diff --git a/.vscode/launch.json b/.vscode/launch.json
index c0b4d88..d666aad 100644
--- a/.vscode/launch.json
+++ b/.vscode/launch.json
@@ -8,10 +8,10 @@
"name": "(Windows) Launch",
"type": "cppvsdbg",
"request": "launch",
- "program": "${workspaceFolder}/build/bin/Debug/Editor.exe",
- "args": [],
+ "program": "${workspaceFolder}/build/bin/Debug/IAE.exe",
+ "args": ["new", "-name", "SpaceCase"],
"stopAtEntry": false,
- "cwd": "${workspaceFolder}/Samples/SpaceInvaders",
+ "cwd": "${workspaceFolder}/Playground",
"environment": [],
"console": "externalTerminal",
"preLaunchTask": "CMake: build"
diff --git a/CLI/CMakeLists.txt b/CLI/CMakeLists.txt
new file mode 100644
index 0000000..04372d6
--- /dev/null
+++ b/CLI/CMakeLists.txt
@@ -0,0 +1,10 @@
+set(SRC_FILES
+ "Src/Imp/CPP/Main.cpp"
+ "Src/Imp/CPP/CLI.cpp"
+)
+
+add_executable(IAE ${SRC_FILES})
+
+target_include_directories(IAE PRIVATE "Src/Imp/HPP")
+
+target_link_libraries(IAE PRIVATE IAEngine)
diff --git a/CLI/Src/Imp/CPP/CLI.cpp b/CLI/Src/Imp/CPP/CLI.cpp
new file mode 100644
index 0000000..cd01e01
--- /dev/null
+++ b/CLI/Src/Imp/CPP/CLI.cpp
@@ -0,0 +1,76 @@
+// IAEngine: 2D Game Engine by IA
+// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
+//
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program. If not, see .
+
+#include
+
+#include
+
+#include
+
+namespace ia::iae
+{
+#define REPORT_STATUS(...) printf(__CC_MAGENTA "%s" __CC_DEFAULT "\n", BuildString(__VA_ARGS__).c_str())
+#define REPORT_ERROR(...) printf(__CC_RED "%s" __CC_DEFAULT "\n", BuildString(__VA_ARGS__).c_str())
+#define REPORT_SUCCESS(...) printf(__CC_GREEN "%s" __CC_DEFAULT "\n", BuildString(__VA_ARGS__).c_str())
+
+ CLI::CLI() : ia::CLI("IAEngine CLI", IA_MAKE_VERSION(1, 0, 0), "Copyright (C) 2025 IASoft (PVT) LTD")
+ {
+ RegisterCommand({
+ .ID = "new",
+ .Shorthand = 'n',
+ .Help = "Creates a new game project",
+ .Parameters =
+ {
+ {
+ .ID = "name",
+ .Help = "Name of the project to be created",
+ .IsOptional = false,
+ .Type = ParameterValueType::STRING,
+ },
+ },
+ .Action = [&](IN Map&& params, IN Map&& switches)
+ {
+ try {
+ CreateNewProject(params["name"].StringValue);
+ } catch(CONST std::exception& e) {
+ IAE_LOG_ERROR("EXCEPTION: ", e.what());
+ return -4;
+ }
+ return 0;
+ },
+ });
+ // RegisterCommand({.ID = "run", .Shorthand = 'r', .Help = ""});
+ // RegisterCommand({.ID = "debug", .Shorthand = 'd', .Help = ""});
+ // RegisterCommand({.ID = "clean", .Shorthand = 'c', .Help = ""});
+ // RegisterCommand({.ID = "build", .Shorthand = 'b', .Help = ""});
+ // RegisterCommand({.ID = "rebuild", .Shorthand = 'e', .Help = ""});
+ // RegisterCommand({.ID = "package", .Shorthand = 'p', .Help = ""});
+ }
+
+ VOID CLI::CreateNewProject(IN CONST String& name)
+ {
+ if(std::filesystem::exists(name.c_str()))
+ {
+ REPORT_ERROR("Directory \"", name, "\" already exists. Aborting..");
+ return;
+ }
+
+ REPORT_STATUS("Creating Project ", name, "..");
+ std::filesystem::create_directories(name.c_str());
+
+
+ }
+} // namespace ia::iae
\ No newline at end of file
diff --git a/CLI/Src/Imp/CPP/Main.cpp b/CLI/Src/Imp/CPP/Main.cpp
new file mode 100644
index 0000000..62e0bb1
--- /dev/null
+++ b/CLI/Src/Imp/CPP/Main.cpp
@@ -0,0 +1,23 @@
+// IAEngine: 2D Game Engine by IA
+// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
+//
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program. If not, see .
+
+#include
+
+int main(int argc, char* argv[])
+{
+ ia::iae::CLI cli{};
+ return cli.Run(argc, (ia::PCCHAR*)argv);
+}
\ No newline at end of file
diff --git a/CLI/Src/Imp/HPP/CLI.hpp b/CLI/Src/Imp/HPP/CLI.hpp
new file mode 100644
index 0000000..7a5fbb4
--- /dev/null
+++ b/CLI/Src/Imp/HPP/CLI.hpp
@@ -0,0 +1,32 @@
+// IAEngine: 2D Game Engine by IA
+// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
+//
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program. If not, see .
+
+#pragma once
+
+#include
+#include
+
+namespace ia::iae
+{
+ class CLI: public ia::CLI
+ {
+ public:
+ CLI();
+
+ private:
+ VOID CreateNewProject(IN CONST String& name);
+ };
+}
\ No newline at end of file
diff --git a/CMakeLists.txt b/CMakeLists.txt
index f7b221b..5e1248f 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -23,9 +23,6 @@ endif()
add_subdirectory(Vendor/)
add_subdirectory(Engine/)
-add_subdirectory(Runtime/)
-add_subdirectory(Editor/)
+add_subdirectory(CLI/)
-add_subdirectory(Tests/)
-add_subdirectory(Samples/)
diff --git a/Engine/CMakeLists.txt b/Engine/CMakeLists.txt
index f048219..b6e5b12 100644
--- a/Engine/CMakeLists.txt
+++ b/Engine/CMakeLists.txt
@@ -4,6 +4,7 @@ set(SRC_FILES
"Src/Imp/CPP/Scene.cpp"
"Src/Imp/CPP/Random.cpp"
"Src/Imp/CPP/Engine.cpp"
+ "Src/Imp/CPP/Utils.cpp"
"Src/Imp/CPP/InternalEngine.cpp"
"Src/Imp/CPP/InputManager.cpp"
@@ -27,14 +28,24 @@ set(SRC_FILES
"Src/Imp/CPP/Components/TextureComponent.cpp"
"Src/Imp/CPP/Components/TileMapComponent.cpp"
"Src/Imp/CPP/Components/SoundEmitterComponent.cpp"
+
+ # Vendor
+ "Src/Imp/CPP/Vendor/pugixml/pugixml.cpp"
+
+ "Src/Imp/CPP/Vendor/imgui/imgui.cpp"
+ "Src/Imp/CPP/Vendor/imgui/imgui_draw.cpp"
+ "Src/Imp/CPP/Vendor/imgui/imgui_tables.cpp"
+ "Src/Imp/CPP/Vendor/imgui/imgui_widgets.cpp"
+ "Src/Imp/CPP/Vendor/imgui/backends/imgui_impl_sdl3.cpp"
+ "Src/Imp/CPP/Vendor/imgui/backends/imgui_impl_sdlgpu3.cpp"
)
-add_library(IAEngine SHARED ${SRC_FILES})
+add_library(IAEngine STATIC ${SRC_FILES})
target_compile_definitions(IAEngine PRIVATE "__BUILDING_IAENGINE=1")
target_include_directories(IAEngine PUBLIC Src/Inc)
target_include_directories(IAEngine PRIVATE Src/Imp/HPP)
-target_link_libraries(IAEngine PUBLIC IACore ImGui glm::glm)
-target_link_libraries(IAEngine PRIVATE SDL3::SDL3 SDL3_mixer::SDL3_mixer RmlUi::RmlUi STB)
+target_link_libraries(IAEngine PUBLIC IACore)
+target_link_libraries(IAEngine PRIVATE ZLIB::ZLIBSTATIC SDL3::SDL3 SDL3_mixer::SDL3_mixer RmlUi::RmlUi STB)
diff --git a/Engine/Src/Imp/CPP/Engine.cpp b/Engine/Src/Imp/CPP/Engine.cpp
index 8b6fedc..bc595f8 100644
--- a/Engine/Src/Imp/CPP/Engine.cpp
+++ b/Engine/Src/Imp/CPP/Engine.cpp
@@ -22,10 +22,9 @@
#include
-EXTERN GameFunctionTable g_gameFunctions;
-
namespace ia::iae
{
+ EXTERN GameFunctionTable g_gameFunctions;
EXTERN SDL_Window *g_windowHandle;
SIZE_T g_resourceNameCounter = 1;
diff --git a/Engine/Src/Imp/CPP/InternalEngine.cpp b/Engine/Src/Imp/CPP/InternalEngine.cpp
index 9300cd5..a2402e5 100644
--- a/Engine/Src/Imp/CPP/InternalEngine.cpp
+++ b/Engine/Src/Imp/CPP/InternalEngine.cpp
@@ -27,13 +27,13 @@
#include
#include
-#include
-#include
-
-GameFunctionTable g_gameFunctions{};
+#include
+#include
namespace ia::iae
{
+ GameFunctionTable g_gameFunctions{};
+
SDL_Window *g_windowHandle;
VOID __Internal_Engine::Initialize()
