCol_Text); for (int i = 0; i < Items.Size; i++) { const char* item = Items[i]; if (!filter.PassFilter(item)) continue; - ImVec4 col = ImVec4(1.0f,1.0f,1.0f,1.0f); // A better implementation may store a type per-item. For the sample let's just parse the text. + ImVec4 col = col_default_text; if (strstr(item, "[error]")) col = ImColor(1.0f,0.4f,0.4f,1.0f); else if (strncmp(item, "# ", 2) == 0) col = ImColor(1.0f,0.78f,0.58f,1.0f); ImGui::PushStyleColor(ImGuiCol_Text, col); @@ -2529,6 +2761,7 @@ struct ExampleAppConsole ImGui::Separator(); // Command-line + bool reclaim_focus = false; if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), ImGuiInputTextFlags_EnterReturnsTrue|ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_CallbackHistory, &TextEditCallbackStub, (void*)this)) { char* input_end = InputBuf+strlen(InputBuf); @@ -2536,10 +2769,12 @@ struct ExampleAppConsole if (InputBuf[0]) ExecCommand(InputBuf); strcpy(InputBuf, ""); + reclaim_focus = true; } - // Demonstrate keeping auto focus on the input box - if (ImGui::IsItemHovered() || (ImGui::IsRootWindowOrAnyChildFocused() && !ImGui::IsAnyItemActive() && !ImGui::IsMouseClicked(0))) + // Demonstrate keeping focus on the input box + ImGui::SetItemDefaultFocus(); + if (reclaim_focus) ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget ImGui::End(); @@ -2770,7 +3005,7 @@ static void ShowExampleAppLog(bool* p_open) if (time - last_time >= 0.20f && !ImGui::GetIO().KeyCtrl) { const char* random_words[] = { "system", "info", "warning", "error", "fatal", "notice", "log" }; - log.AddLog("[%s] Hello, time is %.1f, rand() %d\n", random_words[rand() % IM_ARRAYSIZE(random_words)], time, (int)rand()); + log.AddLog("[%s] Hello, time is %.1f, frame count is %d\n", random_words[rand() % IM_ARRAYSIZE(random_words)], time, ImGui::GetFrameCount()); last_time = time; } @@ -2808,7 +3043,7 @@ static void ShowExampleAppLayout(bool* p_open) // right ImGui::BeginGroup(); - ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetItemsLineHeightWithSpacing())); // Leave room for 1 line below us + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us ImGui::Text("MyObject: %d", selected); ImGui::Separator(); ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); @@ -2951,7 +3186,7 @@ static void ShowExampleAppLongText(bool* p_open) // End of Demo code #else -void ImGui::ShowTestWindow(bool*) {} +void ImGui::ShowDemoWindow(bool*) {} void ImGui::ShowUserGuide() {} void ImGui::ShowStyleEditor(ImGuiStyle*) {} diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 2c937e59749c..2606c1af80e0 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.53 WIP +// dear imgui, v1.60 // (drawing and font code) // Contains implementation for @@ -15,13 +15,15 @@ #include "imgui.h" #define IMGUI_DEFINE_MATH_OPERATORS -#define IMGUI_DEFINE_PLACEMENT_NEW #include "imgui_internal.h" #include // vsnprintf, sscanf, printf #if !defined(alloca) #ifdef _WIN32 #include // alloca +#if !defined(alloca) +#define alloca _alloca // for clang with MS Codegen +#endif #elif defined(__GLIBC__) || defined(__sun) #include // alloca #else @@ -32,7 +34,6 @@ #ifdef _MSC_VER #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen -#define snprintf _snprintf #endif #ifdef __clang__ @@ -40,6 +41,9 @@ #pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok. #pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it. #pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // +#if __has_warning("-Wcomma") +#pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here // +#endif #if __has_warning("-Wreserved-id-macro") #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier // #endif @@ -50,16 +54,18 @@ #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function #pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'xxxx' to type 'xxxx' casts away qualifiers #endif //------------------------------------------------------------------------- // STB libraries implementation //------------------------------------------------------------------------- -//#define IMGUI_STB_NAMESPACE ImGuiStb -//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +// Compile time options: +//#define IMGUI_STB_NAMESPACE ImGuiStb +//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" +//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION #ifdef IMGUI_STB_NAMESPACE namespace IMGUI_STB_NAMESPACE @@ -75,30 +81,41 @@ namespace IMGUI_STB_NAMESPACE #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wunused-function" #pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier // #endif #ifdef __GNUC__ #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers #endif -#define STBRP_ASSERT(x) IM_ASSERT(x) #ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION #define STBRP_STATIC +#define STBRP_ASSERT(x) IM_ASSERT(x) #define STB_RECT_PACK_IMPLEMENTATION #endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else #include "stb_rect_pack.h" +#endif +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION #define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x)) #define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x)) #define STBTT_assert(x) IM_ASSERT(x) -#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION #define STBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION #else #define STBTT_DEF extern #endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else #include "stb_truetype.h" +#endif #ifdef __GNUC__ #pragma GCC diagnostic pop @@ -121,6 +138,55 @@ using namespace IMGUI_STB_NAMESPACE; // Style functions //----------------------------------------------------------------------------- +void ImGui::StyleColorsDark(ImGuiStyle* dst) +{ + ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); + ImVec4* colors = style->Colors; + + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); +} + void ImGui::StyleColorsClassic(ImGuiStyle* dst) { ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); @@ -159,66 +225,18 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst) colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); - colors[ImGuiCol_CloseButton] = ImVec4(0.50f, 0.50f, 0.90f, 0.50f); - colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.70f, 0.70f, 0.90f, 0.60f); - colors[ImGuiCol_CloseButtonActive] = ImVec4(0.70f, 0.70f, 0.70f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); } -void ImGui::StyleColorsDark(ImGuiStyle* dst) -{ - ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); - ImVec4* colors = style->Colors; - - colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); - colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); - colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); - colors[ImGuiCol_ChildBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.00f); - colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); - colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); - colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); - colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); - colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); - colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); - colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); - colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); - colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); - colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); - colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); - colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); - colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); - colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); - colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); - colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); - colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); - colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); - colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Separator] = colors[ImGuiCol_Border];//ImVec4(0.61f, 0.61f, 0.61f, 1.00f); - colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); - colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.25f); - colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); - colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); - colors[ImGuiCol_CloseButton] = ImVec4(0.41f, 0.41f, 0.41f, 0.50f); - colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f); - colors[ImGuiCol_CloseButtonActive] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f); - colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); - colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); - colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); - colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); - colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); - colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); -} - +// Those light colors are better suited with a thicker font than the default one + FrameBorder void ImGui::StyleColorsLight(ImGuiStyle* dst) { ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); @@ -259,29 +277,46 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); - colors[ImGuiCol_CloseButton] = ImVec4(0.59f, 0.59f, 0.59f, 0.50f); - colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f); - colors[ImGuiCol_CloseButtonActive] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); } +//----------------------------------------------------------------------------- +// ImDrawListData +//----------------------------------------------------------------------------- + +ImDrawListSharedData::ImDrawListSharedData() +{ + Font = NULL; + FontSize = 0.0f; + CurveTessellationTol = 0.0f; + ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f); + + // Const data + for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++) + { + const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12); + CircleVtx12[i] = ImVec2(cosf(a), sinf(a)); + } +} //----------------------------------------------------------------------------- // ImDrawList //----------------------------------------------------------------------------- -static const ImVec4 GNullClipRect(-8192.0f, -8192.0f, +8192.0f, +8192.0f); // Large values that are easy to encode in a few bits+shift - void ImDrawList::Clear() { CmdBuffer.resize(0); IdxBuffer.resize(0); VtxBuffer.resize(0); + Flags = ImDrawListFlags_AntiAliasedLines | ImDrawListFlags_AntiAliasedFill; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; @@ -315,8 +350,18 @@ void ImDrawList::ClearFreeMemory() _Channels.clear(); } +ImDrawList* ImDrawList::CloneOutput() const +{ + ImDrawList* dst = IM_NEW(ImDrawList(NULL)); + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; + return dst; +} + // Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds -#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : GNullClipRect) +#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen) #define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL) void ImDrawList::AddDrawCmd() @@ -407,8 +452,7 @@ void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_ void ImDrawList::PushClipRectFullScreen() { - PushClipRect(ImVec2(GNullClipRect.x, GNullClipRect.y), ImVec2(GNullClipRect.z, GNullClipRect.w)); - //PushClipRect(GetVisibleRect()); // FIXME-OPT: This would be more correct but we're not supposed to access ImGuiContext from here? + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); } void ImDrawList::PopClipRect() @@ -418,7 +462,7 @@ void ImDrawList::PopClipRect() UpdateClipRect(); } -void ImDrawList::PushTextureID(const ImTextureID& texture_id) +void ImDrawList::PushTextureID(ImTextureID texture_id) { _TextureIdStack.push_back(texture_id); UpdateTextureID(); @@ -528,7 +572,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count) // Fully unrolled with inline call to keep our debug builds decently fast. void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) { - ImVec2 b(c.x, a.y), d(a.x, c.y), uv(GImGui->FontTexUvWhitePixel); + ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); @@ -571,21 +615,19 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c } // TODO: Thickness anti-aliased lines cap are missing their AA fringe. -void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness, bool anti_aliased) +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness) { if (points_count < 2) return; - const ImVec2 uv = GImGui->FontTexUvWhitePixel; - anti_aliased &= GImGui->Style.AntiAliasedLines; - //if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug + const ImVec2 uv = _Data->TexUvWhitePixel; int count = points_count; if (!closed) count = points_count-1; const bool thick_line = thickness > 1.0f; - if (anti_aliased) + if (Flags & ImDrawListFlags_AntiAliasedLines) { // Anti-aliased stroke const float AA_SIZE = 1.0f; @@ -752,13 +794,11 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 } } -void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col, bool anti_aliased) +void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) { - const ImVec2 uv = GImGui->FontTexUvWhitePixel; - anti_aliased &= GImGui->Style.AntiAliasedShapes; - //if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug + const ImVec2 uv = _Data->TexUvWhitePixel; - if (anti_aliased) + if (Flags & ImDrawListFlags_AntiAliasedFill) { // Anti-aliased Fill const float AA_SIZE = 1.0f; @@ -837,20 +877,6 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12) { - static ImVec2 circle_vtx[12]; - static bool circle_vtx_builds = false; - const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx); - if (!circle_vtx_builds) - { - for (int i = 0; i < circle_vtx_count; i++) - { - const float a = ((float)i / (float)circle_vtx_count) * 2*IM_PI; - circle_vtx[i].x = cosf(a); - circle_vtx[i].y = sinf(a); - } - circle_vtx_builds = true; - } - if (radius == 0.0f || a_min_of_12 > a_max_of_12) { _Path.push_back(centre); @@ -859,7 +885,7 @@ void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_ _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); for (int a = a_min_of_12; a <= a_max_of_12; a++) { - const ImVec2& c = circle_vtx[a % circle_vtx_count]; + const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)]; _Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius)); } } @@ -911,7 +937,7 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV if (num_segments == 0) { // Auto-tessellated - PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, GImGui->Style.CurveTessellationTol, 0); + PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); } else { @@ -968,7 +994,10 @@ void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float roun { if ((col & IM_COL32_A_MASK) == 0) return; - PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.5f,0.5f), rounding, rounding_corners_flags); + if (Flags & ImDrawListFlags_AntiAliasedLines) + PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags); + else + PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes. PathStroke(col, true, thickness); } @@ -993,7 +1022,7 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) return; - const ImVec2 uv = GImGui->FontTexUvWhitePixel; + const ImVec2 uv = _Data->TexUvWhitePixel; PrimReserve(6, 4); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3)); @@ -1089,12 +1118,11 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, if (text_begin == text_end) return; - // IMPORTANT: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful. - // Might just move Font/FontSize to ImDrawList? + // Pull default font/size from the shared ImDrawListSharedData instance if (font == NULL) - font = GImGui->Font; + font = _Data->Font; if (font_size == 0.0f) - font_size = GImGui->FontSize; + font_size = _Data->FontSize; IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. @@ -1251,8 +1279,8 @@ void ImGui::ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, con const ImVec2 size = b - a; const ImVec2 uv_size = uv_b - uv_a; const ImVec2 scale = ImVec2( - size.x ? (uv_size.x / size.x) : 0.0f, - size.y ? (uv_size.y / size.y) : 0.0f); + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); if (clamp) { @@ -1333,28 +1361,30 @@ static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA " - XX XX - " }; -static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_Count_][3] = +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = { // Pos ........ Size ......... Offset ...... { ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow { ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput - { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll { ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW { ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW { ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE }; - ImFontAtlas::ImFontAtlas() { + Flags = 0x00; TexID = NULL; TexDesiredWidth = 0; TexGlyphPadding = 1; + TexPixelsAlpha8 = NULL; TexPixelsRGBA32 = NULL; TexWidth = TexHeight = 0; - TexUvWhitePixel = ImVec2(0, 0); + TexUvScale = ImVec2(0.0f, 0.0f); + TexUvWhitePixel = ImVec2(0.0f, 0.0f); for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++) CustomRectIds[n] = -1; } @@ -1373,7 +1403,7 @@ void ImFontAtlas::ClearInputData() ConfigData[i].FontData = NULL; } - // When clearing this we lose access to the font name and other information used to build the font. + // When clearing this we lose access to the font name and other information used to build the font. for (int i = 0; i < Fonts.Size; i++) if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size) { @@ -1399,10 +1429,7 @@ void ImFontAtlas::ClearTexData() void ImFontAtlas::ClearFonts() { for (int i = 0; i < Fonts.Size; i++) - { - Fonts[i]->~ImFont(); - ImGui::MemFree(Fonts[i]); - } + IM_DELETE(Fonts[i]); Fonts.clear(); } @@ -1435,13 +1462,16 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_wid // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp if (!TexPixelsRGBA32) { - unsigned char* pixels; + unsigned char* pixels = NULL; GetTexDataAsAlpha8(&pixels, NULL, NULL); - TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)(TexWidth * TexHeight * 4)); - const unsigned char* src = pixels; - unsigned int* dst = TexPixelsRGBA32; - for (int n = TexWidth * TexHeight; n > 0; n--) - *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + if (pixels) + { + TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)(TexWidth * TexHeight * 4)); + const unsigned char* src = pixels; + unsigned int* dst = TexPixelsRGBA32; + for (int n = TexWidth * TexHeight; n > 0; n--) + *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + } } *out_pixels = (unsigned char*)TexPixelsRGBA32; @@ -1457,15 +1487,9 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) // Create new font if (!font_cfg->MergeMode) - { - ImFont* font = (ImFont*)ImGui::MemAlloc(sizeof(ImFont)); - IM_PLACEMENT_NEW(font) ImFont(); - Fonts.push_back(font); - } + Fonts.push_back(IM_NEW(ImFont)); else - { IM_ASSERT(!Fonts.empty()); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. - } ConfigData.push_back(*font_cfg); ImFontConfig& new_font_cfg = ConfigData.back(); @@ -1483,9 +1507,9 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) return new_font_cfg.DstFont; } -// Default font TTF is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder) -static unsigned int stb_decompress_length(unsigned char *input); -static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length); +// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) +static unsigned int stb_decompress_length(const unsigned char *input); +static unsigned int stb_decompress(unsigned char *output, const unsigned char *input, unsigned int length); static const char* GetDefaultCompressedFontDataTTFBase85(); static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } static void Decode85(const unsigned char* src, unsigned char* dst) @@ -1513,6 +1537,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, GetGlyphRangesDefault()); + font->DisplayOffset.y = 1.0f; return font; } @@ -1531,7 +1556,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, // Store a short copy of filename into into the font name for convenience const char* p; for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} - snprintf(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); } return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges); } @@ -1551,9 +1576,9 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { - const unsigned int buf_decompressed_size = stb_decompress_length((unsigned char*)compressed_ttf_data); + const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); unsigned char* buf_decompressed_data = (unsigned char *)ImGui::MemAlloc(buf_decompressed_size); - stb_decompress(buf_decompressed_data, (unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); + stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); IM_ASSERT(font_cfg.FontData == NULL); @@ -1604,8 +1629,30 @@ void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, I { IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed - *out_uv_min = ImVec2((float)rect->X / TexWidth, (float)rect->Y / TexHeight); - *out_uv_max = ImVec2((float)(rect->X + rect->Width) / TexWidth, (float)(rect->Y + rect->Height) / TexHeight); + *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); + *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); +} + +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) +{ + if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) + return false; + if (Flags & ImFontAtlasFlags_NoMouseCursors) + return false; + + IM_ASSERT(CustomRectIds[0] != -1); + ImFontAtlas::CustomRect& r = CustomRects[CustomRectIds[0]]; + IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y); + ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; + *out_size = size; + *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; + out_uv_border[0] = (pos) * TexUvScale; + out_uv_border[1] = (pos + size) * TexUvScale; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; + out_uv_fill[0] = (pos) * TexUvScale; + out_uv_fill[1] = (pos + size) * TexUvScale; + return true; } bool ImFontAtlas::Build() @@ -1638,7 +1685,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) atlas->TexID = NULL; atlas->TexWidth = atlas->TexHeight = 0; - atlas->TexUvWhitePixel = ImVec2(0, 0); + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); atlas->ClearTexData(); // Count glyphs/ranges @@ -1661,7 +1709,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // Start packing const int max_tex_height = 1024*32; stbtt_pack_context spc = {}; - stbtt_PackBegin(&spc, NULL, atlas->TexWidth, max_tex_height, 0, atlas->TexGlyphPadding, NULL); + if (!stbtt_PackBegin(&spc, NULL, atlas->TexWidth, max_tex_height, 0, atlas->TexGlyphPadding, NULL)) + return false; stbtt_PackSetOversampling(&spc, 1, 1); // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). @@ -1687,6 +1736,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) IM_ASSERT(font_offset >= 0); if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) { + atlas->TexWidth = atlas->TexHeight = 0; // Reset output on failure ImGui::MemFree(tmp_array); return false; } @@ -1745,7 +1795,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) IM_ASSERT(buf_ranges_n == total_ranges_count); // Create texture - atlas->TexHeight = ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight); memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); spc.pixels = atlas->TexPixelsAlpha8; @@ -1780,13 +1831,15 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) ImFontConfig& cfg = atlas->ConfigData[input_i]; ImFontTempBuildData& tmp = tmp_array[input_i]; ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) + if (cfg.MergeMode) + dst_font->BuildLookupTable(); const float font_scale = stbtt_ScaleForPixelHeight(&tmp.FontInfo, cfg.SizePixels); int unscaled_ascent, unscaled_descent, unscaled_line_gap; stbtt_GetFontVMetrics(&tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); - const float ascent = unscaled_ascent * font_scale; - const float descent = unscaled_descent * font_scale; + 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)); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float off_x = cfg.GlyphOffset.x; const float off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); @@ -1801,7 +1854,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) continue; const int codepoint = range.first_unicode_codepoint_in_range + char_idx; - if (cfg.MergeMode && dst_font->FindGlyph((unsigned short)codepoint)) + if (cfg.MergeMode && dst_font->FindGlyphNoFallback((unsigned short)codepoint)) continue; stbtt_aligned_quad q; @@ -1824,8 +1877,12 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas) { - if (atlas->CustomRectIds[0] < 0) + if (atlas->CustomRectIds[0] >= 0) + return; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2); } void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) @@ -1871,40 +1928,32 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* pack_context_opaq static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { IM_ASSERT(atlas->CustomRectIds[0] >= 0); + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); ImFontAtlas::CustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID); - IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1); - IM_ASSERT(r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); IM_ASSERT(r.IsPacked()); - IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); - - // Render/copy pixels - for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++) - for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++) - { - const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * atlas->TexWidth; - const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; - atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00; - atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00; - } - const ImVec2 tex_uv_scale(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * tex_uv_scale.x, (r.Y + 0.5f) * tex_uv_scale.y); - // Setup mouse cursors - for (int type = 0; type < ImGuiMouseCursor_Count_; type++) + const int w = atlas->TexWidth; + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) { - ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type]; - ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][0] + ImVec2((float)r.X, (float)r.Y); - const ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][1]; - cursor_data.Type = type; - cursor_data.Size = size; - cursor_data.HotOffset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][2]; - cursor_data.TexUvMin[0] = (pos) * tex_uv_scale; - cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale; - pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; - cursor_data.TexUvMin[1] = (pos) * tex_uv_scale; - cursor_data.TexUvMax[1] = (pos + size) * tex_uv_scale; + // Render/copy pixels + IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++) + for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++) + { + const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * w; + const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; + atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00; + atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00; + } } + else + { + IM_ASSERT(r.Width == 2 && r.Height == 2); + const int offset = (int)(r.X) + (int)(r.Y) * w; + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * atlas->TexUvScale.x, (r.Y + 0.5f) * atlas->TexUvScale.y); } void ImFontAtlasBuildFinish(ImFontAtlas* atlas) @@ -1927,7 +1976,8 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) // Build all fonts lookup tables for (int i = 0; i < atlas->Fonts.Size; i++) - atlas->Fonts[i]->BuildLookupTable(); + if (atlas->Fonts[i]->DirtyLookupTables) + atlas->Fonts[i]->BuildLookupTable(); } // Retrieve list of range (2 int per range, values are inclusive) @@ -2023,7 +2073,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() // Unpack int codepoint = 0x4e00; memcpy(full_ranges, base_ranges, sizeof(base_ranges)); - ImWchar* dst = full_ranges + IM_ARRAYSIZE(base_ranges);; + ImWchar* dst = full_ranges + IM_ARRAYSIZE(base_ranges); for (int n = 0; n < IM_ARRAYSIZE(offsets_from_0x4E00); n++, dst += 2) dst[0] = dst[1] = (ImWchar)(codepoint += (offsets_from_0x4E00[n] + 1)); dst[0] = 0; @@ -2103,7 +2153,7 @@ ImFont::ImFont() { Scale = 1.0f; FallbackChar = (ImWchar)'?'; - DisplayOffset = ImVec2(0.0f, 1.0f); + DisplayOffset = ImVec2(0.0f, 0.0f); ClearOutputData(); } @@ -2132,6 +2182,7 @@ void ImFont::ClearOutputData() ConfigData = NULL; ContainerAtlas = NULL; Ascent = Descent = 0.0f; + DirtyLookupTables = true; MetricsTotalSurface = 0; } @@ -2144,6 +2195,7 @@ void ImFont::BuildLookupTable() IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved IndexAdvanceX.clear(); IndexLookup.clear(); + DirtyLookupTables = false; GrowIndex(max_codepoint + 1); for (int i = 0; i < Glyphs.Size; i++) { @@ -2166,8 +2218,7 @@ void ImFont::BuildLookupTable() IndexLookup[(int)tab_glyph.Codepoint] = (unsigned short)(Glyphs.Size-1); } - FallbackGlyph = NULL; - FallbackGlyph = FindGlyph(FallbackChar); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; for (int i = 0; i < max_codepoint + 1; i++) if (IndexAdvanceX[i] < 0.0f) @@ -2208,6 +2259,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f); // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + DirtyLookupTables = true; MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f); } @@ -2228,13 +2280,22 @@ void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const { - if (c < IndexLookup.Size) - { - const unsigned short i = IndexLookup[c]; - if (i != (unsigned short)-1) - return &Glyphs.Data[i]; - } - return FallbackGlyph; + if (c >= IndexLookup.Size) + return FallbackGlyph; + const unsigned short i = IndexLookup[c]; + if (i == (unsigned short)-1) + return FallbackGlyph; + return &Glyphs.Data[i]; +} + +const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const +{ + if (c >= IndexLookup.Size) + return NULL; + const unsigned short i = IndexLookup[c]; + if (i == (unsigned short)-1) + return NULL; + return &Glyphs.Data[i]; } const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const @@ -2375,7 +2436,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons while (s < text_end) { const char c = *s; - if (ImCharIsSpace(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } + if (ImCharIsSpace((unsigned int)c)) { s++; } else if (c == '\n') { s++; break; } else { break; } } continue; } @@ -2500,7 +2561,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col while (s < text_end) { const char c = *s; - if (ImCharIsSpace(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } + if (ImCharIsSpace((unsigned int)c)) { s++; } else if (c == '\n') { s++; break; } else { break; } } continue; } @@ -2692,31 +2753,32 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im // DEFAULT FONT DATA //----------------------------------------------------------------------------- // Compressed with stb_compress() then converted to a C array. -// Use the program in extra_fonts/binary_to_compressed_c.cpp to create the array from a TTF file. +// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file. // Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h //----------------------------------------------------------------------------- -static unsigned int stb_decompress_length(unsigned char *input) +static unsigned int stb_decompress_length(const unsigned char *input) { return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; } -static unsigned char *stb__barrier, *stb__barrier2, *stb__barrier3, *stb__barrier4; +static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; +static const unsigned char *stb__barrier_in_b; static unsigned char *stb__dout; -static void stb__match(unsigned char *data, unsigned int length) +static void stb__match(const unsigned char *data, unsigned int length) { // INVERSE of memmove... write each byte before copying the next... - IM_ASSERT (stb__dout + length <= stb__barrier); - if (stb__dout + length > stb__barrier) { stb__dout += length; return; } - if (data < stb__barrier4) { stb__dout = stb__barrier+1; return; } + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } while (length--) *stb__dout++ = *data++; } -static void stb__lit(unsigned char *data, unsigned int length) +static void stb__lit(const unsigned char *data, unsigned int length) { - IM_ASSERT (stb__dout + length <= stb__barrier); - if (stb__dout + length > stb__barrier) { stb__dout += length; return; } - if (data < stb__barrier2) { stb__dout = stb__barrier+1; return; } + IM_ASSERT(stb__dout + length <= stb__barrier_out_e); + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } memcpy(stb__dout, data, length); stb__dout += length; } @@ -2725,7 +2787,7 @@ static void stb__lit(unsigned char *data, unsigned int length) #define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) #define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) -static unsigned char *stb_decompress_token(unsigned char *i) +static const unsigned char *stb_decompress_token(const unsigned char *i) { if (*i >= 0x20) { // use fewer if's for cases that expand small if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; @@ -2773,21 +2835,20 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns return (unsigned int)(s2 << 16) + (unsigned int)s1; } -static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length) +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) { unsigned int olen; if (stb__in4(0) != 0x57bC0000) return 0; if (stb__in4(4) != 0) return 0; // error! stream is > 4GB olen = stb_decompress_length(i); - stb__barrier2 = i; - stb__barrier3 = i+length; - stb__barrier = output + olen; - stb__barrier4 = output; + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; i += 16; stb__dout = output; for (;;) { - unsigned char *old_i = i; + const unsigned char *old_i = i; i = stb_decompress_token(i); if (i == old_i) { if (*i == 0x05 && i[1] == 0xfa) { diff --git a/imgui_internal.h b/imgui_internal.h index 3774a8b839c2..0af53025dabb 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.53 WIP +// dear imgui, v1.60 // (internals) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! @@ -14,6 +14,7 @@ #include // FILE* #include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX #ifdef _MSC_VER #pragma warning (push) @@ -35,10 +36,9 @@ struct ImRect; struct ImGuiColMod; struct ImGuiStyleMod; struct ImGuiGroupData; -struct ImGuiSimpleColumns; +struct ImGuiMenuColumns; struct ImGuiDrawContext; struct ImGuiTextEditState; -struct ImGuiMouseCursorData; struct ImGuiPopupRef; struct ImGuiWindow; struct ImGuiWindowSettings; @@ -46,9 +46,11 @@ struct ImGuiWindowSettings; typedef int ImGuiLayoutType; // enum: horizontal or vertical // enum ImGuiLayoutType_ typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_ typedef int ImGuiItemFlags; // flags: for PushItemFlag() // enum ImGuiItemFlags_ +typedef int ImGuiItemStatusFlags; // flags: storage for DC.LastItemXXX // enum ImGuiItemStatusFlags_ +typedef int ImGuiNavHighlightFlags; // flags: for RenderNavHighlight() // enum ImGuiNavHighlightFlags_ +typedef int ImGuiNavDirSourceFlags; // flags: for GetNavInputAmount2d() // enum ImGuiNavDirSourceFlags_ typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_ typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_ -typedef int ImGuiComboFlags; // flags: for BeginCombo() // enum ImGuiComboFlags_ //------------------------------------------------------------------------- // STB libraries @@ -78,8 +80,12 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe // Helpers //----------------------------------------------------------------------------- -#define IM_PI 3.14159265358979323846f -#define IM_OFFSETOF(_TYPE,_ELM) ((size_t)&(((_TYPE*)0)->_ELM)) +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018: Notepad _still_ doesn't display files properly when they use Unix-style carriage returns) +#else +#define IM_NEWLINE "\n" +#endif // Helpers: UTF-8 <> wchar IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count @@ -92,7 +98,7 @@ IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, cons IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0); IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); -static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; } +static inline bool ImCharIsSpace(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } @@ -104,15 +110,15 @@ IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec // Helpers: String IMGUI_API int ImStricmp(const char* str1, const char* str2); -IMGUI_API int ImStrnicmp(const char* str1, const char* str2, int count); -IMGUI_API void ImStrncpy(char* dst, const char* src, int count); +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); IMGUI_API char* ImStrdup(const char* str); -IMGUI_API char* ImStrchrRange(const char* str_begin, const char* str_end, char c); +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); IMGUI_API int ImStrlenW(const ImWchar* str); IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); -IMGUI_API int ImFormatString(char* buf, int buf_size, const char* fmt, ...) IM_FMTARGS(3); -IMGUI_API int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); // Helpers: Math // We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined) @@ -136,8 +142,8 @@ static inline int ImMin(int lhs, int rhs) static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; } static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; } static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; } -static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); } -static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(lhs.y,rhs.y)); } +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } static inline int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); } @@ -159,13 +165,6 @@ static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. -// Defining a custom placement new() with a dummy parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. -struct ImPlacementNewDummy {}; -inline void* operator new(size_t, ImPlacementNewDummy, void* ptr) { return ptr; } -inline void operator delete(void*, ImPlacementNewDummy, void*) {} -#define IM_PLACEMENT_NEW(_PTR) new(ImPlacementNewDummy(), _PTR) - //----------------------------------------------------------------------------- // Types //----------------------------------------------------------------------------- @@ -177,13 +176,15 @@ enum ImGuiButtonFlags_ ImGuiButtonFlags_PressedOnClick = 1 << 2, // return true on click (default requires click+release) ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return true on release (default requires click+release) ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return true on double-click (default requires click+release) - ImGuiButtonFlags_FlattenChilds = 1 << 5, // allow interactions even if a child window is overlapping - ImGuiButtonFlags_DontClosePopups = 1 << 6, // disable automatically closing parent popup on press // [UNUSED] - ImGuiButtonFlags_Disabled = 1 << 7, // disable interactions - ImGuiButtonFlags_AlignTextBaseLine = 1 << 8, // vertically align button to match text baseline (ButtonEx() only) - ImGuiButtonFlags_NoKeyModifiers = 1 << 9, // disable interaction if a key modifier is held - ImGuiButtonFlags_AllowOverlapMode = 1 << 10, // require previous frame HoveredId to either match id or be null before being usable - ImGuiButtonFlags_NoHoldingActiveID = 1 << 11 // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_FlattenChildren = 1 << 5, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowItemOverlap = 1 << 6, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED] + ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions + ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_NoNavFocus = 1 << 13 // don't override navigation focus when activated }; enum ImGuiSliderFlags_ @@ -198,36 +199,31 @@ enum ImGuiColumnsFlags_ ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window - ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4, // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. }; enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ - ImGuiSelectableFlags_Menu = 1 << 3, - ImGuiSelectableFlags_MenuItem = 1 << 4, + ImGuiSelectableFlags_Menu = 1 << 3, // -> PressedOnClick + ImGuiSelectableFlags_MenuItem = 1 << 4, // -> PressedOnRelease ImGuiSelectableFlags_Disabled = 1 << 5, ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6 }; -enum ImGuiComboFlags_ -{ - ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default - - // If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() - ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible - ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) - ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible - ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible - ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest -}; - enum ImGuiSeparatorFlags_ { ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar ImGuiSeparatorFlags_Vertical = 1 << 1 }; +// Storage for LastItem data +enum ImGuiItemStatusFlags_ +{ + ImGuiItemStatusFlags_HoveredRect = 1 << 0, + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1 +}; + // FIXME: this is in development, not exposed/functional as a generic feature yet. enum ImGuiLayoutType_ { @@ -239,7 +235,7 @@ enum ImGuiAxis { ImGuiAxis_None = -1, ImGuiAxis_X = 0, - ImGuiAxis_Y = 1, + ImGuiAxis_Y = 1 }; enum ImGuiPlotType @@ -252,17 +248,51 @@ enum ImGuiDataType { ImGuiDataType_Int, ImGuiDataType_Float, - ImGuiDataType_Float2 + ImGuiDataType_Double, + ImGuiDataType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Nav, + ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code + ImGuiInputSource_NavGamepad, // " + ImGuiInputSource_COUNT +}; + +// FIXME-NAV: Clarify/expose various repeat delay/rate +enum ImGuiInputReadMode +{ + ImGuiInputReadMode_Down, + ImGuiInputReadMode_Pressed, + ImGuiInputReadMode_Released, + ImGuiInputReadMode_Repeat, + ImGuiInputReadMode_RepeatSlow, + ImGuiInputReadMode_RepeatFast +}; + +enum ImGuiNavHighlightFlags_ +{ + ImGuiNavHighlightFlags_TypeDefault = 1 << 0, + ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, + ImGuiNavHighlightFlags_NoRounding = 1 << 3 +}; + +enum ImGuiNavDirSourceFlags_ +{ + ImGuiNavDirSourceFlags_Keyboard = 1 << 0, + ImGuiNavDirSourceFlags_PadDPad = 1 << 1, + ImGuiNavDirSourceFlags_PadLStick = 1 << 2 }; -enum ImGuiDir +enum ImGuiNavForward { - ImGuiDir_None = -1, - ImGuiDir_Left = 0, - ImGuiDir_Right = 1, - ImGuiDir_Up = 2, - ImGuiDir_Down = 3, - ImGuiDir_Count_ + ImGuiNavForward_None, + ImGuiNavForward_ForwardQueued, + ImGuiNavForward_ForwardActive }; // 2D axis aligned bounding-box @@ -277,36 +307,27 @@ struct IMGUI_API ImRect ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} - ImVec2 GetCenter() const { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); } - ImVec2 GetSize() const { return ImVec2(Max.x-Min.x, Max.y-Min.y); } - float GetWidth() const { return Max.x-Min.x; } - float GetHeight() const { return Max.y-Min.y; } - ImVec2 GetTL() const { return Min; } // Top-left - ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right - ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left - ImVec2 GetBR() const { return Max; } // Bottom-right - bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } - bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; } - bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } - void Add(const ImVec2& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; } - void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; } - void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } - void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } - void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; } - void ClipWith(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; } - void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } - void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); } - bool IsFinite() const { return Min.x != FLT_MAX; } - ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const - { - if (!on_edge && Contains(p)) - return p; - if (p.x > Max.x) p.x = Max.x; - else if (p.x < Min.x) p.x = Min.x; - if (p.y > Max.y) p.y = Max.y; - else if (p.y < Min.y) p.y = Min.y; - return p; - } + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } + void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } }; // Stacked color modifier, backup of modified data so we can restore it @@ -340,23 +361,15 @@ struct ImGuiGroupData bool AdvanceCursor; }; -// Per column data for Columns() -struct ImGuiColumnData -{ - float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) - ImRect ClipRect; - //float IndentX; -}; - // Simple column measurement currently used for MenuItem() only. This is very short-sighted/throw-away code and NOT a generic helper. -struct IMGUI_API ImGuiSimpleColumns +struct IMGUI_API ImGuiMenuColumns { int Count; float Spacing; float Width, NextWidth; - float Pos[8], NextWidths[8]; + float Pos[4], NextWidths[4]; - ImGuiSimpleColumns(); + ImGuiMenuColumns(); void Update(int count, float spacing, bool clear); float DeclColumns(float w0, float w1, float w2); float CalcExtraSpace(float avail_w); @@ -382,7 +395,7 @@ struct IMGUI_API ImGuiTextEditState void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); } bool HasSelection() const { return StbState.select_start != StbState.select_end; } void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; } - void SelectAll() { StbState.select_start = 0; StbState.select_end = CurLenW; StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; } + void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = false; } void OnKeyPressed(int key); }; @@ -402,43 +415,154 @@ struct ImGuiSettingsHandler { const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' ImGuiID TypeHash; // == ImHash(TypeName, 0, 0) - void* (*ReadOpenFn)(ImGuiContext& ctx, const char* name); - void (*ReadLineFn)(ImGuiContext& ctx, void* entry, const char* line); - void (*WriteAllFn)(ImGuiContext& ctx, ImGuiTextBuffer* out_buf); -}; + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); + void* UserData; -// Mouse cursor data (used when io.MouseDrawCursor is set) -struct ImGuiMouseCursorData -{ - ImGuiMouseCursor Type; - ImVec2 HotOffset; - ImVec2 Size; - ImVec2 TexUvMin[2]; - ImVec2 TexUvMax[2]; + ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } }; // Storage for current popup stack struct ImGuiPopupRef { - ImGuiID PopupId; // Set on OpenPopup() - ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* ParentWindow; // Set on OpenPopup() - ImGuiID ParentMenuSet; // Set on OpenPopup() - ImVec2 MousePosOnOpen; // Copy of mouse position at the time of opening popup + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* ParentWindow; // Set on OpenPopup() + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differenciate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup +}; + +struct ImGuiColumnData +{ + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiColumnsFlags Flags; // Not exposed + ImRect ClipRect; - ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupId = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; } + ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = 0; } +}; + +struct ImGuiColumnsSet +{ + ImGuiID ID; + ImGuiColumnsFlags Flags; + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float MinX, MaxX; + float LineMinY, LineMaxY; + float StartPosY; // Copy of CursorPos + float StartMaxPosX; // Copy of CursorMaxPos + ImVector Columns; + + ImGuiColumnsSet() { Clear(); } + void Clear() + { + ID = 0; + Flags = 0; + IsFirstFrame = false; + IsBeingResized = false; + Current = 0; + Count = 1; + MinX = MaxX = 0.0f; + LineMinY = LineMaxY = 0.0f; + StartPosY = 0.0f; + StartMaxPosX = 0.0f; + Columns.clear(); + } +}; + +struct IMGUI_API ImDrawListSharedData +{ + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float