@@ -45,10 +45,11 @@ namespace ia::iae
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMEPAD))
THROW_UNKNOWN("Failed to intialize SDL: ", SDL_GetError());
- if (!(g_windowHandle = SDL_CreateWindow(g_gameFunctions.GetName(), config.ScreenWidth, config.ScreenHeight, SDL_WINDOW_RESIZABLE)))
+ if (!(g_windowHandle = SDL_CreateWindow(g_gameFunctions.GetName(), config.ScreenWidth, config.ScreenHeight,
+ SDL_WINDOW_RESIZABLE)))
THROW_UNKNOWN("Failed to create the SDL window: ", SDL_GetError());
- //SDL_SetWindowResizable(g_windowHandle, false);
+ // SDL_SetWindowResizable(g_windowHandle, false);
const auto gameVersion = g_gameFunctions.GetVersion();
SDL_SetAppMetadata(g_gameFunctions.GetName(), BuildString(gameVersion).c_str(),
@@ -118,59 +119,59 @@ namespace ia::iae
{
return (FLOAT32) m_value + ((FLOAT32) m_value * (Random::Get() * m_randomAdjustment) / 100.0f);
}
+
+ BOOL ValidateGameFunctionTable(IN GameFunctionTable gameFunctionTable)
+ {
+ if (!gameFunctionTable.GetConfigRequest)
+ return false;
+ if (!gameFunctionTable.OnInitialize)
+ return false;
+ if (!gameFunctionTable.OnTerminate)
+ return false;
+ if (!gameFunctionTable.OnDebugDraw)
+ return false;
+ if (!gameFunctionTable.OnFixedUpdate)
+ return false;
+ if (!gameFunctionTable.OnUpdate)
+ return false;
+ if (!gameFunctionTable.OnResize)
+ return false;
+ if (!gameFunctionTable.GetName)
+ return false;
+ if (!gameFunctionTable.GetVersion)
+ return false;
+ if (!gameFunctionTable.GetPackageName)
+ return false;
+ if (!gameFunctionTable.GetDeveloperName)
+ return false;
+ if (!gameFunctionTable.GetPublisherName)
+ return false;
+ return true;
+ }
+
+ INT32 Run(IN GameFunctionTable gameFunctionTable)
+ {
+ if (!ValidateGameFunctionTable(gameFunctionTable))
+ {
+ IAE_LOG_ERROR("Invalid game function table was passed to the engine. Exiting..");
+ return -1;
+ }
+ g_gameFunctions = gameFunctionTable;
+
+ __Internal_Engine::Initialize();
+
+ SDL_Event event{};
+ while (true)
+ {
+ SDL_PollEvent(&event);
+ if (event.type == SDL_EVENT_QUIT)
+ break;
+ __Internal_Engine::ProcessEvent(&event);
+ __Internal_Engine::Iterate();
+ }
+
+ __Internal_Engine::Terminate();
+
+ return 0;
+ }
} // namespace ia::iae
-
-BOOL ValidateGameFunctionTable(IN GameFunctionTable gameFunctionTable)
-{
- if (!gameFunctionTable.GetConfigRequest)
- return false;
- if (!gameFunctionTable.OnInitialize)
- return false;
- if (!gameFunctionTable.OnTerminate)
- return false;
- if (!gameFunctionTable.OnDebugDraw)
- return false;
- if (!gameFunctionTable.OnFixedUpdate)
- return false;
- if (!gameFunctionTable.OnUpdate)
- return false;
- if (!gameFunctionTable.OnResize)
- return false;
- if (!gameFunctionTable.GetName)
- return false;
- if (!gameFunctionTable.GetVersion)
- return false;
- if (!gameFunctionTable.GetPackageName)
- return false;
- if (!gameFunctionTable.GetDeveloperName)
- return false;
- if (!gameFunctionTable.GetPublisherName)
- return false;
- return true;
-}
-
-C_DECL(IAE_DLL_API INT32 IAEngine_Run(IN GameFunctionTable gameFunctionTable))
-{
- if (!ValidateGameFunctionTable(gameFunctionTable))
- {
- IAE_LOG_ERROR("Invalid game function table was passed to the engine. Exiting..");
- return -1;
- }
- g_gameFunctions = gameFunctionTable;
-
- __Internal_Engine::Initialize();
-
- SDL_Event event{};
- while(true)
- {
- SDL_PollEvent(&event);
- if (event.type == SDL_EVENT_QUIT)
- break;
- __Internal_Engine::ProcessEvent(&event);
- __Internal_Engine::Iterate();
- }
-
- __Internal_Engine::Terminate();
-
- return 0;
-}
diff --git a/Engine/Src/Imp/CPP/Renderer/DebugDraw.cpp b/Engine/Src/Imp/CPP/Renderer/DebugDraw.cpp
index 0171595..102ad8f 100644
--- a/Engine/Src/Imp/CPP/Renderer/DebugDraw.cpp
+++ b/Engine/Src/Imp/CPP/Renderer/DebugDraw.cpp
@@ -20,14 +20,14 @@
#include
-#include
-#include
+#include
+#include
-#include
-EXTERN GameFunctionTable g_gameFunctions;
+#include
namespace ia::iae
{
+ EXTERN GameFunctionTable g_gameFunctions;
EXTERN SDL_Window *g_windowHandle;
ImGuiIO g_imGUIIO{};
diff --git a/Engine/Src/Imp/CPP/Renderer/Renderer.cpp b/Engine/Src/Imp/CPP/Renderer/Renderer.cpp
index cb540a4..df9af7d 100644
--- a/Engine/Src/Imp/CPP/Renderer/Renderer.cpp
+++ b/Engine/Src/Imp/CPP/Renderer/Renderer.cpp
@@ -22,8 +22,8 @@
#include
#include
-#include
-#include
+#include
+#include
namespace ia::iae
{
diff --git a/Engine/Src/Imp/CPP/Utils.cpp b/Engine/Src/Imp/CPP/Utils.cpp
new file mode 100644
index 0000000..d0dad3b
--- /dev/null
+++ b/Engine/Src/Imp/CPP/Utils.cpp
@@ -0,0 +1,61 @@
+// IAEngine: 2D Game Engine by IA
+// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
+//
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program. If not, see .
+
+#include
+
+#include
+
+namespace ia::iae
+{
+ Vector Utils::Inflate(IN PCUINT8 data, IN SIZE_T dataSize)
+ {
+ STATIC UINT8 TMP_BUFFER[16384];
+ Vector result;
+ result.reserve(ia_min((SIZE_T)(dataSize * 3), sizeof(TMP_BUFFER)));
+ z_stream stream;
+ stream.zalloc = Z_NULL;
+ stream.zfree = Z_NULL;
+ stream.opaque = Z_NULL;
+ stream.avail_in = 0;
+ stream.next_in = Z_NULL;
+ if (inflateInit(&stream) != Z_OK)
+ THROW_UNKNOWN("Inflate failed: init zlib inflate");
+ stream.avail_in = dataSize;
+ stream.next_in = (Bytef *) data;
+ while (true) {
+ stream.avail_out = sizeof(TMP_BUFFER);
+ stream.next_out = TMP_BUFFER;
+ const auto r = inflate(&stream, Z_SYNC_FLUSH);
+ result.insert(result.end(), sizeof(TMP_BUFFER) - stream.avail_out, TMP_BUFFER);
+ if (r == Z_STREAM_END)
+ break;
+ else if (r != Z_OK)
+ THROW_INVALID_DATA("Inflate failed: zlib inflation");
+ }
+ inflateEnd(&stream);
+ return result;
+ }
+
+ Vector Utils::Deflate(IN PCUINT8 data, IN SIZE_T dataSize)
+ {
+ Vector result;
+ auto deflateBound = compressBound(dataSize);
+ result.resize(deflateBound);
+ compress(result.data(), &deflateBound, data, dataSize);
+ result.resize(deflateBound);
+ return result;
+ }
+} // namespace ia::iae
\ No newline at end of file
diff --git a/Engine/Src/Imp/CPP/Vendor/glm/copying.txt b/Engine/Src/Imp/CPP/Vendor/glm/copying.txt
new file mode 100644
index 0000000..779c32f
--- /dev/null
+++ b/Engine/Src/Imp/CPP/Vendor/glm/copying.txt
@@ -0,0 +1,54 @@
+================================================================================
+OpenGL Mathematics (GLM)
+--------------------------------------------------------------------------------
+GLM is licensed under The Happy Bunny License or MIT License
+
+================================================================================
+The Happy Bunny License (Modified MIT License)
+--------------------------------------------------------------------------------
+Copyright (c) 2005 - G-Truc Creation
+
+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.
+
+Restrictions:
+ By making use of the Software for military purposes, you choose to make a
+ Bunny unhappy.
+
+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.
+
+================================================================================
+The MIT License
+--------------------------------------------------------------------------------
+Copyright (c) 2005 - G-Truc Creation
+
+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.
diff --git a/Engine/Src/Imp/CPP/Vendor/imgui/LICENSE.txt b/Engine/Src/Imp/CPP/Vendor/imgui/LICENSE.txt
new file mode 100644
index 0000000..00ae473
--- /dev/null
+++ b/Engine/Src/Imp/CPP/Vendor/imgui/LICENSE.txt
@@ -0,0 +1,21 @@
+The MIT License (MIT)
+
+Copyright (c) 2014-2025 Omar Cornut
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/Engine/Src/Imp/CPP/Vendor/imgui/backends/imgui_impl_sdl3.cpp b/Engine/Src/Imp/CPP/Vendor/imgui/backends/imgui_impl_sdl3.cpp
new file mode 100644
index 0000000..3515638
--- /dev/null
+++ b/Engine/Src/Imp/CPP/Vendor/imgui/backends/imgui_impl_sdl3.cpp
@@ -0,0 +1,848 @@
+// dear imgui: Platform Backend for SDL3
+// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
+// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
+// [X] Platform: Gamepad support.
+// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: IME support.
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786)
+// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
+// 2025-09-15: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414)
+// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727)
+// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible.
+// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561)
+// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801)
+// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set.
+// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
+// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g.Linux debuggers not claiming capture back. (#6410, #3650)
+// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode.
+// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support.
+// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler.
+// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array.
+// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten.
+// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807)
+// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
+// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
+// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
+// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
+// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
+// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853)
+// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807)
+// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801)
+// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794)
+// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762).
+// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea().
+// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures.
+// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents.
+// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames.
+// 2024-05-15: Update for SDL3 api changes: SDLK_ renames.
+// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME.
+// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode().
+// 2023-11-13: Updated for recent SDL3 API changes.
+// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
+// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
+// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
+// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
+// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
+// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog.
+
+#include
+#ifndef IMGUI_DISABLE
+#include
+
+// Clang warnings with -Weverything
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#endif
+
+// SDL
+#include
+#include // for snprintf()
+#if defined(__APPLE__)
+#include
+#endif
+#ifdef _WIN32
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include
+#endif
+
+#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
+#else
+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
+#endif
+
+// FIXME-LEGACY: remove when SDL 3.1.3 preview is released.
+#ifndef SDLK_APOSTROPHE
+#define SDLK_APOSTROPHE SDLK_QUOTE
+#endif
+#ifndef SDLK_GRAVE
+#define SDLK_GRAVE SDLK_BACKQUOTE
+#endif
+
+// SDL Data
+struct ImGui_ImplSDL3_Data
+{
+ SDL_Window* Window;
+ SDL_WindowID WindowID;
+ SDL_Renderer* Renderer;
+ Uint64 Time;
+ char* ClipboardTextData;
+ char BackendPlatformName[48];
+
+ // IME handling
+ SDL_Window* ImeWindow;
+
+ // Mouse handling
+ Uint32 MouseWindowID;
+ int MouseButtonsDown;
+ SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
+ SDL_Cursor* MouseLastCursor;
+ int MousePendingLeaveFrame;
+ bool MouseCanUseGlobalState;
+ bool MouseCanUseCapture;
+
+ // Gamepad handling
+ ImVector Gamepads;
+ ImGui_ImplSDL3_GamepadMode GamepadMode;
+ bool WantUpdateGamepadsList;
+
+ ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
+static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
+}
+
+// Functions
+static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ if (bd->ClipboardTextData)
+ SDL_free(bd->ClipboardTextData);
+ bd->ClipboardTextData = SDL_GetClipboardText();
+ return bd->ClipboardTextData;
+}
+
+static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text)
+{
+ SDL_SetClipboardText(text);
+}
+
+static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
+ SDL_Window* window = SDL_GetWindowFromID(window_id);
+ if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
+ {
+ SDL_StopTextInput(bd->ImeWindow);
+ bd->ImeWindow = nullptr;
+ }
+ if (data->WantVisible)
+ {
+ SDL_Rect r;
+ r.x = (int)data->InputPos.x;
+ r.y = (int)data->InputPos.y;
+ r.w = 1;
+ r.h = (int)data->InputLineHeight;
+ SDL_SetTextInputArea(window, &r, 0);
+ bd->ImeWindow = window;
+ }
+ if (!SDL_TextInputActive(window) && (data->WantVisible || data->WantTextInput))
+ SDL_StartTextInput(window);
+}
+
+// Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode);
+ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
+{
+ // Keypad doesn't have individual key values in SDL3
+ switch (scancode)
+ {
+ case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0;
+ case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1;
+ case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2;
+ case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3;
+ case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4;
+ case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5;
+ case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6;
+ case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7;
+ case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8;
+ case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9;
+ case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal;
+ case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide;
+ case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
+ case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract;
+ case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd;
+ case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter;
+ case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual;
+ default: break;
+ }
+ switch (keycode)
+ {
+ case SDLK_TAB: return ImGuiKey_Tab;
+ case SDLK_LEFT: return ImGuiKey_LeftArrow;
+ case SDLK_RIGHT: return ImGuiKey_RightArrow;
+ case SDLK_UP: return ImGuiKey_UpArrow;
+ case SDLK_DOWN: return ImGuiKey_DownArrow;
+ case SDLK_PAGEUP: return ImGuiKey_PageUp;
+ case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
+ case SDLK_HOME: return ImGuiKey_Home;
+ case SDLK_END: return ImGuiKey_End;
+ case SDLK_INSERT: return ImGuiKey_Insert;
+ case SDLK_DELETE: return ImGuiKey_Delete;
+ case SDLK_BACKSPACE: return ImGuiKey_Backspace;
+ case SDLK_SPACE: return ImGuiKey_Space;
+ case SDLK_RETURN: return ImGuiKey_Enter;
+ case SDLK_ESCAPE: return ImGuiKey_Escape;
+ //case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe;
+ case SDLK_COMMA: return ImGuiKey_Comma;
+ //case SDLK_MINUS: return ImGuiKey_Minus;
+ case SDLK_PERIOD: return ImGuiKey_Period;
+ //case SDLK_SLASH: return ImGuiKey_Slash;
+ case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
+ //case SDLK_EQUALS: return ImGuiKey_Equal;
+ //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
+ //case SDLK_BACKSLASH: return ImGuiKey_Backslash;
+ //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
+ //case SDLK_GRAVE: return ImGuiKey_GraveAccent;
+ case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
+ case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
+ case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
+ case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
+ case SDLK_PAUSE: return ImGuiKey_Pause;
+ case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
+ case SDLK_LSHIFT: return ImGuiKey_LeftShift;
+ case SDLK_LALT: return ImGuiKey_LeftAlt;
+ case SDLK_LGUI: return ImGuiKey_LeftSuper;
+ case SDLK_RCTRL: return ImGuiKey_RightCtrl;
+ case SDLK_RSHIFT: return ImGuiKey_RightShift;
+ case SDLK_RALT: return ImGuiKey_RightAlt;
+ case SDLK_RGUI: return ImGuiKey_RightSuper;
+ case SDLK_APPLICATION: return ImGuiKey_Menu;
+ case SDLK_0: return ImGuiKey_0;
+ case SDLK_1: return ImGuiKey_1;
+ case SDLK_2: return ImGuiKey_2;
+ case SDLK_3: return ImGuiKey_3;
+ case SDLK_4: return ImGuiKey_4;
+ case SDLK_5: return ImGuiKey_5;
+ case SDLK_6: return ImGuiKey_6;
+ case SDLK_7: return ImGuiKey_7;
+ case SDLK_8: return ImGuiKey_8;
+ case SDLK_9: return ImGuiKey_9;
+ case SDLK_A: return ImGuiKey_A;
+ case SDLK_B: return ImGuiKey_B;
+ case SDLK_C: return ImGuiKey_C;
+ case SDLK_D: return ImGuiKey_D;
+ case SDLK_E: return ImGuiKey_E;
+ case SDLK_F: return ImGuiKey_F;
+ case SDLK_G: return ImGuiKey_G;
+ case SDLK_H: return ImGuiKey_H;
+ case SDLK_I: return ImGuiKey_I;
+ case SDLK_J: return ImGuiKey_J;
+ case SDLK_K: return ImGuiKey_K;
+ case SDLK_L: return ImGuiKey_L;
+ case SDLK_M: return ImGuiKey_M;
+ case SDLK_N: return ImGuiKey_N;
+ case SDLK_O: return ImGuiKey_O;
+ case SDLK_P: return ImGuiKey_P;
+ case SDLK_Q: return ImGuiKey_Q;
+ case SDLK_R: return ImGuiKey_R;
+ case SDLK_S: return ImGuiKey_S;
+ case SDLK_T: return ImGuiKey_T;
+ case SDLK_U: return ImGuiKey_U;
+ case SDLK_V: return ImGuiKey_V;
+ case SDLK_W: return ImGuiKey_W;
+ case SDLK_X: return ImGuiKey_X;
+ case SDLK_Y: return ImGuiKey_Y;
+ case SDLK_Z: return ImGuiKey_Z;
+ case SDLK_F1: return ImGuiKey_F1;
+ case SDLK_F2: return ImGuiKey_F2;
+ case SDLK_F3: return ImGuiKey_F3;
+ case SDLK_F4: return ImGuiKey_F4;
+ case SDLK_F5: return ImGuiKey_F5;
+ case SDLK_F6: return ImGuiKey_F6;