CurveTessellationTol; + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + + // Const data + // FIXME: Bake rounded corners fill/borders in atlas + ImVec2 CircleVtx12[12]; + + ImDrawListSharedData(); +}; + +struct ImDrawDataBuilder +{ + ImVector Layers[2]; // Global layers for: regular, tooltip + + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } + void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + IMGUI_API void FlattenIntoSingleLayer(); +}; + +struct ImGuiNavMoveResult +{ + ImGuiID ID; // Best candidate + ImGuiID ParentID; // Best candidate window->IDStack.back() - to compare context + ImGuiWindow* Window; // Best candidate window + float DistBox; // Best candidate box distance to current NavId + float DistCenter; // Best candidate center distance to current NavId + float DistAxial; + ImRect RectRel; // Best candidate bounding box in window relative space + + ImGuiNavMoveResult() { Clear(); } + void Clear() { ID = ParentID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } +}; + +// Storage for SetNexWindow** functions +struct ImGuiNextWindowData +{ + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond ContentSizeCond; + ImGuiCond CollapsedCond; + ImGuiCond SizeConstraintCond; + ImGuiCond FocusCond; + ImGuiCond BgAlphaCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + bool CollapsedVal; + ImRect SizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; + + ImGuiNextWindowData() + { + PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0; + PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f); + ContentSizeVal = ImVec2(0.0f, 0.0f); + CollapsedVal = false; + SizeConstraintRect = ImRect(); + SizeCallback = NULL; + SizeCallbackUserData = NULL; + BgAlphaVal = FLT_MAX; + } + + void Clear() + { + PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0; + } }; // Main state for ImGui struct ImGuiContext { bool Initialized; + bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; ImGuiStyle Style; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. - ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel + ImDrawListSharedData DrawListSharedData; float Time; int FrameCount; @@ -448,8 +572,8 @@ struct ImGuiContext ImVector WindowsSortBuffer; ImVector CurrentWindowStack; ImGuiStorage WindowsById; + int WindowsActiveCount; ImGuiWindow* CurrentWindow; // Being drawn into - ImGuiWindow* NavWindow; // Nav/focused window for navigation ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) ImGuiID HoveredId; // Hovered widget @@ -462,41 +586,75 @@ struct ImGuiContext bool ActiveIdIsAlive; // Active widget has been seen this frame bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it) ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; - ImGuiWindow* MovingWindow; // Track the child window we clicked on to move a window. - ImGuiID MovingWindowMoveId; // == MovingWindow->MoveId + ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor() ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar() ImVector FontStack; // Stack for PushFont()/PopFont() ImVector OpenPopupStack; // Which popups are open (persistent) ImVector CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame) - - // Storage for SetNexWindow** and SetNextTreeNode*** functions - ImVec2 SetNextWindowPosVal; - ImVec2 SetNextWindowPosPivot; - ImVec2 SetNextWindowSizeVal; - ImVec2 SetNextWindowContentSizeVal; - bool SetNextWindowCollapsedVal; - ImGuiCond SetNextWindowPosCond; - ImGuiCond SetNextWindowSizeCond; - ImGuiCond SetNextWindowContentSizeCond; - ImGuiCond SetNextWindowCollapsedCond; - ImRect SetNextWindowSizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true - ImGuiSizeConstraintCallback SetNextWindowSizeConstraintCallback; - void* SetNextWindowSizeConstraintCallbackUserData; - bool SetNextWindowSizeConstraint; - bool SetNextWindowFocus; - bool SetNextTreeNodeOpenVal; - ImGuiCond SetNextTreeNodeOpenCond; + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions + ImGuiCond NextTreeNodeOpenCond; + + // Navigation data (for gamepad/keyboard) + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' + ImGuiID NavId; // Focused item for navigation + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 + ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 + ImGuiID NavJustTabbedId; // Just tabbed to this id. + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest) + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? + ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. + int NavScoringCount; // Metrics for debugging + ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most. + float NavWindowingHighlightTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; + int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. + int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid + bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) + bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) + bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest + bool NavInitRequest; // Init request for appearing window to select first item + bool NavInitRequestFromMove; + ImGuiID NavInitResultId; + ImRect NavInitResultRectRel; + bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items + bool NavMoveRequest; // Move request for this frame + ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) + ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request + ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using the NavFlattened flag) // Render - ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user - ImVector RenderDrawLists[3]; + ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user + ImDrawDataBuilder DrawDataBuilder; float ModalWindowDarkeningRatio; ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays ImGuiMouseCursor MouseCursor; - ImGuiMouseCursorData MouseCursorData[ImGuiMouseCursor_Count_]; + + // Drag and Drop + bool DragDropActive; + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; + ImGuiID DragDropTargetId; + float DragDropAcceptIdCurrRectSurface; + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly + unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads // Widget state ImGuiTextEditState InputTextState; @@ -515,6 +673,7 @@ struct ImGuiContext ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor // Settings + bool SettingsLoaded; float SettingsDirtyTimer; // Save .ini Settings on disk when time reaches zero ImVector SettingsWindows; // .ini settings for ImGuiWindow ImVector SettingsHandlers; // List of .ini settings handlers @@ -535,18 +694,19 @@ struct ImGuiContext int WantTextInputNextFrame; char TempBuffer[1024*3+1]; // temporary text buffer - ImGuiContext() + ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL) { Initialized = false; Font = NULL; FontSize = FontBaseSize = 0.0f; - FontTexUvWhitePixel = ImVec2(0.0f, 0.0f); + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountRendered = -1; + WindowsActiveCount = 0; CurrentWindow = NULL; - NavWindow = NULL; HoveredWindow = NULL; HoveredRootWindow = NULL; HoveredId = 0; @@ -559,25 +719,51 @@ struct ImGuiContext ActiveIdIsAlive = false; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; + ActiveIdAllowNavDirFlags = 0; ActiveIdClickOffset = ImVec2(-1,-1); ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; MovingWindow = NULL; - MovingWindowMoveId = 0; - - SetNextWindowPosVal = ImVec2(0.0f, 0.0f); - SetNextWindowSizeVal = ImVec2(0.0f, 0.0f); - SetNextWindowCollapsedVal = false; - SetNextWindowPosCond = 0; - SetNextWindowSizeCond = 0; - SetNextWindowContentSizeCond = 0; - SetNextWindowCollapsedCond = 0; - SetNextWindowSizeConstraintRect = ImRect(); - SetNextWindowSizeConstraintCallback = NULL; - SetNextWindowSizeConstraintCallbackUserData = NULL; - SetNextWindowSizeConstraint = false; - SetNextWindowFocus = false; - SetNextTreeNodeOpenVal = false; - SetNextTreeNodeOpenCond = 0; + NextTreeNodeOpenVal = false; + NextTreeNodeOpenCond = 0; + + NavWindow = NULL; + NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; + NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0; + NavInputSource = ImGuiInputSource_None; + NavScoringRectScreen = ImRect(); + NavScoringCount = 0; + NavWindowingTarget = NULL; + NavWindowingHighlightTimer = NavWindowingHighlightAlpha = 0.0f; + NavWindowingToggleLayer = false; + NavLayer = 0; + NavIdTabCounter = INT_MAX; + NavIdIsAlive = false; + NavMousePosDirty = false; + NavDisableHighlight = true; + NavDisableMouseHover = false; + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavInitResultId = 0; + NavMoveFromClampedRefRect = false; + NavMoveRequest = false; + NavMoveRequestForward = ImGuiNavForward_None; + NavMoveDir = NavMoveDirLast = ImGuiDir_None; + + ModalWindowDarkeningRatio = 0.0f; + OverlayDrawList._Data = &DrawListSharedData; + OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging + MouseCursor = ImGuiMouseCursor_Arrow; + + DragDropActive = false; + DragDropSourceFlags = 0; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; + DragDropAcceptFrameCount = -1; + memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); ScalarAsInputTextId = 0; ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; @@ -590,11 +776,7 @@ struct ImGuiContext TooltipOverrideCount = 0; OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f); - ModalWindowDarkeningRatio = 0.0f; - OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging - MouseCursor = ImGuiMouseCursor_Arrow; - memset(MouseCursorData, 0, sizeof(MouseCursorData)); - + SettingsLoaded = false; SettingsDirtyTimer = 0.0f; LogEnabled = false; @@ -612,13 +794,14 @@ struct ImGuiContext }; // Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). +// This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // true ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. ImGuiItemFlags_Disabled = 1 << 2, // false // FIXME-WIP: Disable interactions but doesn't affect visuals. Should be: grey out and disable interactions with widgets that affect data + view widgets (WIP) - //ImGuiItemFlags_NoNav = 1 << 3, // false - //ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false + ImGuiItemFlags_NoNav = 1 << 3, // false + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus }; @@ -630,21 +813,30 @@ struct IMGUI_API ImGuiDrawContext ImVec2 CursorPos; ImVec2 CursorPosPrevLine; ImVec2 CursorStartPos; - ImVec2 CursorMaxPos; // Implicitly calculate the size of our contents, always extending. Saved into window->SizeContents at the end of the frame + ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame float CurrentLineHeight; float CurrentLineTextBaseOffset; float PrevLineHeight; float PrevLineTextBaseOffset; float LogLinePosY; int TreeDepth; + ImU32 TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31 ImGuiID LastItemId; - ImRect LastItemRect; - bool LastItemRectHoveredRect; - bool MenuBarAppending; + ImGuiItemStatusFlags LastItemStatusFlags; + ImRect LastItemRect; // Interaction rect + ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + bool NavHideHighlightOneFrame; + bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) + int NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. + int NavLayerActiveMask; // Which layer have been written to (result from previous frame) + int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) + bool MenuBarAppending; // FIXME: Remove this float MenuBarOffsetX; ImVector ChildWindows; ImGuiStorage* StateStorage; ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default] @@ -659,17 +851,7 @@ struct IMGUI_API ImGuiDrawContext float IndentX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) float GroupOffsetX; float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. - int ColumnsCurrent; - int ColumnsCount; - float ColumnsMinX; - float ColumnsMaxX; - float ColumnsStartPosY; - float ColumnsStartMaxPosX; // Backup of CursorMaxPos - float ColumnsCellMinY; - float ColumnsCellMaxY; - ImGuiColumnsFlags ColumnsFlags; - ImGuiID ColumnsSetId; - ImVector ColumnsData; + ImGuiColumnsSet* ColumnsSet; // Current columns set ImGuiDrawContext() { @@ -678,13 +860,19 @@ struct IMGUI_API ImGuiDrawContext CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f; LogLinePosY = -1.0f; TreeDepth = 0; + TreeDepthMayJumpToParentOnPop = 0x00; LastItemId = 0; - LastItemRect = ImRect(); - LastItemRectHoveredRect = false; + LastItemStatusFlags = 0; + LastItemRect = LastItemDisplayRect = ImRect(); + NavHideHighlightOneFrame = false; + NavHasScroll = false; + NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; + NavLayerCurrent = 0; + NavLayerCurrentMask = 1 << 0; MenuBarAppending = false; MenuBarOffsetX = 0.0f; StateStorage = NULL; - LayoutType = ImGuiLayoutType_Vertical; + LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical; ItemWidth = 0.0f; ItemFlags = ImGuiItemFlags_Default_; TextWrapPos = -1.0f; @@ -693,14 +881,7 @@ struct IMGUI_API ImGuiDrawContext IndentX = 0.0f; GroupOffsetX = 0.0f; ColumnsOffsetX = 0.0f; - ColumnsCurrent = 0; - ColumnsCount = 1; - ColumnsMinX = ColumnsMaxX = 0.0f; - ColumnsStartPosY = 0.0f; - ColumnsStartMaxPosX = 0.0f; - ColumnsCellMinY = ColumnsCellMaxY = 0.0f; - ColumnsFlags = 0; - ColumnsSetId = 0; + ColumnsSet = NULL; } }; @@ -710,31 +891,34 @@ struct IMGUI_API ImGuiWindow char* Name; ImGuiID ID; // == ImHash(Name) ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ - int OrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. ImVec2 PosFloat; ImVec2 Pos; // Position rounded-up to nearest pixel ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars. - ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame + ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc. ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize() ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis ImVec2 WindowPadding; // Window padding at the time of begin. float WindowRounding; // Window rounding at the time of begin. float WindowBorderSize; // Window border size at the time of begin. ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID ChildId; // Id of corresponding item in parent window (for child windows) ImVec2 Scroll; ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered bool ScrollbarX, ScrollbarY; ImVec2 ScrollbarSizes; - bool Active; // Set to true on Begin() + bool Active; // Set to true on Begin(), unless Collapsed bool WasActive; bool WriteAccessed; // Set to true when any widget access the current window bool Collapsed; // Set when collapsing window to become only title-bar + bool CollapseToggleWanted; bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool CloseButton; // Set when the window has a close button (p_open != NULL) + int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. + int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) int AutoFitFramesX, AutoFitFramesY; @@ -752,18 +936,26 @@ struct IMGUI_API ImGuiWindow ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2. ImRect WindowRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window. - ImRect InnerRect; + ImRect InnerRect, InnerClipRect; int LastFrameActive; float ItemWidthDefault; - ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items ImGuiStorage StateStorage; + ImVector ColumnsStorage; float FontWindowScale; // Scale multiplier per-window ImDrawList* DrawList; - ImGuiWindow* ParentWindow; // Immediate parent in the window stack *regardless* of whether this window is a child window or not) - ImGuiWindow* RootWindow; // Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window. - ImGuiWindow* RootNonPopupWindow; // Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing + ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForTabbing; // Point to ourself or first ancestor which can be CTRL-Tabbed into. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[2]; // Reference rectangle, in window relative space // Navigation / Focus + // FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister() int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through) int FocusIdxAllRequestCurrent; // Item being requested for focus @@ -772,12 +964,13 @@ struct IMGUI_API ImGuiWindow int FocusIdxTabRequestNext; // " public: - ImGuiWindow(const char* name); + ImGuiWindow(ImGuiContext* context, const char* name); ~ImGuiWindow(); ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } @@ -791,12 +984,14 @@ struct IMGUI_API ImGuiWindow // Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. struct ImGuiItemHoveredDataBackup { - ImGuiID LastItemId; - ImRect LastItemRect; - bool LastItemRectHoveredRect; + ImGuiID LastItemId; + ImGuiItemStatusFlags LastItemStatusFlags; + ImRect LastItemRect; + ImRect LastItemDisplayRect; - void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemRect = window->DC.LastItemRect; LastItemRectHoveredRect = window->DC.LastItemRectHoveredRect; } - void Restore() { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemRect = LastItemRect; window->DC.LastItemRectHoveredRect = LastItemRectHoveredRect; } + ImGuiItemHoveredDataBackup() { Backup(); } + void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; } + void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } }; //----------------------------------------------------------------------------- @@ -812,26 +1007,33 @@ namespace ImGui // - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } - IMGUI_API ImGuiWindow* GetParentWindow(); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void FocusWindow(ImGuiWindow* window); IMGUI_API void BringWindowToFront(ImGuiWindow* window); IMGUI_API void BringWindowToBack(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); - IMGUI_API void Initialize(); + IMGUI_API void Initialize(ImGuiContext* context); + IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + + IMGUI_API void NewFrameUpdateHoveredWindowAndCaptureFlags(); IMGUI_API void MarkIniSettingsDirty(); - IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(ImGuiID type_id); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API ImGuiID GetActiveID(); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); IMGUI_API void ClearActiveID(); IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API ImGuiID GetHoveredID(); IMGUI_API void KeepAliveID(ImGuiID id); IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f); IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f); - IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id); + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested @@ -842,27 +1044,36 @@ namespace ImGui IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); - IMGUI_API void OpenPopupEx(ImGuiID id, bool reopen_existing); + IMGUI_API void SetCurrentFont(ImFont* font); + + IMGUI_API void OpenPopupEx(ImGuiID id); IMGUI_API void ClosePopup(ImGuiID id); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window); IMGUI_API bool IsPopupOpen(ImGuiID id); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true); + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. + + IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); + IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate); IMGUI_API void Scrollbar(ImGuiLayoutType direction); IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). not exposed because it is misleading what it doesn't have an effect on regular layout. IMGUI_API bool SplitterBehavior(ImGuiID id, const ImRect& bb, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f); + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); + // FIXME-WIP: New Columns API - IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). - IMGUI_API void EndColumns(); // close columns + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns IMGUI_API void PushColumnClipRect(int column_index = -1); - // FIXME-WIP: New Combo API - IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); - IMGUI_API void EndCombo(); - // NB: All position are in absolute pixels coordinates (never using window coordinates internally) // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); @@ -871,16 +1082,16 @@ 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(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0); - IMGUI_API void RenderTriangle(ImVec2 pos, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f); IMGUI_API void RenderBullet(ImVec2 pos); IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0); IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius); - IMGUI_API bool ArrowButton(ImGuiID id, ImGuiDir dir, ImVec2 padding, ImGuiButtonFlags flags = 0); IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0); IMGUI_API bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power); @@ -908,7 +1119,7 @@ namespace ImGui IMGUI_API int ParseFormatPrecision(const char* fmt, int default_value); IMGUI_API float RoundScalar(float value, int decimal_precision); - // Shade functions + // Shade functions (write over already created vertices) IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawVert* vert_start, ImDrawVert* vert_end, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearAlphaGradientForLeftToRightText(ImDrawVert* vert_start, ImDrawVert* vert_end, float gradient_p0_x, float gradient_p1_x); IMGUI_API void ShadeVertsLinearUV(ImDrawVert* vert_start, ImDrawVert* vert_end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); diff --git a/extra_fonts/Cousine-Regular.ttf b/misc/fonts/Cousine-Regular.ttf similarity index 100% rename from extra_fonts/Cousine-Regular.ttf rename to misc/fonts/Cousine-Regular.ttf diff --git a/extra_fonts/DroidSans.ttf b/misc/fonts/DroidSans.ttf similarity index 100% rename from extra_fonts/DroidSans.ttf rename to misc/fonts/DroidSans.ttf diff --git a/extra_fonts/Karla-Regular.ttf b/misc/fonts/Karla-Regular.ttf similarity index 100% rename from extra_fonts/Karla-Regular.ttf rename to misc/fonts/Karla-Regular.ttf diff --git a/extra_fonts/ProggyClean.ttf b/misc/fonts/ProggyClean.ttf similarity index 100% rename from extra_fonts/ProggyClean.ttf rename to misc/fonts/ProggyClean.ttf diff --git a/extra_fonts/ProggyTiny.ttf b/misc/fonts/ProggyTiny.ttf similarity index 100% rename from extra_fonts/ProggyTiny.ttf rename to misc/fonts/ProggyTiny.ttf diff --git a/extra_fonts/README.txt b/misc/fonts/README.txt similarity index 71% rename from extra_fonts/README.txt rename to misc/fonts/README.txt index 5d41a6bb83ed..70773fcad5b0 100644 --- a/extra_fonts/README.txt +++ b/misc/fonts/README.txt @@ -1,25 +1,48 @@ - The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer) that is used by default. - We embed the font in source code so you can use Dear ImGui without any file system access. - You may also load external .TTF/.OTF files. - The files in this folder are suggested fonts, provided as a convenience. - (Note: .OTF support in stb_truetype.h currently doesn't appear to load every font) +The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer) that is used by default. +We embed the font in source code so you can use Dear ImGui without any file system access. +You may also load external .TTF/.OTF files. +The files in this folder are suggested fonts, provided as a convenience. +(Note: .OTF support in stb_truetype.h currently doesn't appear to load every font) - Fonts are rasterized in a single texture at the time of calling either of io.Fonts.GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). +Fonts are rasterized in a single texture at the time of calling either of io.Fonts.GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). +Also read dear imgui FAQ in imgui.cpp! ---------------------------------- +In this document: + +- Using Icons +- Fonts Loading Instructions +- FreeType rasterizer, Small font sizes +- Building Custom Glyph Ranges +- Remapping Codepoints +- Embedding Fonts in Source Code +- Credits/Licences for fonts included in this folder +- Links, Other fonts + + +--------------------------------------- USING ICONS ---------------------------------- +--------------------------------------- Using an icon font (such as FontAwesome: http://fontawesome.io) is an easy and practical way to use icons in your ImGui application. - A common pattern is to merge the icon font within your main font, so you can refer to the icons directly from your strings without having to change fonts back and forth. - To refer to the icon from your C++ code, you can use headers files created by Juliette Foucaut, at https://github.com/juliettef/IconFontCppHeaders - See Links below for other icons fonts and related tools. + A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without + having to change fonts back and forth. + + To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: + https://github.com/juliettef/IconFontCppHeaders + + The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u + #define ICON_FA_SEARCH u8"\uf002" + The pre-C++11 version has the values directly encoded as utf-8: + #define ICON_FA_SEARCH "\xEF\x80\x82" + + Example: // Merge icons into default tool font #include "IconsFontAwesome.h" ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontDefault(); + ImFontConfig config; config.MergeMode = true; static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; @@ -28,10 +51,12 @@ // Usage, e.g. ImGui::Text("%s Search", ICON_FA_SEARCH); + See Links below for other icons fonts and related tools. + ---------------------------------- +--------------------------------------- FONTS LOADING INSTRUCTIONS ---------------------------------- +--------------------------------------- Load default font with: @@ -43,7 +68,7 @@ ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); - Advanced options: + For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally) ImFontConfig config; config.OversampleH = 3; @@ -55,6 +80,7 @@ - Mind the fact that some graphics drivers have texture size limitation. - Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function). + - Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two. - You may reduce oversampling, e.g. config.OversampleH = 2 or 1. - Reduce glyphs ranges, consider calculating them based on your source data if this is possible. @@ -86,12 +112,24 @@ Offset font vertically by altering the io.Font->DisplayOffset value: ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); - font->DisplayOffset.y += 1; // Render 1 pixel down + font->DisplayOffset.y = 1; // Render 1 pixel down + + +--------------------------------------- + FREETYPE RASTERIZER, SMALL FONT SIZES +--------------------------------------- + Dear Imgui uses stb_truetype.h to rasterize fonts (with optional oversampling). + This technique and implementation are not ideal for fonts rendered at _small sizes_, which may appear a little blurry. + There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder. ---------------------------------- + FreeType supports auto-hinting which tends to improve the readability of small fonts. + Note that this code currently creates textures that are unoptimally too large (could be fixed with some work) + + +--------------------------------------- BUILDING CUSTOM GLYPH RANGES ---------------------------------- +--------------------------------------- You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input. For exemple: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs. @@ -105,9 +143,9 @@ io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); ---------------------------------- +--------------------------------------- REMAPPING CODEPOINTS ---------------------------------- +--------------------------------------- All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese, or CP-1251 for Cyrillic) will NOT work! In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. @@ -117,9 +155,9 @@ You may also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code. ---------------------------------- - EMBEDDING FONT IN SOURCE CODE ---------------------------------- +--------------------------------------- + EMBEDDING FONTS IN SOURCE CODE +--------------------------------------- Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code. See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool. @@ -135,9 +173,9 @@ ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...); ---------------------------------- - FONT FILES INCLUDED IN THIS FOLDER ---------------------------------- +--------------------------------------- + CREDITS/LICENSES FOR FONTS INCLUDED IN THIS FOLDER +--------------------------------------- Roboto-Medium.ttf Apache License 2.0 @@ -172,9 +210,9 @@ SIL OPEN FONT LICENSE Version 1.1 ---------------------------------- - LINKS & OTHER FONTS ---------------------------------- +--------------------------------------- + LINKS, OTHER FONTS +--------------------------------------- (Icons) Icon fonts https://fortawesome.github.io/Font-Awesome/ @@ -213,3 +251,4 @@ http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing). + diff --git a/extra_fonts/Roboto-Medium.ttf b/misc/fonts/Roboto-Medium.ttf similarity index 100% rename from extra_fonts/Roboto-Medium.ttf rename to misc/fonts/Roboto-Medium.ttf diff --git a/extra_fonts/binary_to_compressed_c.cpp b/misc/fonts/binary_to_compressed_c.cpp similarity index 100% rename from extra_fonts/binary_to_compressed_c.cpp rename to misc/fonts/binary_to_compressed_c.cpp diff --git a/misc/freetype/README.md b/misc/freetype/README.md new file mode 100644 index 000000000000..4038dbcdf7eb --- /dev/null +++ b/misc/freetype/README.md @@ -0,0 +1,133 @@ +# imgui_freetype + +This is an attempt to replace stb_truetype (the default imgui's font rasterizer) with FreeType. +Currently not optimal and probably has some limitations or bugs. +By [Vuhdo](https://github.com/Vuhdo) (Aleksei Skriabin). Improvements by @mikesart. Maintained by @ocornut. + +**Usage** +1. Get latest FreeType binaries or build yourself. +2. Add imgui_freetype.h/cpp alongside your imgui sources. +3. Include imgui_freetype.h after imgui.h. +4. Call ImGuiFreeType::BuildFontAtlas() *BEFORE* calling ImFontAtlas::GetTexDataAsRGBA32() or ImFontAtlas::Build() (so normal Build() won't be called): + +```cpp +// See ImGuiFreeType::RasterizationFlags +unsigned int flags = ImGuiFreeType::DisableHinting; +ImGuiFreeType::BuildFontAtlas(io.Fonts, flags); +io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); +``` + +**Gamma Correct Blending** +FreeType assumes blending in linear space rather than gamma space. +See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph). +For correct results you need to be using sRGB and convert to linear space in the pixel shader output. +The default imgui styles will be impacted by this change (alpha values will need tweaking). + +**Test code Usage** +```cpp +#include "misc/freetype/imgui_freetype.h" +#include "misc/freetype/imgui_freetype.cpp" + +// Load various small fonts +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 13.0f); +io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 13.0f); +io.Fonts->AddFontDefault(); + +FreeTypeTest freetype_test; + +// Main Loop +while (true) +{ + if (freetype_test.UpdateRebuild()) + { + // REUPLOAD FONT TEXTURE TO GPU + // e.g ImGui_ImplGlfwGL3_InvalidateDeviceObjects() + ImGui_ImplGlfwGL3_CreateDeviceObjects() + } + ImGui::NewFrame(); + freetype_test.ShowFreetypeOptionsWindow(); + ... + } +} +``` + +**Test code** +```cpp +#include "misc/freetype/imgui_freetype.h" +#include "misc/freetype/imgui_freetype.cpp" + +struct FreeTypeTest +{ + enum FontBuildMode + { + FontBuildMode_FreeType, + FontBuildMode_Stb, + }; + + FontBuildMode BuildMode; + bool WantRebuild; + float FontsMultiply; + unsigned int FontsFlags; + + FreeTypeTest() + { + BuildMode = FontBuildMode_FreeType; + WantRebuild = true; + FontsMultiply = 1.0f; + FontsFlags = 0; + } + + // Call _BEFORE_ NewFrame() + bool UpdateRebuild() + { + if (!WantRebuild) + return false; + ImGuiIO& io = ImGui::GetIO(); + for (int n = 0; n < io.Fonts->Fonts.Size; n++) + { + io.Fonts->Fonts[n]->ConfigData->RasterizerMultiply = FontsMultiply; + io.Fonts->Fonts[n]->ConfigData->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00; + } + if (BuildMode == FontBuildMode_FreeType) + ImGuiFreeType::BuildFontAtlas(io.Fonts, FontsFlags); + else if (BuildMode == FontBuildMode_Stb) + io.Fonts->Build(); + WantRebuild = false; + return true; + } + + // Call to draw interface + void ShowFreetypeOptionsWindow() + { + ImGui::Begin("FreeType Options"); + ImGui::ShowFontSelector("Fonts"); + WantRebuild |= ImGui::RadioButton("FreeType", (int*)&BuildMode, FontBuildMode_FreeType); + ImGui::SameLine(); + WantRebuild |= ImGui::RadioButton("Stb (Default)", (int*)&BuildMode, FontBuildMode_Stb); + WantRebuild |= ImGui::DragFloat("Multiply", &FontsMultiply, 0.001f, 0.0f, 2.0f); + if (BuildMode == FontBuildMode_FreeType) + { + WantRebuild |= ImGui::CheckboxFlags("NoHinting", &FontsFlags, ImGuiFreeType::NoHinting); + WantRebuild |= ImGui::CheckboxFlags("NoAutoHint", &FontsFlags, ImGuiFreeType::NoAutoHint); + WantRebuild |= ImGui::CheckboxFlags("ForceAutoHint", &FontsFlags, ImGuiFreeType::ForceAutoHint); + WantRebuild |= ImGui::CheckboxFlags("LightHinting", &FontsFlags, ImGuiFreeType::LightHinting); + WantRebuild |= ImGui::CheckboxFlags("MonoHinting", &FontsFlags, ImGuiFreeType::MonoHinting); + WantRebuild |= ImGui::CheckboxFlags("Bold", &FontsFlags, ImGuiFreeType::Bold); + WantRebuild |= ImGui::CheckboxFlags("Oblique", &FontsFlags, ImGuiFreeType::Oblique); + } + ImGui::End(); + } +}; +``` + +**Known issues** +- Output texture has excessive resolution (lots of vertical waste). +- FreeType's memory allocator is not overridden. +- `cfg.OversampleH`, `OversampleV` are ignored (but perhaps not so necessary with this rasterizer). + +**Obligatory comparison screenshots** + +Using Windows built-in segoeui.ttf font. Open in new browser tabs, view at 1080p+. + +![freetype rasterizer](https://raw.githubusercontent.com/wiki/ocornut/imgui_club/images/freetype_20170817.png) + diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp new file mode 100644 index 000000000000..8235ac5f6c6f --- /dev/null +++ b/misc/freetype/imgui_freetype.cpp @@ -0,0 +1,379 @@ +// Wrapper to use Freetype (instead of stb_truetype) for Dear ImGui +// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype +// Original code by @Vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained by @ocornut + +// Changelog: +// - v0.50: (2017/08/16) imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks. +// - v0.51: (2017/08/26) cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply. +// - v0.52: (2017/09/26) fixes for imgui internal changes +// - v0.53: (2017/10/22) minor inconsequential change to match change in master (removed an unnecessary statement) +// - v0.54: (2018/01/22) fix for addition of ImFontAtlas::TexUvscale member +// - v0.55: (2018/02/04) moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club) + +// Gamma Correct Blending: +// FreeType assumes blending in linear space rather than gamma space. +// See https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph +// For correct results you need to be using sRGB and convert to linear space in the pixel shader output. +// The default imgui styles will be impacted by this change (alpha values will need tweaking). + +// TODO: +// - Output texture has excessive resolution (lots of vertical waste). +// - FreeType's memory allocator is not overridden. +// - cfg.OversampleH, OversampleV are ignored (but perhaps not so necessary with this rasterizer). + +#include "imgui_freetype.h" +#include "imgui_internal.h" // ImMin,ImMax,ImFontAtlasBuild*, +#include +#include +#include FT_FREETYPE_H +#include FT_GLYPH_H +#include FT_SYNTHESIS_H + +#ifdef _MSC_VER +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#endif + +#if defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#endif + +namespace +{ + // Glyph metrics: + // -------------- + // + // xmin xmax + // | | + // |<-------- width -------->| + // | | + // | +-------------------------+----------------- ymax + // | | ggggggggg ggggg | ^ ^ + // | | g:::::::::ggg::::g | | | + // | | g:::::::::::::::::g | | | + // | | g::::::ggggg::::::gg | | | + // | | g:::::g g:::::g | | | + // offsetX -|-------->| g:::::g g:::::g | offsetY | + // | | g:::::g g:::::g | | | + // | | g::::::g g:::::g | | | + // | | g:::::::ggggg:::::g | | | + // | | g::::::::::::::::g | | height + // | | gg::::::::::::::g | | | + // baseline ---*---------|---- gggggggg::::::g-----*-------- | + // / | | g:::::g | | + // origin | | gggggg g:::::g | | + // | | g:::::gg gg:::::g | | + // | | g::::::ggg:::::::g | | + // | | gg:::::::::::::g | | + // | | ggg::::::ggg | | + // | | gggggg | v + // | +-------------------------+----------------- ymin + // | | + // |------------- advanceX ----------->| + + /// A structure that describe a glyph. + struct GlyphInfo + { + float Width; // Glyph's width in pixels. + float Height; // Glyph's height in pixels. + float OffsetX; // The distance from the origin ("pen position") to the left of the glyph. + float OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0. + float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0. + }; + + // Font parameters and metrics. + struct FontInfo + { + uint32_t PixelHeight; // Size this font was generated with. + float Ascender; // The pixel extents above the baseline in pixels (typically positive). + float Descender; // The extents below the baseline in pixels (typically negative). + float LineSpacing; // The baseline-to-baseline distance. Note that it usually is larger than the sum of the ascender and descender taken as absolute values. There is also no guarantee that no glyphs extend above or below subsequent baselines when using this distance. Think of it as a value the designer of the font finds appropriate. + float LineGap; // The spacing in pixels between one row's descent and the next row's ascent. + float MaxAdvanceWidth; // This field gives the maximum horizontal cursor advance for all glyphs in the font. + }; + + // FreeType glyph rasterizer. + // NB: No ctor/dtor, explicitly call Init()/Shutdown() + struct FreeTypeFont + { + bool Init(const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime. + void Shutdown(); + void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size + + bool CalcGlyphInfo(uint32_t codepoint, GlyphInfo& glyph_info, FT_Glyph& ft_glyph, FT_BitmapGlyph& ft_bitmap); + void BlitGlyph(FT_BitmapGlyph ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = NULL); + + // [Internals] + FontInfo Info; // Font descriptor of the current font. + unsigned int UserFlags; // = ImFontConfig::RasterizerFlags + FT_Library FreetypeLibrary; + FT_Face FreetypeFace; + FT_Int32 FreetypeLoadFlags; + }; + + // From SDL_ttf: Handy routines for converting from fixed point + #define FT_CEIL(X) (((X + 63) & -64) / 64) + + bool FreeTypeFont::Init(const ImFontConfig& cfg, unsigned int extra_user_flags) + { + // FIXME: substitute allocator + FT_Error error = FT_Init_FreeType(&FreetypeLibrary); + if (error != 0) + return false; + error = FT_New_Memory_Face(FreetypeLibrary, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &FreetypeFace); + if (error != 0) + return false; + error = FT_Select_Charmap(FreetypeFace, FT_ENCODING_UNICODE); + if (error != 0) + return false; + + memset(&Info, 0, sizeof(Info)); + SetPixelHeight((uint32_t)cfg.SizePixels); + + // Convert to freetype flags (nb: Bold and Oblique are processed separately) + UserFlags = cfg.RasterizerFlags | extra_user_flags; + FreetypeLoadFlags = FT_LOAD_NO_BITMAP; + if (UserFlags & ImGuiFreeType::NoHinting) FreetypeLoadFlags |= FT_LOAD_NO_HINTING; + if (UserFlags & ImGuiFreeType::NoAutoHint) FreetypeLoadFlags |= FT_LOAD_NO_AUTOHINT; + if (UserFlags & ImGuiFreeType::ForceAutoHint) FreetypeLoadFlags |= FT_LOAD_FORCE_AUTOHINT; + if (UserFlags & ImGuiFreeType::LightHinting) + FreetypeLoadFlags |= FT_LOAD_TARGET_LIGHT; + else if (UserFlags & ImGuiFreeType::MonoHinting) + FreetypeLoadFlags |= FT_LOAD_TARGET_MONO; + else + FreetypeLoadFlags |= FT_LOAD_TARGET_NORMAL; + + return true; + } + + void FreeTypeFont::Shutdown() + { + if (FreetypeFace) + { + FT_Done_Face(FreetypeFace); + FreetypeFace = NULL; + FT_Done_FreeType(FreetypeLibrary); + FreetypeLibrary = NULL; + } + } + + void FreeTypeFont::SetPixelHeight(int pixel_height) + { + // I'm not sure how to deal with font sizes properly. + // As far as I understand, currently ImGui assumes that the 'pixel_height' is a maximum height of an any given glyph, + // i.e. it's the sum of font's ascender and descender. Seems strange to me. + FT_Size_RequestRec req; + req.type = FT_SIZE_REQUEST_TYPE_REAL_DIM; + req.width = 0; + req.height = (uint32_t)pixel_height * 64; + req.horiResolution = 0; + req.vertResolution = 0; + FT_Request_Size(FreetypeFace, &req); + + // update font info + FT_Size_Metrics metrics = FreetypeFace->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); + } + + bool FreeTypeFont::CalcGlyphInfo(uint32_t codepoint, GlyphInfo &glyph_info, FT_Glyph& ft_glyph, FT_BitmapGlyph& ft_bitmap) + { + uint32_t glyph_index = FT_Get_Char_Index(FreetypeFace, codepoint); + FT_Error error = FT_Load_Glyph(FreetypeFace, glyph_index, FreetypeLoadFlags); + if (error) + return false; + + // Need an outline for this to work + FT_GlyphSlot slot = FreetypeFace->glyph; + IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE); + + if (UserFlags & ImGuiFreeType::Bold) + FT_GlyphSlot_Embolden(slot); + if (UserFlags & ImGuiFreeType::Oblique) + FT_GlyphSlot_Oblique(slot); + + // Retrieve the glyph + error = FT_Get_Glyph(slot, &ft_glyph); + if (error != 0) + return false; + + // Rasterize + error = FT_Glyph_To_Bitmap(&ft_glyph, FT_RENDER_MODE_NORMAL, NULL, true); + if (error != 0) + return false; + + ft_bitmap = (FT_BitmapGlyph)ft_glyph; + glyph_info.AdvanceX = (float)FT_CEIL(slot->advance.x); + glyph_info.OffsetX = (float)ft_bitmap->left; + glyph_info.OffsetY = -(float)ft_bitmap->top; + glyph_info.Width = (float)ft_bitmap->bitmap.width; + glyph_info.Height = (float)ft_bitmap->bitmap.rows; + + return true; + } + + void FreeTypeFont::BlitGlyph(FT_BitmapGlyph ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table) + { + IM_ASSERT(ft_bitmap != NULL); + + const uint32_t w = ft_bitmap->bitmap.width; + const uint32_t h = ft_bitmap->bitmap.rows; + const uint8_t* src = ft_bitmap->bitmap.buffer; + const uint32_t src_pitch = ft_bitmap->bitmap.pitch; + + if (multiply_table == NULL) + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + memcpy(dst, src, w); + } + else + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + dst[x] = multiply_table[src[x]]; + } + } +} + +#define STBRP_ASSERT(x) IM_ASSERT(x) +#define STBRP_STATIC +#define STB_RECT_PACK_IMPLEMENTATION +#include "stb_rect_pack.h" + +bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags) +{ + IM_ASSERT(atlas->ConfigData.Size > 0); + IM_ASSERT(atlas->TexGlyphPadding == 1); // Not supported + + ImFontAtlasBuildRegisterDefaultCustomRects(atlas); + + atlas->TexID = NULL; + atlas->TexWidth = atlas->TexHeight = 0; + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->ClearTexData(); + + ImVector fonts; + fonts.resize(atlas->ConfigData.Size); + + ImVec2 max_glyph_size(1.0f, 1.0f); + + // Count glyphs/ranges, initialize font + int total_glyphs_count = 0; + int total_ranges_count = 0; + for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++) + { + ImFontConfig& cfg = atlas->ConfigData[input_i]; + FreeTypeFont& font_face = fonts[input_i]; + IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); + + if (!font_face.Init(cfg, extra_flags)) + return false; + + max_glyph_size.x = ImMax(max_glyph_size.x, font_face.Info.MaxAdvanceWidth); + max_glyph_size.y = ImMax(max_glyph_size.y, font_face.Info.Ascender - font_face.Info.Descender); + + if (!cfg.GlyphRanges) + cfg.GlyphRanges = atlas->GetGlyphRangesDefault(); + for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[ 1 ]; in_range += 2, total_ranges_count++) + total_glyphs_count += (in_range[1] - in_range[0]) + 1; + } + + // We need a width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish. + // Width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + atlas->TexWidth = (atlas->TexDesiredWidth > 0) ? atlas->TexDesiredWidth : (total_glyphs_count > 4000) ? 4096 : (total_glyphs_count > 2000) ? 2048 : (total_glyphs_count > 1000) ? 1024 : 512; + + // We don't do the original first pass to determine texture height, but just rough estimate. + // Looks ugly inaccurate and excessive, but AFAIK with FreeType we actually need to render glyphs to get exact sizes. + // Alternatively, we could just render all glyphs into a big shadow buffer, get their sizes, do the rectangle packing and just copy back from the + // shadow buffer to the texture buffer. Will give us an accurate texture height, but eat a lot of temp memory. Probably no one will notice.) + const int total_rects = total_glyphs_count + atlas->CustomRects.size(); + float min_rects_per_row = ceilf((atlas->TexWidth / (max_glyph_size.x + 1.0f))); + float min_rects_per_column = ceilf(total_rects / min_rects_per_row); + atlas->TexHeight = (int)(min_rects_per_column * (max_glyph_size.y + 1.0f)); + + // Create texture + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight); + memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); + + // Start packing + ImVector pack_nodes; + pack_nodes.resize(total_rects); + stbrp_context context; + stbrp_init_target(&context, atlas->TexWidth, atlas->TexHeight, pack_nodes.Data, total_rects); + + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). + ImFontAtlasBuildPackCustomRects(atlas, &context); + + // Render characters, setup ImFont and glyphs for runtime + for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++) + { + ImFontConfig& cfg = atlas->ConfigData[input_i]; + FreeTypeFont& font_face = fonts[input_i]; + ImFont* dst_font = cfg.DstFont; + if (cfg.MergeMode) + dst_font->BuildLookupTable(); + + const float ascent = font_face.Info.Ascender; + const float descent = font_face.Info.Descender; + ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); + const float off_x = cfg.GlyphOffset.x; + const float off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); + + bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f); + unsigned char multiply_table[256]; + if (multiply_enabled) + ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply); + + for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2) + { + for (uint32_t codepoint = in_range[0]; codepoint <= in_range[1]; ++codepoint) + { + if (cfg.MergeMode && dst_font->FindGlyphNoFallback((unsigned short)codepoint)) + continue; + + FT_Glyph ft_glyph = NULL; + FT_BitmapGlyph ft_glyph_bitmap = NULL; // NB: will point to bitmap within FT_Glyph + GlyphInfo glyph_info; + if (!font_face.CalcGlyphInfo(codepoint, glyph_info, ft_glyph, ft_glyph_bitmap)) + continue; + + // Pack rectangle + stbrp_rect rect; + rect.w = (uint16_t)glyph_info.Width + 1; // Account for texture filtering + rect.h = (uint16_t)glyph_info.Height + 1; + stbrp_pack_rects(&context, &rect, 1); + + // Copy rasterized pixels to main texture + uint8_t* blit_dst = atlas->TexPixelsAlpha8 + rect.y * atlas->TexWidth + rect.x; + font_face.BlitGlyph(ft_glyph_bitmap, blit_dst, atlas->TexWidth, multiply_enabled ? multiply_table : NULL); + FT_Done_Glyph(ft_glyph); + + // Register glyph + dst_font->AddGlyph((ImWchar)codepoint, + glyph_info.OffsetX + off_x, + glyph_info.OffsetY + off_y, + glyph_info.OffsetX + off_x + glyph_info.Width, + glyph_info.OffsetY + off_y + glyph_info.Height, + rect.x / (float)atlas->TexWidth, + rect.y / (float)atlas->TexHeight, + (rect.x + glyph_info.Width) / (float)atlas->TexWidth, + (rect.y + glyph_info.Height) / (float)atlas->TexHeight, + glyph_info.AdvanceX); + } + } + } + + // Cleanup + for (int n = 0; n < fonts.Size; n++) + fonts[n].Shutdown(); + + ImFontAtlasBuildFinish(atlas); + + return true; +} diff --git a/misc/freetype/imgui_freetype.h