+ case SDLK_F7: return ImGuiKey_F7;
+ case SDLK_F8: return ImGuiKey_F8;
+ case SDLK_F9: return ImGuiKey_F9;
+ case SDLK_F10: return ImGuiKey_F10;
+ case SDLK_F11: return ImGuiKey_F11;
+ case SDLK_F12: return ImGuiKey_F12;
+ case SDLK_F13: return ImGuiKey_F13;
+ case SDLK_F14: return ImGuiKey_F14;
+ case SDLK_F15: return ImGuiKey_F15;
+ case SDLK_F16: return ImGuiKey_F16;
+ case SDLK_F17: return ImGuiKey_F17;
+ case SDLK_F18: return ImGuiKey_F18;
+ case SDLK_F19: return ImGuiKey_F19;
+ case SDLK_F20: return ImGuiKey_F20;
+ case SDLK_F21: return ImGuiKey_F21;
+ case SDLK_F22: return ImGuiKey_F22;
+ case SDLK_F23: return ImGuiKey_F23;
+ case SDLK_F24: return ImGuiKey_F24;
+ case SDLK_AC_BACK: return ImGuiKey_AppBack;
+ case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
+ default: break;
+ }
+
+ // Fallback to scancode
+ switch (scancode)
+ {
+ case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent;
+ case SDL_SCANCODE_MINUS: return ImGuiKey_Minus;
+ case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal;
+ case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket;
+ case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket;
+ case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102;
+ case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash;
+ case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon;
+ case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe;
+ case SDL_SCANCODE_COMMA: return ImGuiKey_Comma;
+ case SDL_SCANCODE_PERIOD: return ImGuiKey_Period;
+ case SDL_SCANCODE_SLASH: return ImGuiKey_Slash;
+ default: break;
+ }
+ return ImGuiKey_None;
+}
+
+static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0);
+ io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0);
+ io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0);
+ io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0);
+}
+
+
+static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
+}
+
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
+bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ switch (event->type)
+ {
+ case SDL_EVENT_MOUSE_MOTION:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
+ return false;
+ ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
+ io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+ io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);
+ return true;
+ }
+ case SDL_EVENT_MOUSE_WHEEL:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr)
+ return false;
+ //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
+ float wheel_x = -event->wheel.x;
+ float wheel_y = event->wheel.y;
+ io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+ io.AddMouseWheelEvent(wheel_x, wheel_y);
+ return true;
+ }
+ case SDL_EVENT_MOUSE_BUTTON_DOWN:
+ case SDL_EVENT_MOUSE_BUTTON_UP:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr)
+ return false;
+ int mouse_button = -1;
+ if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
+ if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
+ if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
+ if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
+ if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
+ if (mouse_button == -1)
+ break;
+ io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
+ io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN));
+ bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
+ return true;
+ }
+ case SDL_EVENT_TEXT_INPUT:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr)
+ return false;
+ io.AddInputCharactersUTF8(event->text.text);
+ return true;
+ }
+ case SDL_EVENT_KEY_DOWN:
+ case SDL_EVENT_KEY_UP:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
+ return false;
+ ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
+ //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=%d ('%s'), scancode=%d ('%s'), mod=%X\n",
+ // (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod);
+ ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode);
+ io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN));
+ io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
+ return true;
+ }
+ case SDL_EVENT_WINDOW_MOUSE_ENTER:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
+ return false;
+ bd->MouseWindowID = event->window.windowID;
+ bd->MousePendingLeaveFrame = 0;
+ return true;
+ }
+ // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
+ // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
+ // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
+ // FIXME: Unconfirmed whether this is still needed with SDL3.
+ case SDL_EVENT_WINDOW_MOUSE_LEAVE:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
+ return false;
+ bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
+ return true;
+ }
+ case SDL_EVENT_WINDOW_FOCUS_GAINED:
+ case SDL_EVENT_WINDOW_FOCUS_LOST:
+ {
+ if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
+ return false;
+ io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
+ return true;
+ }
+ case SDL_EVENT_GAMEPAD_ADDED:
+ case SDL_EVENT_GAMEPAD_REMOVED:
+ {
+ bd->WantUpdateGamepadsList = true;
+ return true;
+ }
+ default:
+ break;
+ }
+ return false;
+}
+
+static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
+{
+ viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window);
+ viewport->PlatformHandleRaw = nullptr;
+#if defined(_WIN32) && !defined(__WINRT__)
+ viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr);
+#elif defined(__APPLE__)
+ viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr);
+#endif
+}
+
+static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IMGUI_CHECKVERSION();
+ IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
+ IM_UNUSED(sdl_gl_context); // Unused in this branch
+
+ const int ver_linked = SDL_GetVersion();
+
+ // Setup backend capabilities flags
+ ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)();
+ snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)",
+ SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked));
+ io.BackendPlatformUserData = (void*)bd;
+ io.BackendPlatformName = bd->BackendPlatformName;
+ io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
+ io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
+
+ bd->Window = window;
+ bd->WindowID = SDL_GetWindowID(window);
+ bd->Renderer = renderer;
+
+ // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse()
+ // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
+ bd->MouseCanUseGlobalState = false;
+ bd->MouseCanUseCapture = false;
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+ const char* sdl_backend = SDL_GetCurrentVideoDriver();
+ const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
+ for (const char* item : capture_and_global_state_whitelist)
+ if (strncmp(sdl_backend, item, strlen(item)) == 0)
+ bd->MouseCanUseGlobalState = bd->MouseCanUseCapture = true;
+#endif
+
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText;
+ platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText;
+ platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData;
+ platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; };
+
+ // Gamepad handling
+ bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst;
+ bd->WantUpdateGamepadsList = true;
+
+ // Load mouse cursors
+ bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT);
+ bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE);
+ bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE);
+ bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER);
+ bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT);
+ bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS);
+ bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED);
+
+ // Set platform dependent data in viewport
+ // Our mouse update function expect PlatformHandle to be filled for the main viewport
+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
+
+ // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
+ // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
+ // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
+ // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
+ // you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
+#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
+ SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
+#endif
+
+ // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
+#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
+ SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
+#endif
+
+ return true;
+}
+
+bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
+{
+ IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
+ return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context);
+}
+
+bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window)
+{
+#if !defined(_WIN32)
+ IM_ASSERT(0 && "Unsupported");
+#endif
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
+{
+ return ImGui_ImplSDL3_Init(window, renderer, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
+{
+ return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
+}
+
+static void ImGui_ImplSDL3_CloseGamepads();
+
+void ImGui_ImplSDL3_Shutdown()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+
+ if (bd->ClipboardTextData)
+ SDL_free(bd->ClipboardTextData);
+ for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
+ SDL_DestroyCursor(bd->MouseCursors[cursor_n]);
+ ImGui_ImplSDL3_CloseGamepads();
+
+ io.BackendPlatformName = nullptr;
+ io.BackendPlatformUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
+ platform_io.ClearPlatformHandlers();
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDL3_UpdateMouseData()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ ImGuiIO& io = ImGui::GetIO();
+
+ // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below)
+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
+ // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside.
+ // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue we wait until mouse has moved to begin capture.
+ if (bd->MouseCanUseCapture)
+ {
+ bool want_capture = false;
+ for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++)
+ if (ImGui::IsMouseDragging(button_n, 1.0f))
+ want_capture = true;
+ SDL_CaptureMouse(want_capture);
+ }
+
+ SDL_Window* focused_window = SDL_GetKeyboardFocus();
+ const bool is_app_focused = (bd->Window == focused_window);
+#else
+ SDL_Window* focused_window = bd->Window;
+ const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
+#endif
+ if (is_app_focused)
+ {
+ // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
+ if (io.WantSetMousePos)
+ SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y);
+
+ // (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured)
+ // Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature.
+ SDL_Window* hovered_window = SDL_GetMouseFocus();
+ const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window);
+ if (hovered_window == NULL && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode)
+ {
+ // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
+ float mouse_x, mouse_y;
+ int window_x, window_y;
+ SDL_GetGlobalMouseState(&mouse_x, &mouse_y);
+ SDL_GetWindowPosition(focused_window, &window_x, &window_y);
+ mouse_x -= window_x;
+ mouse_y -= window_y;
+ io.AddMousePosEvent(mouse_x, mouse_y);
+ }
+ }
+}
+
+static void ImGui_ImplSDL3_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
+ return;
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+
+ ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
+ if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ SDL_HideCursor();
+ }
+ else
+ {
+ // Show OS mouse cursor
+ SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];
+ if (bd->MouseLastCursor != expected_cursor)
+ {
+ SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)
+ bd->MouseLastCursor = expected_cursor;
+ }
+ SDL_ShowCursor();
+ }
+}
+
+static void ImGui_ImplSDL3_CloseGamepads()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
+ for (SDL_Gamepad* gamepad : bd->Gamepads)
+ SDL_CloseGamepad(gamepad);
+ bd->Gamepads.resize(0);
+}
+
+void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ ImGui_ImplSDL3_CloseGamepads();
+ if (mode == ImGui_ImplSDL3_GamepadMode_Manual)
+ {
+ IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0);
+ for (int n = 0; n < manual_gamepads_count; n++)
+ bd->Gamepads.push_back(manual_gamepads_array[n]);
+ }
+ else
+ {
+ IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0);
+ bd->WantUpdateGamepadsList = true;
+ }
+ bd->GamepadMode = mode;
+}
+
+static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no)
+{
+ bool merged_value = false;
+ for (SDL_Gamepad* gamepad : bd->Gamepads)
+ merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0;
+ io.AddKeyEvent(key, merged_value);
+}
+
+static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
+static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1)
+{
+ float merged_value = 0.0f;
+ for (SDL_Gamepad* gamepad : bd->Gamepads)
+ {
+ float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0));
+ if (merged_value < vn)
+ merged_value = vn;
+ }
+ io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value);
+}
+
+static void ImGui_ImplSDL3_UpdateGamepads()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+
+ // Update list of gamepads to use
+ if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual)
+ {
+ ImGui_ImplSDL3_CloseGamepads();
+ int sdl_gamepads_count = 0;
+ SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count);
+ for (int n = 0; n < sdl_gamepads_count; n++)
+ if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n]))
+ {
+ bd->Gamepads.push_back(gamepad);
+ if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst)
+ break;
+ }
+ bd->WantUpdateGamepadsList = false;
+ SDL_free(sdl_gamepads);
+ }
+
+ io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
+ if (bd->Gamepads.Size == 0)
+ return;
+ io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
+
+ // Update gamepad inputs
+ const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK);
+ ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768);
+ ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767);
+}
+
+static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
+{
+ int w, h;
+ SDL_GetWindowSize(window, &w, &h);
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ w = h = 0;
+
+#if defined(__APPLE__)
+ float fb_scale_x = SDL_GetWindowDisplayScale(window); // Seems more reliable during resolution change (#8703)
+ float fb_scale_y = fb_scale_x;
+#else
+ int display_w, display_h;
+ SDL_GetWindowSizeInPixels(window, &display_w, &display_h);
+ float fb_scale_x = (w > 0) ? (float)display_w / w : 1.0f;
+ float fb_scale_y = (h > 0) ? (float)display_h / h : 1.0f;
+#endif
+
+ if (out_size != nullptr)
+ *out_size = ImVec2((float)w, (float)h);
+ if (out_framebuffer_scale != nullptr)
+ *out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y);
+}
+
+void ImGui_ImplSDL3_NewFrame()
+{
+ ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup main viewport size (every frame to accommodate for window resizing)
+ ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
+
+ // Setup time step (we could also use SDL_GetTicksNS() available since SDL3)
+ // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)
+ static Uint64 frequency = SDL_GetPerformanceFrequency();
+ Uint64 current_time = SDL_GetPerformanceCounter();
+ if (current_time <= bd->Time)
+ current_time = bd->Time + 1;
+ io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
+ bd->Time = current_time;
+
+ if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
+ {
+ bd->MouseWindowID = 0;
+ bd->MousePendingLeaveFrame = 0;
+ io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
+ }
+
+ ImGui_ImplSDL3_UpdateMouseData();
+ ImGui_ImplSDL3_UpdateMouseCursor();
+
+ // Update game controllers (if enabled and available)
+ ImGui_ImplSDL3_UpdateGamepads();
+}
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
\ No newline at end of file
diff --git a/Engine/Src/Imp/CPP/Vendor/imgui/backends/imgui_impl_sdlgpu3.cpp b/Engine/Src/Imp/CPP/Vendor/imgui/backends/imgui_impl_sdlgpu3.cpp
new file mode 100644
index 0000000..ed44b11
--- /dev/null
+++ b/Engine/Src/Imp/CPP/Vendor/imgui/backends/imgui_impl_sdlgpu3.cpp
@@ -0,0 +1,664 @@
+// dear imgui: Renderer Backend for SDL_GPU
+// This needs to be used along with the SDL3 Platform Backend
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
+// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
+// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
+
+// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
+// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
+// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData.
+// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
+
+// CHANGELOG
+// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
+// 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created.
+// 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
+// 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler.
+// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend.
+// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture().
+// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now.
+// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData().
+// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device.
+// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend.
+
+#include
+#ifndef IMGUI_DISABLE
+#include
+#include
+
+// SDL_GPU Data
+
+// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData()
+struct ImGui_ImplSDLGPU3_FrameData
+{
+ SDL_GPUBuffer* VertexBuffer = nullptr;
+ SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr;
+ uint32_t VertexBufferSize = 0;
+ SDL_GPUBuffer* IndexBuffer = nullptr;
+ SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr;
+ uint32_t IndexBufferSize = 0;
+};
+
+struct ImGui_ImplSDLGPU3_Data
+{
+ ImGui_ImplSDLGPU3_InitInfo InitInfo;
+
+ // Graphics pipeline & shaders
+ SDL_GPUShader* VertexShader = nullptr;
+ SDL_GPUShader* FragmentShader = nullptr;
+ SDL_GPUGraphicsPipeline* Pipeline = nullptr;
+ SDL_GPUSampler* TexSamplerLinear = nullptr;
+ SDL_GPUTransferBuffer* TexTransferBuffer = nullptr;
+ uint32_t TexTransferBufferSize = 0;
+
+ // Frame data for main window
+ ImGui_ImplSDLGPU3_FrameData MainWindowFrameData;
+};
+
+// Forward Declarations
+static void ImGui_ImplSDLGPU3_DestroyFrameData();
+
+//-----------------------------------------------------------------------------
+// FUNCTIONS
+//-----------------------------------------------------------------------------
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+// FIXME: multi-context support has never been tested.
+static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, ImGui_ImplSDLGPU3_RenderState* render_state, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height)
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ render_state->SamplerCurrent = bd->TexSamplerLinear;
+
+ // Bind graphics pipeline
+ SDL_BindGPUGraphicsPipeline(render_pass, pipeline);
+
+ // Bind Vertex And Index Buffers
+ if (draw_data->TotalVtxCount > 0)
+ {
+ SDL_GPUBufferBinding vertex_buffer_binding = {};
+ vertex_buffer_binding.buffer = fd->VertexBuffer;
+ vertex_buffer_binding.offset = 0;
+ SDL_GPUBufferBinding index_buffer_binding = {};
+ index_buffer_binding.buffer = fd->IndexBuffer;
+ index_buffer_binding.offset = 0;
+ SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1);
+ SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT);
+ }
+
+ // Setup viewport
+ SDL_GPUViewport viewport = {};
+ viewport.x = 0;
+ viewport.y = 0;
+ viewport.w = (float)fb_width;
+ viewport.h = (float)fb_height;
+ viewport.min_depth = 0.0f;
+ viewport.max_depth = 1.0f;
+ SDL_SetGPUViewport(render_pass, &viewport);
+
+ // Setup scale and translation
+ // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
+ struct UBO { float scale[2]; float translation[2]; } ubo;
+ ubo.scale[0] = 2.0f / draw_data->DisplaySize.x;
+ ubo.scale[1] = 2.0f / draw_data->DisplaySize.y;
+ ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0];
+ ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1];
+ SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO));
+}
+
+static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage)
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+
+ // FIXME-OPT: Not optimal, but this is fairly rarely called.
+ SDL_WaitForGPUIdle(v->Device);
+ SDL_ReleaseGPUBuffer(v->Device, *buffer);
+ SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer);
+
+ SDL_GPUBufferCreateInfo buffer_info = {};
+ buffer_info.usage = usage;
+ buffer_info.size = new_size;
+ buffer_info.props = 0;
+ *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info);
+ *old_size = new_size;
+ IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information");
+
+ SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
+ transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
+ transferbuffer_info.size = new_size;
+ *transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
+ IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information");
+}
+
+// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound!
+// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example),
+// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering.