b/misc/freetype/imgui_freetype.h new file mode 100644 index 000000000000..b8062bf715b2 --- /dev/null +++ b/misc/freetype/imgui_freetype.h @@ -0,0 +1,31 @@ +// Wrapper to use Freetype (instead of stb_truetype) for Dear ImGui +// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype +// Original code by @Vuhdo (Aleksei Skriabin), maintained by @ocornut + +#pragma once + +#include "imgui.h" // IMGUI_API, ImFontAtlas + +namespace ImGuiFreeType +{ + // Hinting greatly impacts visuals (and glyph sizes). + // When disabled, FreeType generates blurrier glyphs, more or less matches the stb's output. + // The Default hinting mode usually looks good, but may distort glyphs in an unusual way. + // The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer. + + // You can set those flags on a per font basis in ImFontConfig::RasterizerFlags. + // Use the 'extra_flags' parameter of BuildFontAtlas() to force a flag on all your fonts. + enum RasterizerFlags + { + // By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter. + NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes. + NoAutoHint = 1 << 1, // Disable auto-hinter. + ForceAutoHint = 1 << 2, // Indicates that the auto-hinter is preferred over the font's native hinter. + LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text. + MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output. + Bold = 1 << 5, // Styling: Should we artificially embolden the font? + Oblique = 1 << 6 // Styling: Should we slant the font, emulating italic style? + }; + + IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0); +} diff --git a/misc/natvis/README.txt b/misc/natvis/README.txt new file mode 100644 index 000000000000..821014e2fc1b --- /dev/null +++ b/misc/natvis/README.txt @@ -0,0 +1,3 @@ + +Natvis file to describe types in Visual Studio debugger. +You can include this in a project file, or install in Visual Studio folder. diff --git a/misc/natvis/imgui.natvis b/misc/natvis/imgui.natvis new file mode 100644 index 000000000000..48b20426e385 --- /dev/null +++ b/misc/natvis/imgui.natvis @@ -0,0 +1,39 @@ + + + + + + + + {{Size={Size} Capacity={Capacity}}} + + + Size + Data + + + + + + {{x={x,g} y={y,g}}} + + + + {{x={x,g} y={y,g} z={z,g} w={w,g}}} + + + + {{Min=({Min.x,g} {Min.y,g}) Max=({Max.x,g} {Max.y,g}) Size=({Max.x-Min.x,g} {Max.y-Min.y,g})}} + + Min + Max + Max.x - Min.x + Max.y - Min.y + + + + + {{Name={Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags & 0x01000000)?1:0,d} Popup {(Flags & 0x04000000)?1:0,d}} + + + \ No newline at end of file diff --git a/stb_rect_pack.h b/stb_rect_pack.h index c75527da1e08..2b07dcc82c8c 100644 --- a/stb_rect_pack.h +++ b/stb_rect_pack.h @@ -1,4 +1,4 @@ -// stb_rect_pack.h - v0.10 - public domain - rectangle packing +// stb_rect_pack.h - v0.11 - public domain - rectangle packing // Sean Barrett 2014 // // Useful for e.g. packing rectangular textures into an atlas. @@ -27,11 +27,14 @@ // Sean Barrett // Minor features // Martins Mozeiko +// github:IntellectualKitty +// // Bugfixes / warning fixes // Jeremy Jaussaud // // Version history: // +// 0.11 (2017-03-03) return packing success/fail result // 0.10 (2016-10-25) remove cast-away-const to avoid warnings // 0.09 (2016-08-27) fix compiler warnings // 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0) @@ -43,9 +46,7 @@ // // LICENSE // -// This software is dual-licensed to the public domain and under the following -// license: you are granted a perpetual, irrevocable license to copy, modify, -// publish, and distribute this file as you see fit. +// See end of file for license information. ////////////////////////////////////////////////////////////////////////////// // @@ -77,7 +78,7 @@ typedef int stbrp_coord; typedef unsigned short stbrp_coord; #endif -STBRP_DEF void stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); // Assign packed locations to rectangles. The rectangles are of type // 'stbrp_rect' defined below, stored in the array 'rects', and there // are 'num_rects' many of them. @@ -98,6 +99,9 @@ STBRP_DEF void stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int // arrays will probably produce worse packing results than calling it // a single time with the full rectangle array, but the option is // available. +// +// The function returns 1 if all of the rectangles were successfully +// packed and 0 otherwise. struct stbrp_rect { @@ -202,8 +206,10 @@ struct stbrp_context #ifdef _MSC_VER #define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl #else #define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL #endif enum @@ -488,17 +494,14 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i STBRP_ASSERT(cur->next == NULL); { - stbrp_node *L1 = NULL, *L2 = NULL; int count=0; cur = context->active_head; while (cur) { - L1 = cur; cur = cur->next; ++count; } cur = context->free_head; while (cur) { - L2 = cur; cur = cur->next; ++count; } @@ -509,7 +512,7 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i return res; } -static int rect_height_compare(const void *a, const void *b) +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) { const stbrp_rect *p = (const stbrp_rect *) a; const stbrp_rect *q = (const stbrp_rect *) b; @@ -520,18 +523,7 @@ static int rect_height_compare(const void *a, const void *b) return (p->w > q->w) ? -1 : (p->w < q->w); } -static int rect_width_compare(const void *a, const void *b) -{ - const stbrp_rect *p = (const stbrp_rect *) a; - const stbrp_rect *q = (const stbrp_rect *) b; - if (p->w > q->w) - return -1; - if (p->w < q->w) - return 1; - return (p->h > q->h) ? -1 : (p->h < q->h); -} - -static int rect_original_order(const void *a, const void *b) +static int STBRP__CDECL rect_original_order(const void *a, const void *b) { const stbrp_rect *p = (const stbrp_rect *) a; const stbrp_rect *q = (const stbrp_rect *) b; @@ -544,9 +536,9 @@ static int rect_original_order(const void *a, const void *b) #define STBRP__MAXVAL 0xffff #endif -STBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) { - int i; + int i, all_rects_packed = 1; // we use the 'was_packed' field internally to allow sorting/unsorting for (i=0; i < num_rects; ++i) { @@ -576,8 +568,56 @@ STBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int n // unsort STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); - // set was_packed flags - for (i=0; i < num_rects; ++i) + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } + + // return the all_rects_packed status + return all_rects_packed; } #endif + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/ diff --git a/stb_textedit.h b/stb_textedit.h index 4b731a0c2295..7324fb6b4a45 100644 --- a/stb_textedit.h +++ b/stb_textedit.h @@ -677,9 +677,8 @@ 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(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) +static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *text, int len) { - STB_TEXTEDIT_CHARTYPE *text = (STB_TEXTEDIT_CHARTYPE *) ctext; // if there's a selection, the paste should delete it stb_textedit_clamp(str, state); stb_textedit_delete_selection(str,state); diff --git a/stb_truetype.h b/stb_truetype.h index 92b9a875478f..f65deb50346e 100644 --- a/stb_truetype.h +++ b/stb_truetype.h @@ -1,4 +1,4 @@ -// stb_truetype.h - v1.14 - public domain +// stb_truetype.h - v1.19 - public domain // authored from 2009-2016 by Sean Barrett / RAD Game Tools // // This library processes TrueType files: @@ -6,6 +6,7 @@ // extract glyph metrics // extract glyph shapes // render glyphs to one-channel bitmaps with antialiasing (box filter) +// render glyphs to one-channel SDF bitmaps (signed-distance field/function) // // Todo: // non-MS cmaps @@ -21,39 +22,40 @@ // Mikko Mononen: compound shape support, more cmap formats // Tor Andersson: kerning, subpixel rendering // Dougall Johnson: OpenType / Type 2 font handling +// Daniel Ribeiro Maciel: basic GPOS-based kerning // // Misc other: // Ryan Gordon // Simon Glass // github:IntellectualKitty +// Imanol Celaya +// Daniel Ribeiro Maciel // // Bug/warning reports/fixes: -// "Zer" on mollyrocket (with fix) -// Cass Everitt -// stoiko (Haemimont Games) -// Brian Hook -// Walter van Niftrik -// David Gow -// David Given -// Ivan-Assen Ivanov -// Anthony Pesch -// Johan Duparc -// Hou Qiming -// Fabian "ryg" Giesen -// Martins Mozeiko -// Cap Petschulat -// Omar Cornut -// github:aloucks -// Peter LaValle -// Sergey Popov -// Giumo X. Clanjor -// Higor Euripedes -// Thomas Fields -// Derek Vinyard -// +// "Zer" on mollyrocket Fabian "ryg" Giesen +// Cass Everitt Martins Mozeiko +// stoiko (Haemimont Games) Cap Petschulat +// Brian Hook Omar Cornut +// Walter van Niftrik github:aloucks +// David Gow Peter LaValle +// David Given Sergey Popov +// Ivan-Assen Ivanov Giumo X. Clanjor +// Anthony Pesch Higor Euripedes +// Johan Duparc Thomas Fields +// Hou Qiming Derek Vinyard +// Rob Loach Cort Stratton +// Kenney Phillis Jr. github:oyvindjam +// Brian Costabile github:vassvik +// // VERSION HISTORY // -// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts, num-fonts-in-TTC function +// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts // 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual // 1.11 (2016-04-02) fix unused-variable warning // 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef @@ -69,9 +71,7 @@ // // LICENSE // -// This software is dual-licensed to the public domain and under the following -// license: you are granted a perpetual, irrevocable license to copy, modify, -// publish, and distribute this file as you see fit. +// See end of file for license information. // // USAGE // @@ -91,7 +91,7 @@ // Improved 3D API (more shippable): // #include "stb_rect_pack.h" -- optional, but you really want it // stbtt_PackBegin() -// stbtt_PackSetOversample() -- for improved quality on small fonts +// stbtt_PackSetOversampling() -- for improved quality on small fonts // stbtt_PackFontRanges() -- pack and renders // stbtt_PackEnd() // stbtt_GetPackedQuad() @@ -109,6 +109,7 @@ // Character advance/positioning // stbtt_GetCodepointHMetrics() // stbtt_GetFontVMetrics() +// stbtt_GetFontVMetricsOS2() // stbtt_GetCodepointKernAdvance() // // Starting with version 1.06, the rasterizer was replaced with a new, @@ -164,7 +165,7 @@ // measurement for describing font size, defined as 72 points per inch. // stb_truetype provides a point API for compatibility. However, true // "per inch" conventions don't make much sense on computer displays -// since they different monitors have different number of pixels per +// since different monitors have different number of pixels per // inch. For example, Windows traditionally uses a convention that // there are 96 pixels per inch, thus making 'inch' measurements have // nothing to do with inches, and thus effectively defining a point to @@ -174,6 +175,39 @@ // for non-commercial fonts, thus making fonts scaled in points // according to the TrueType spec incoherently sized in practice. // +// DETAILED USAGE: +// +// Scale: +// Select how high you want the font to be, in points or pixels. +// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute +// a scale factor SF that will be used by all other functions. +// +// Baseline: +// You need to select a y-coordinate that is the baseline of where +// your text will appear. Call GetFontBoundingBox to get the baseline-relative +// bounding box for all characters. SF*-y0 will be the distance in pixels +// that the worst-case character could extend above the baseline, so if +// you want the top edge of characters to appear at the top of the +// screen where y=0, then you would set the baseline to SF*-y0. +// +// Current point: +// Set the current point where the first character will appear. The +// first character could extend left of the current point; this is font +// dependent. You can either choose a current point that is the leftmost +// point and hope, or add some padding, or check the bounding box or +// left-side-bearing of the first character to be displayed and set +// the current point based on that. +// +// Displaying a character: +// Compute the bounding box of the character. It will contain signed values +// relative to . I.e. if it returns x0,y0,x1,y1, +// then the character should be displayed in the rectangle from +// to #define STBTT_ifloor(x) ((int) floor(x)) @@ -406,6 +441,18 @@ int main(int arg, char **argv) #ifndef STBTT_sqrt #include #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif + + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif + + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) #endif #ifndef STBTT_fabs @@ -431,7 +478,7 @@ int main(int arg, char **argv) #endif #ifndef STBTT_memcpy - #include + #include #define STBTT_memcpy memcpy #define STBTT_memset memset #endif @@ -494,7 +541,7 @@ typedef struct float x1,y1,s1,t1; // bottom-right } stbtt_aligned_quad; -STBTT_DEF void stbtt_GetBakedQuad(stbtt_bakedchar *chardata, int pw, int ph, // same data as above +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above int char_index, // character to display float *xpos, float *ypos, // pointers to current position in screen pixel space stbtt_aligned_quad *q, // output: quad to draw @@ -547,7 +594,7 @@ STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); #define STBTT_POINT_SIZE(x) (-(x)) -STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, float font_size, +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); // Creates character bitmaps from the font_index'th font found in fontdata (use // font_index=0 if you don't know what that is). It creates num_chars_in_range @@ -572,7 +619,7 @@ typedef struct unsigned char h_oversample, v_oversample; // don't set these, they're used internally } stbtt_pack_range; -STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); // Creates character bitmaps from multiple ranges of characters stored in // ranges. This will usually create a better-packed bitmap than multiple // calls to stbtt_PackFontRange. Note that you can call this multiple @@ -594,7 +641,7 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h // To use with PackFontRangesGather etc., you must set it before calls // call to PackFontRangesGatherRects. -STBTT_DEF void stbtt_GetPackedQuad(stbtt_packedchar *chardata, int pw, int ph, // same data as above +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above int char_index, // character to display float *xpos, float *ypos, // pointers to current position in screen pixel space stbtt_aligned_quad *q, // output: quad to draw @@ -657,7 +704,7 @@ struct stbtt_fontinfo int numGlyphs; // number of glyphs, needed for range checking - int loca,head,glyf,hhea,hmtx,kern; // table locations as offset from start of .ttf + int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf int index_map; // a cmap mapping for our chosen character encoding int indexToLocFormat; // format needed to map from glyph index to glyph @@ -714,6 +761,12 @@ STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, in // these are expressed in unscaled coordinates, so you must multiply by // the scale factor for a given size +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); +// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 +// table (specific to MS/Windows TTF files). +// +// Returns 1 on success (table present), 0 on failure. + STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); // the bounding box around all possible characters @@ -808,6 +861,10 @@ STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, uns // same as stbtt_MakeCodepointBitmap, but you can specify a subpixel // shift for the character +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); +// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering +// is performed (see stbtt_PackSetOversampling) + STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); // get the bbox of the bitmap centered around the glyph origin; so the // bitmap width