+void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0)
+ return;
+
+ // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
+ // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
+ if (draw_data->Textures != nullptr)
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ ImGui_ImplSDLGPU3_UpdateTexture(tex);
+
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+ ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
+
+ uint32_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
+ uint32_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
+ if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size)
+ CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX);
+ if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size)
+ CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX);
+
+ ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true);
+ ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true);
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
+ {
+ memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += draw_list->VtxBuffer.Size;
+ idx_dst += draw_list->IdxBuffer.Size;
+ }
+ SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
+ SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
+
+ SDL_GPUTransferBufferLocation vertex_buffer_location = {};
+ vertex_buffer_location.offset = 0;
+ vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer;
+ SDL_GPUTransferBufferLocation index_buffer_location = {};
+ index_buffer_location.offset = 0;
+ index_buffer_location.transfer_buffer = fd->IndexTransferBuffer;
+
+ SDL_GPUBufferRegion vertex_buffer_region = {};
+ vertex_buffer_region.buffer = fd->VertexBuffer;
+ vertex_buffer_region.offset = 0;
+ vertex_buffer_region.size = vertex_size;
+
+ SDL_GPUBufferRegion index_buffer_region = {};
+ index_buffer_region.buffer = fd->IndexBuffer;
+ index_buffer_region.offset = 0;
+ index_buffer_region.size = index_size;
+
+ SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer);
+ SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true);
+ SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true);
+ SDL_EndGPUCopyPass(copy_pass);
+}
+
+void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline)
+{
+ // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
+ int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
+ int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
+ if (fb_width <= 0 || fb_height <= 0)
+ return;
+
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
+
+ if (pipeline == nullptr)
+ pipeline = bd->Pipeline;
+
+ // Will project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
+ ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
+
+ // Setup render state structure (for callbacks and custom texture bindings)
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ ImGui_ImplSDLGPU3_RenderState render_state;
+ render_state.Device = bd->InitInfo.Device;
+ render_state.SamplerDefault = render_state.SamplerCurrent = bd->TexSamplerLinear;
+ platform_io.Renderer_RenderState = &render_state;
+
+ ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
+
+ // Render command lists
+ // (Because we merged all buffers into a single one, we maintain our own offset into them)
+ int global_vtx_offset = 0;
+ int global_idx_offset = 0;
+ for (const ImDrawList* draw_list : draw_data->CmdLists)
+ {
+ for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback != nullptr)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplSDLGPU3_SetupRenderState(draw_data, &render_state, pipeline, command_buffer, render_pass, fd, fb_width, fb_height);
+ else
+ pcmd->UserCallback(draw_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
+ ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
+
+ // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds
+ if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
+ if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
+ if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
+ if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+ // Apply scissor/clipping rectangle
+ SDL_Rect scissor_rect = {};
+ scissor_rect.x = (int)clip_min.x;
+ scissor_rect.y = (int)clip_min.y;
+ scissor_rect.w = (int)(clip_max.x - clip_min.x);
+ scissor_rect.h = (int)(clip_max.y - clip_min.y);
+ SDL_SetGPUScissor(render_pass,&scissor_rect);
+
+ // Bind DescriptorSet with font or user texture
+ SDL_GPUTextureSamplerBinding texture_sampler_binding;
+ texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID();
+ texture_sampler_binding.sampler = render_state.SamplerCurrent;
+ SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1);
+
+ // Draw
+ // **IF YOU GET A CRASH HERE** In 1.92.2 on 2025/08/08 we have changed ImTextureID to store 'SDL_GPUTexture*' instead of storing 'SDL_GPUTextureSamplerBinding'.
+ // Any code loading custom texture using this backend needs to be updated.
+ SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+ }
+ }
+ global_idx_offset += draw_list->IdxBuffer.Size;
+ global_vtx_offset += draw_list->VtxBuffer.Size;
+ }
+
+ // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called.
+ // Our last values will leak into user/application rendering if you forgot to call SDL_SetGPUViewport() and SDL_SetGPUScissor() yourself to explicitly set that state
+ // In theory we should aim to backup/restore those values but I am not sure this is possible.
+ // We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)
+ SDL_Rect scissor_rect { 0, 0, fb_width, fb_height };
+ SDL_SetGPUScissor(render_pass, &scissor_rect);
+}
+
+static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex)
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID())
+ SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex);
+
+ // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
+ tex->SetTexID(ImTextureID_Invalid);
+ tex->SetStatus(ImTextureStatus_Destroyed);
+}
+
+void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex)
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+
+ if (tex->Status == ImTextureStatus_WantCreate)
+ {
+ // Create and upload new texture to graphics system
+ //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+
+ // Create texture
+ SDL_GPUTextureCreateInfo texture_info = {};
+ texture_info.type = SDL_GPU_TEXTURETYPE_2D;
+ texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
+ texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
+ texture_info.width = tex->Width;
+ texture_info.height = tex->Height;
+ texture_info.layer_count_or_depth = 1;
+ texture_info.num_levels = 1;
+ texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1;
+
+ SDL_GPUTexture* raw_tex = SDL_CreateGPUTexture(v->Device, &texture_info);
+ IM_ASSERT(raw_tex != nullptr && "Failed to create texture, call SDL_GetError() for more info");
+
+ // Store identifiers
+ tex->SetTexID((ImTextureID)(intptr_t)raw_tex);
+ }
+
+ if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
+ {
+ SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID();
+ IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
+
+ // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
+ // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
+ // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
+ const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
+ const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
+ const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
+ const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
+ uint32_t upload_pitch = upload_w * tex->BytesPerPixel;
+ uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel;
+
+ // Create transfer buffer
+ if (bd->TexTransferBufferSize < upload_size)
+ {
+ SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
+ SDL_GPUTransferBufferCreateInfo transferbuffer_info = {};
+ transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
+ transferbuffer_info.size = upload_size + 1024;
+ bd->TexTransferBufferSize = upload_size + 1024;
+ bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info);
+ IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create transfer buffer, call SDL_GetError() for more information");
+ }
+
+ // Copy to transfer buffer
+ {
+ void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true);
+ for (int y = 0; y < upload_h; y++)
+ memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch);
+ SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer);
+ }
+
+ SDL_GPUTextureTransferInfo transfer_info = {};
+ transfer_info.offset = 0;
+ transfer_info.transfer_buffer = bd->TexTransferBuffer;
+
+ SDL_GPUTextureRegion texture_region = {};
+ texture_region.texture = raw_tex;
+ texture_region.x = (Uint32)upload_x;
+ texture_region.y = (Uint32)upload_y;
+ texture_region.w = (Uint32)upload_w;
+ texture_region.h = (Uint32)upload_h;
+ texture_region.d = 1;
+
+ // Upload
+ {
+ SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device);
+ SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd);
+ SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false);
+ SDL_EndGPUCopyPass(copy_pass);
+ SDL_SubmitGPUCommandBuffer(cmd);
+ }
+
+ tex->SetStatus(ImTextureStatus_OK);
+ }
+ if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
+ ImGui_ImplSDLGPU3_DestroyTexture(tex);
+}
+
+static void ImGui_ImplSDLGPU3_CreateShaders()
+{
+ // Create the shader modules
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+
+ const char* driver = SDL_GetGPUDeviceDriver(v->Device);
+
+ SDL_GPUShaderCreateInfo vertex_shader_info = {};
+ vertex_shader_info.entrypoint = "main";
+ vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
+ vertex_shader_info.num_uniform_buffers = 1;
+ vertex_shader_info.num_storage_buffers = 0;
+ vertex_shader_info.num_storage_textures = 0;
+ vertex_shader_info.num_samplers = 0;
+
+ SDL_GPUShaderCreateInfo fragment_shader_info = {};
+ fragment_shader_info.entrypoint = "main";
+ fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
+ fragment_shader_info.num_samplers = 1;
+ fragment_shader_info.num_storage_buffers = 0;
+ fragment_shader_info.num_storage_textures = 0;
+ fragment_shader_info.num_uniform_buffers = 0;
+
+ if (strcmp(driver, "vulkan") == 0)
+ {
+ vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
+ vertex_shader_info.code = spirv_vertex;
+ vertex_shader_info.code_size = sizeof(spirv_vertex);
+ fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
+ fragment_shader_info.code = spirv_fragment;
+ fragment_shader_info.code_size = sizeof(spirv_fragment);
+ }
+ else if (strcmp(driver, "direct3d12") == 0)
+ {
+ vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
+ vertex_shader_info.code = dxbc_vertex;
+ vertex_shader_info.code_size = sizeof(dxbc_vertex);
+ fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC;
+ fragment_shader_info.code = dxbc_fragment;
+ fragment_shader_info.code_size = sizeof(dxbc_fragment);
+ }
+#ifdef __APPLE__
+ else
+ {
+ vertex_shader_info.entrypoint = "main0";
+ vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
+ vertex_shader_info.code = metallib_vertex;
+ vertex_shader_info.code_size = sizeof(metallib_vertex);
+ fragment_shader_info.entrypoint = "main0";
+ fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB;
+ fragment_shader_info.code = metallib_fragment;
+ fragment_shader_info.code_size = sizeof(metallib_fragment);
+ }
+#endif
+ bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info);
+ bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info);
+ IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information");
+ IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information");
+}
+
+static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline()
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+ ImGui_ImplSDLGPU3_CreateShaders();
+
+ SDL_GPUVertexBufferDescription vertex_buffer_desc[1];
+ vertex_buffer_desc[0].slot = 0;
+ vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
+ vertex_buffer_desc[0].instance_step_rate = 0;
+ vertex_buffer_desc[0].pitch = sizeof(ImDrawVert);
+
+ SDL_GPUVertexAttribute vertex_attributes[3];
+ vertex_attributes[0].buffer_slot = 0;
+ vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
+ vertex_attributes[0].location = 0;
+ vertex_attributes[0].offset = offsetof(ImDrawVert,pos);
+
+ vertex_attributes[1].buffer_slot = 0;
+ vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
+ vertex_attributes[1].location = 1;
+ vertex_attributes[1].offset = offsetof(ImDrawVert, uv);
+
+ vertex_attributes[2].buffer_slot = 0;
+ vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM;
+ vertex_attributes[2].location = 2;
+ vertex_attributes[2].offset = offsetof(ImDrawVert, col);
+
+ SDL_GPUVertexInputState vertex_input_state = {};
+ vertex_input_state.num_vertex_attributes = 3;
+ vertex_input_state.vertex_attributes = vertex_attributes;
+ vertex_input_state.num_vertex_buffers = 1;
+ vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc;
+
+ SDL_GPURasterizerState rasterizer_state = {};
+ rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
+ rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
+ rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
+ rasterizer_state.enable_depth_bias = false;
+ rasterizer_state.enable_depth_clip = false;
+
+ SDL_GPUMultisampleState multisample_state = {};
+ multisample_state.sample_count = v->MSAASamples;
+ multisample_state.enable_mask = false;
+
+ SDL_GPUDepthStencilState depth_stencil_state = {};
+ depth_stencil_state.enable_depth_test = false;
+ depth_stencil_state.enable_depth_write = false;
+ depth_stencil_state.enable_stencil_test = false;
+
+ SDL_GPUColorTargetBlendState blend_state = {};
+ blend_state.enable_blend = true;
+ blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
+ blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
+ blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
+ blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
+ blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A;
+
+ SDL_GPUColorTargetDescription color_target_desc[1];
+ color_target_desc[0].format = v->ColorTargetFormat;
+ color_target_desc[0].blend_state = blend_state;
+
+ SDL_GPUGraphicsPipelineTargetInfo target_info = {};
+ target_info.num_color_targets = 1;
+ target_info.color_target_descriptions = color_target_desc;
+ target_info.has_depth_stencil_target = false;
+
+ SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {};
+ pipeline_info.vertex_shader = bd->VertexShader;
+ pipeline_info.fragment_shader = bd->FragmentShader;
+ pipeline_info.vertex_input_state = vertex_input_state;
+ pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
+ pipeline_info.rasterizer_state = rasterizer_state;
+ pipeline_info.multisample_state = multisample_state;
+ pipeline_info.depth_stencil_state = depth_stencil_state;
+ pipeline_info.target_info = target_info;
+
+ bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info);
+ IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information");
+}
+
+void ImGui_ImplSDLGPU3_CreateDeviceObjects()
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+
+ ImGui_ImplSDLGPU3_DestroyDeviceObjects();
+
+ if (bd->TexSamplerLinear == nullptr)
+ {
+ // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
+ SDL_GPUSamplerCreateInfo sampler_info = {};
+ sampler_info.min_filter = SDL_GPU_FILTER_LINEAR;
+ sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR;
+ sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
+ sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+ sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+ sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+ sampler_info.mip_lod_bias = 0.0f;
+ sampler_info.min_lod = -1000.0f;
+ sampler_info.max_lod = 1000.0f;
+ sampler_info.enable_anisotropy = false;
+ sampler_info.max_anisotropy = 1.0f;
+ sampler_info.enable_compare = false;
+
+ bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info);
+ IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information");
+ }
+
+ ImGui_ImplSDLGPU3_CreateGraphicsPipeline();
+}
+
+void ImGui_ImplSDLGPU3_DestroyFrameData()
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+
+ ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData;
+ SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer);
+ SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer);
+ SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer);
+ SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer);
+ fd->VertexBuffer = fd->IndexBuffer = nullptr;
+ fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr;
+ fd->VertexBufferSize = fd->IndexBufferSize = 0;
+}
+
+void ImGui_ImplSDLGPU3_DestroyDeviceObjects()
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo;
+
+ ImGui_ImplSDLGPU3_DestroyFrameData();
+
+ // Destroy all textures
+ for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
+ if (tex->RefCount == 1)
+ ImGui_ImplSDLGPU3_DestroyTexture(tex);
+ if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; }
+ if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; }
+ if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; }
+ if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; }
+ if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; }
+}
+
+bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IMGUI_CHECKVERSION();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_sdlgpu3";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
+
+ IM_ASSERT(info->Device != nullptr);
+ IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID);
+
+ bd->InitInfo = *info;
+
+ return true;
+}
+
+void ImGui_ImplSDLGPU3_Shutdown()
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+
+ ImGui_ImplSDLGPU3_DestroyDeviceObjects();
+
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
+ platform_io.ClearRendererHandlers();
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplSDLGPU3_NewFrame()
+{
+ ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?");
+
+ if (!bd->TexSamplerLinear)
+ ImGui_ImplSDLGPU3_CreateDeviceObjects();
+}
+
+#endif // #ifndef IMGUI_DISABLE
\ No newline at end of file
diff --git a/Engine/Src/Imp/CPP/Vendor/imgui/imgui.cpp b/Engine/Src/Imp/CPP/Vendor/imgui/imgui.cpp
new file mode 100644
index 0000000..ece6ff2
--- /dev/null
+++ b/Engine/Src/Imp/CPP/Vendor/imgui/imgui.cpp
@@ -0,0 +1,17965 @@
+// dear imgui, v1.92.4 WIP
+// (main code and documentation)
+
+// Help:
+// - See links below.
+// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
+// - Read top of imgui.cpp for more details, links and comments.
+
+// Resources:
+// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
+// - Homepage ................... https://github.com/ocornut/imgui
+// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
+// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
+// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
+// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
+// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
+// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
+// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
+// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
+// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
+// - Issues & support ........... https://github.com/ocornut/imgui/issues
+// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
+
+// For first-time users having issues compiling/linking/running:
+// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
+// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
+// Since 1.92, we encourage font loading questions to also be posted in 'Issues'.
+
+// Copyright (c) 2014-2025 Omar Cornut
+// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
+// See LICENSE.txt for copyright and licensing details (standard MIT License).
+// This library is free but needs your support to sustain development and maintenance.
+// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
+// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding
+// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
+
+// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
+// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
+// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
+// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
+// to a better solution or official support for them.
+
+/*
+
+Index of this file:
+
+DOCUMENTATION
+
+- MISSION STATEMENT
+- CONTROLS GUIDE
+- PROGRAMMER GUIDE
+ - READ FIRST
+ - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
+ - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
+ - HOW A SIMPLE APPLICATION MAY LOOK LIKE
+ - USING CUSTOM BACKEND / CUSTOM ENGINE
+- API BREAKING CHANGES (read me when you update!)
+- FREQUENTLY ASKED QUESTIONS (FAQ)
+ - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
+
+CODE
+(search for "[SECTION]" in the code to find them)
+
+// [SECTION] INCLUDES
+// [SECTION] FORWARD DECLARATIONS
+// [SECTION] CONTEXT AND MEMORY ALLOCATORS
+// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO)
+// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
+// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
+// [SECTION] MISC HELPERS/UTILITIES (File functions)
+// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
+// [SECTION] MISC HELPERS/UTILITIES (Color functions)
+// [SECTION] ImGuiStorage
+// [SECTION] ImGuiTextFilter
+// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
+// [SECTION] ImGuiListClipper
+// [SECTION] STYLING
+// [SECTION] RENDER HELPERS
+// [SECTION] INITIALIZATION, SHUTDOWN
+// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
+// [SECTION] FONTS, TEXTURES
+// [SECTION] ID STACK
+// [SECTION] INPUTS
+// [SECTION] ERROR CHECKING, STATE RECOVERY
+// [SECTION] ITEM SUBMISSION
+// [SECTION] LAYOUT
+// [SECTION] SCROLLING
+// [SECTION] TOOLTIPS
+// [SECTION] POPUPS
+// [SECTION] WINDOW FOCUS
+// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
+// [SECTION] DRAG AND DROP
+// [SECTION] LOGGING/CAPTURING
+// [SECTION] SETTINGS
+// [SECTION] LOCALIZATION
+// [SECTION] VIEWPORTS, PLATFORM WINDOWS
+// [SECTION] PLATFORM DEPENDENT HELPERS
+// [SECTION] METRICS/DEBUGGER WINDOW
+// [SECTION] DEBUG LOG WINDOW
+// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
+
+*/
+
+//-----------------------------------------------------------------------------
+// DOCUMENTATION
+//-----------------------------------------------------------------------------
+
+/*
+
+ MISSION STATEMENT
+ =================
+
+ - Easy to use to create code-driven and data-driven tools.
+ - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
+ - Easy to hack and improve.
+ - Minimize setup and maintenance.
+ - Minimize state storage on user side.
+ - Minimize state synchronization.