is ix1-ix0, height is iy1-iy0, and location to place @@ -825,6 +882,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); @@ -847,6 +905,64 @@ STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap int invert, // if non-zero, vertically flip shape void *userdata); // context for to STBTT_MALLOC +////////////////////////////////////////////////////////////////////////////// +// +// Signed Distance Function (or Field) rendering + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); +// frees the SDF bitmap allocated below + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +// These functions compute a discretized SDF field for a single character, suitable for storing +// in a single-channel texture, sampling with bilinear filtering, and testing against +// larger than some threshhold to produce scalable fonts. +// info -- the font +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), +// which allows effects like bit outlines +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) +// if positive, > onedge_value is inside; if negative, < onedge_value is inside +// width,height -- output height & width of the SDF bitmap (including padding) +// xoff,yoff -- output origin of the character +// return value -- a 2D array of bytes 0..255, width*height in size +// +// pixel_dist_scale & onedge_value are a scale & bias that allows you to make +// optimal use of the limited 0..255 for your application, trading off precision +// and special effects. SDF values outside the range 0..255 are clamped to 0..255. +// +// Example: +// scale = stbtt_ScaleForPixelHeight(22) +// padding = 5 +// onedge_value = 180 +// pixel_dist_scale = 180/5.0 = 36.0 +// +// This will create an SDF bitmap in which the character is about 22 pixels +// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled +// shape, sample the SDF at each pixel and fill the pixel if the SDF value +// is greater than or equal to 180/255. (You'll actually want to antialias, +// which is beyond the scope of this example.) Additionally, you can compute +// offset outlines (e.g. to stroke the character border inside & outside, +// or only outside). For example, to fill outside the character up to 3 SDF +// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above +// choice of variables maps a range from 5 pixels outside the shape to +// 2 pixels inside the shape to 0..255; this is intended primarily for apply +// outside effects only (the interior range is needed to allow proper +// antialiasing of the font at *smaller* sizes) +// +// The function computes the SDF analytically at each SDF pixel, not by e.g. +// building a higher-res bitmap and approximating it. In theory the quality +// should be as high as possible for an SDF of this size & representation, but +// unclear if this is true in practice (perhaps building a higher-res bitmap +// and computing from that can allow drop-out prevention). +// +// The algorithm has not been optimized at all, so expect it to be slow +// if computing lots of characters or very large sizes. + + + ////////////////////////////////////////////////////////////////////////////// // // Finding the right font... @@ -1231,6 +1347,7 @@ static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, in info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required if (!cmap || !info->head || !info->hhea || !info->hmtx) return 0; @@ -2084,7 +2201,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st // push immediate if (b0 == 255) { - f = (float)stbtt__buf_get32(&b) / 0x10000; + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; } else { stbtt__buf_skip(&b, -1); f = (float)(stbtt_int16)stbtt__cff_int(&b); @@ -2122,12 +2239,10 @@ static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, in { stbtt__csctx c = STBTT__CSCTX_INIT(1); int r = stbtt__run_charstring(info, glyph_index, &c); - if (x0) { - *x0 = r ? c.min_x : 0; - *y0 = r ? c.min_y : 0; - *x1 = r ? c.max_x : 0; - *y1 = r ? c.max_y : 0; - } + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; return r ? c.num_vertices : 0; } @@ -2151,7 +2266,7 @@ STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_inde } } -STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) { stbtt_uint8 *data = info->data + info->kern; stbtt_uint32 needle, straw; @@ -2181,9 +2296,261 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, return 0; } +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +{ + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch(coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } + } + } break; + + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; + + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + } break; + } + + return -1; +} + +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) +{ + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch(classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + + classDefTable = classDef1ValueArray + 2 * glyphCount; + } break; + + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; + + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + + classDefTable = classRangeRecords + 6 * classRangeCount; + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + } break; + } + + return -1; +} + +// Define to STBTT_assert(x) if you want to break on unimplemented formats. +#define STBTT_GPOS_TODO_assert(x) + +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +{ + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i; + + if (!info->gpos) return 0; + + data = info->data + info->gpos; + + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); + + for (i=0; i> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } break; + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + STBTT_assert(glyph1class < class1Count); + STBTT_assert(glyph2class < class2Count); + + // TODO: Support more formats. + STBTT_GPOS_TODO_assert(valueFormat1 == 4); + if (valueFormat1 != 4) return 0; + STBTT_GPOS_TODO_assert(valueFormat2 == 0); + if (valueFormat2 != 0) return 0; + + if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) { + stbtt_uint8 *class1Records = table + 16; + stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count); + stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + break; + }; + } + } + break; + }; + + default: + // TODO: Implement other stuff. + break; + } + } + + return 0; +} + +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) +{ + int xAdvance = 0; + + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + + if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + + return xAdvance; +} + STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) { - if (!info->kern) // if no kerning table, don't waste time looking up both codepoint->glyphs + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs return 0; return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); } @@ -2200,6 +2567,17 @@ STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, in if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); } +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) +{ + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; +} + STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) { *x0 = ttSHORT(info->data + info->head + 36); @@ -2296,7 +2674,7 @@ static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) hh->num_remaining_in_head_chunk = count; } --hh->num_remaining_in_head_chunk; - return (char *) (hh->head) + size * hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; } } @@ -2692,19 +3070,18 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, // from the other y segment, and it might ignored as an empty segment. to avoid // that, we need to explicitly produce segments based on x positions. - // rename variables to clear pairs + // rename variables to clearly-defined pairs float y0 = y_top; float x1 = (float) (x); float x2 = (float) (x+1); float x3 = xb; float y3 = y_bottom; - float y1,y2; // x = e->x + e->dx * (y-y_top) // (y-y_top) = (x - e->x) / e->dx // y = (x - e->x) / e->dx + y_top - y1 = (x - x0) / dx + y_top; - y2 = (x+1 - x0) / dx + y_top; + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; if (x0 < x1 && x3 > x2) { // three segments descending down-right stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); @@ -3131,8 +3508,9 @@ static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) { - float scale = scale_x > scale_y ? scale_y : scale_x; - int winding_count, *winding_lengths; + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); if (windings) { stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); @@ -3220,6 +3598,11 @@ STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo * return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); } +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) +{ + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); +} + STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) { stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); @@ -3287,11 +3670,11 @@ static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // fo return bottom_y; } -STBTT_DEF void stbtt_GetBakedQuad(stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) { float d3d_bias = opengl_fillrule ? 0 : -0.5f; float ipw = 1.0f / pw, iph = 1.0f / ph; - stbtt_bakedchar *b = chardata + char_index; + const stbtt_bakedchar *b = chardata + char_index; int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); @@ -3599,6 +3982,29 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb return k; } +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) +{ + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); + + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); +} + // rects array must be big enough to accommodate all characters in the given ranges STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) { @@ -3687,7 +4093,7 @@ STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); } -STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) { stbtt_fontinfo info; int i,j,n, return_value = 1; @@ -3723,7 +4129,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontd return return_value; } -STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, unsigned char *fontdata, int font_index, float font_size, +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) { stbtt_pack_range range; @@ -3735,10 +4141,10 @@ STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, unsigned char *fontda return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); } -STBTT_DEF void stbtt_GetPackedQuad(stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) { float ipw = 1.0f / pw, iph = 1.0f / ph; - stbtt_packedchar *b = chardata + char_index; + const stbtt_packedchar *b = chardata + char_index; if (align_to_integer) { float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); @@ -3762,6 +4168,387 @@ STBTT_DEF void stbtt_GetPackedQuad(stbtt_packedchar *chardata, int pw, int ph, i *xpos += b->xadvance; } +////////////////////////////////////////////////////////////////////////////// +// +// sdf computation +// + +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) + +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) +{ + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; + + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; + + float s0 = 0., s1 = 0.; + int num_s = 0; + + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } + + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; + + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; + + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; + + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } +} + +static int equal(float *a, float *b) +{ + return (a[0] == b[0] && a[1] == b[1]); +} + +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) +{ + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; + + orig[0] = x; + orig[1] = y; + + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + orig[1] = y; + + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); + } + } + } + } + return winding; +} + +static float stbtt__cuberoot( float x ) +{ + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); +} + +// x^3 + c*x^2 + b*x + a = 0 +static int stbtt__solve_cubic(float a, float b, float c, float* r) +{ + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; + float p3 = p*p*p; + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); + float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); + + //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? + //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); + //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); + return 3; + } +} + +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; + + // if one scale is 0, use same scale for both + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) return NULL; // if both scales are 0, return NULL + scale_y = scale_x; + } + + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); + + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; + + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; + + w = (ix1 - ix0); + h = (iy1 - iy0); + + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; + + // invert for y-downwards bitmaps + scale_y = -scale_y; + + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); + + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); + else + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } + + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); + + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path + + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + + // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve + float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + + if (verts[i].type == STBTT_vline) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3],px,py,t,it; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } + } + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } + } + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; +} + +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) +{ + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); +} + +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) +{ + STBTT_free(bitmap, userdata); +} ////////////////////////////////////////////////////////////////////////////// // @@ -3969,6 +4756,13 @@ STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const // FULL VERSION HISTORY // +// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod +// 1.18 (2018-01-29) add missing function +// 1.17 (2017-07-23) make more arguments const; doc fix +// 1.16 (2017-07-12) SDF support +// 1.15 (2017-03-03) make more arguments const +// 1.14 (2017-01-16) num-fonts-in-TTC function +// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts // 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual // 1.11 (2016-04-02) fix unused-variable warning // 1.10 (2016-04-02) allow user-defined fabs() replacement @@ -4016,3 +4810,45 @@ STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const // 0.2 (2009-03-11) Fix unsigned/signed char warnings // 0.1 (2009-03-09) First public release // + +/* +------------------------------------------------------------------------------ +This software is available under 2 licenses -- choose whichever you prefer. +------------------------------------------------------------------------------ +ALTERNATIVE A - MIT License +Copyright (c) 2017 Sean Barrett +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +------------------------------------------------------------------------------ +ALTERNATIVE B - Public Domain (www.unlicense.org) +This is free and unencumbered software released into the public domain. +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, +commercial or non-commercial, and by any means. +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to +this software under copyright law. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +------------------------------------------------------------------------------ +*/