+ - Portable, minimize dependencies, run on target (consoles, phones, etc.).
+ - Efficient runtime and memory consumption.
+
+ Designed primarily for developers and content-creators, not the typical end-user!
+ Some of the current weaknesses (which we aim to address in the future) includes:
+
+ - Doesn't look fancy.
+ - Limited layout features, intricate layouts are typically crafted in code.
+
+
+ CONTROLS GUIDE
+ ==============
+
+ - MOUSE CONTROLS
+ - Mouse wheel: Scroll vertically.
+ - SHIFT+Mouse wheel: Scroll horizontally.
+ - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
+ - Click ^, Double-Click title: Collapse window.
+ - Drag on corner/border: Resize window (double-click to auto fit window to its contents).
+ - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
+ - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack).
+
+ - TEXT EDITOR
+ - Hold SHIFT or Drag Mouse: Select text.
+ - CTRL+Left/Right: Word jump.
+ - CTRL+Shift+Left/Right: Select words.
+ - CTRL+A or Double-Click: Select All.
+ - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard.
+ - CTRL+Z Undo.
+ - CTRL+Y or CTRL+Shift+Z: Redo.
+ - ESCAPE: Revert text to its original value.
+ - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors.
+
+ - KEYBOARD CONTROLS
+ - Basic:
+ - Tab, SHIFT+Tab Cycle through text editable fields.
+ - CTRL+Tab, CTRL+Shift+Tab Cycle through windows.
+ - CTRL+Click Input text into a Slider or Drag widget.
+ - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
+ - Tab, SHIFT+Tab: Cycle through every items.
+ - Arrow keys Move through items using directional navigation. Tweak value.
+ - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys).
+ - Enter Activate item (prefer text input when possible).
+ - Space Activate item (prefer tweaking with arrows when possible).
+ - Escape Deactivate item, leave child window, close popup.
+ - Page Up, Page Down Previous page, next page.
+ - Home, End Scroll to top, scroll to bottom.
+ - Alt Toggle between scrolling layer and menu layer.
+ - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving.
+ - Output when ImGuiConfigFlags_NavEnableKeyboard set,
+ - io.WantCaptureKeyboard flag is set when keyboard is claimed.
+ - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
+ - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
+
+ - GAMEPAD CONTROLS
+ - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+ - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
+ - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
+ - Backend support: backend needs to:
+ - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
+ - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
+ Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
+ - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
+ with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
+
+ - REMOTE INPUTS SHARING & MOUSE EMULATION
+ - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
+ - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
+ in order to share your PC mouse/keyboard.
+ - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
+ - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the io.ConfigNavMoveSetMousePos flag.
+ Enabling io.ConfigNavMoveSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
+ When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
+ When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
+ (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
+ (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
+ to set a boolean to ignore your other external mouse positions until the external source is moved again.)
+
+
+ PROGRAMMER GUIDE
+ ================
+
+ READ FIRST
+ ----------
+ - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
+ - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
+ The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
+ data retention on your side, less state duplication, less state synchronization, fewer bugs.
+ - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
+ Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
+ - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
+ - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
+ You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
+ - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
+ For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
+ where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
+ - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
+ - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
+ If you get an assert, read the messages and comments around the assert.
+ - This codebase aims to be highly optimized:
+ - A typical idle frame should never call malloc/free.
+ - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
+ - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
+ Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
+ - This codebase aims to be both highly opinionated and highly flexible:
+ - This code works because of the things it choose to solve or not solve.
+ - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
+ and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
+ This is to increase compatibility, increase maintainability and facilitate use from other languages.
+ - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
+ See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
+ We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
+ - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
+ (so don't use ImVector in your code or at our own risk!).
+ - Building: We don't use nor mandate a build system for the main library.
+ This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
+ This is also because providing a build system for the main library would be of little-value.
+ The build problems are almost never coming from the main library but from specific backends.
+
+
+ HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
+ ----------------------------------------------
+ - Update submodule or copy/overwrite every file.
+ - About imconfig.h:
+ - You may modify your copy of imconfig.h, in this case don't overwrite it.
+ - or you may locally branch to modify imconfig.h and merge/rebase latest.
+ - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
+ specify a custom path for your imconfig.h file and instead not have to modify the default one.
+
+ - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
+ - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
+ - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
+ - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
+ If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
+ from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
+ likely be a comment about it. Please report any issue to the GitHub page!
+ - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
+ - Try to keep your copy of Dear ImGui reasonably up to date!
+
+
+ GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
+ ---------------------------------------------------------------
+ - See https://github.com/ocornut/imgui/wiki/Getting-Started.
+ - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
+ - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
+ - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
+ It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
+ - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
+ - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
+ - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
+ Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
+ phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
+ - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
+ - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
+
+
+ HOW A SIMPLE APPLICATION MAY LOOK LIKE
+ --------------------------------------
+
+ USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
+ The sub-folders in examples/ contain examples applications following this structure.
+
+ // Application init: create a dear imgui context, setup some options, load fonts
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO();
+ // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
+ // TODO: Fill optional fields of the io structure later.
+ // TODO: Load TTF/OTF fonts if you don't want to use the default font.
+
+ // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
+
+ // Application main loop
+ while (true)
+ {
+ // Feed inputs to dear imgui, start new frame
+ ImGui_ImplDX11_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // Any application code here
+ ImGui::Text("Hello, world!");
+
+ // Render dear imgui into framebuffer
+ ImGui::Render();
+ ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+ g_pSwapChain->Present(1, 0);
+ }
+
+ // Shutdown
+ ImGui_ImplDX11_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
+ you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
+ Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
+
+
+USING CUSTOM BACKEND / CUSTOM ENGINE
+------------------------------------
+
+IMPLEMENTING YOUR PLATFORM BACKEND:
+ -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for basic instructions.
+ -> the Platform backends in impl_impl_XXX.cpp files contain many implementations.
+
+IMPLEMENTING YOUR RenderDrawData() function:
+ -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
+ -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_RenderDrawData() function.
+
+IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
+ -> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
+ -> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_UpdateTexture() function.
+
+ Basic application/backend skeleton:
+
+ // Application init: create a Dear ImGui context, setup some options, load fonts
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO();
+ // TODO: set io.ConfigXXX values, e.g.
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable keyboard controls
+
+ // TODO: Load TTF/OTF fonts if you don't want to use the default font.
+ io.Fonts->AddFontFromFileTTF("NotoSans.ttf");
+
+ // Application main loop
+ while (true)
+ {
+ // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
+ // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
+ io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds)
+ io.DisplaySize.x = 1920.0f; // set the current display width
+ io.DisplaySize.y = 1280.0f; // set the current display height here
+ io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position
+ io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states
+ io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states
+
+ // Call NewFrame(), after this point you can use ImGui::* functions anytime
+ // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
+ ImGui::NewFrame();
+
+ // Most of your application code here
+ ImGui::Text("Hello, world!");
+ MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
+ MyGameRender(); // may use any Dear ImGui functions as well!
+
+ // End the dear imgui frame
+ // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
+ ImGui::EndFrame(); // this is automatically called by Render(), but available
+ ImGui::Render();
+
+ // Update textures
+ ImDrawData* draw_data = ImGui::GetDrawData();
+ for (ImTextureData* tex : *draw_data->Textures)
+ if (tex->Status != ImTextureStatus_OK)
+ MyImGuiBackend_UpdateTexture(tex);
+
+ // Render dear imgui contents, swap buffers
+ MyImGuiBackend_RenderDrawData(draw_data);
+ SwapBuffers();
+ }
+
+ // Shutdown
+ ImGui::DestroyContext();
+
+
+
+ API BREAKING CHANGES
+ ====================
+
+ Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
+ Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
+ When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
+ You can read releases logs https://github.com/ocornut/imgui/releases for more details.
+
+ - 2025/08/08 (1.92.2) - Backends: SDL_GPU3: Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988)
+ - 2025/07/31 (1.92.2) - Tabs: Renamed ImGuiTabBarFlags_FittingPolicyResizeDown to ImGuiTabBarFlags_FittingPolicyShrink. Kept inline redirection enum (will obsolete).
+ - 2025/06/25 (1.92.0) - Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback obsoleted in 1.89 (August 2022) which allowed a SetCursorPos()/SetCursorScreenPos() call WITHOUT AN ITEM
+ to extend parent window/cell boundaries. Replaced with assert/tooltip that would already happens if previously using IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#5548, #4510, #3355, #1760, #1490, #4152, #150)
+ - Incorrect way to make a window content size 200x200:
+ Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
+ - Correct ways to make a window content size 200x200:
+ Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
+ Begin(...) + Dummy(ImVec2(200,200)) + End();
+ - TL;DR; if the assert triggers, you can add a Dummy({0,0}) call to validate extending parent boundaries.
+ - 2025/06/11 (1.92.0) - THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015! I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCES, BUT INEVITABLY SOME USERS WILL BE AFFECTED.
+ IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS, PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO: https://github.com/ocornut/imgui/issues/
+ As part of the plan to reduce impact of API breaking changes, several unfinished changes/features/refactors related to font and text systems and scaling will be part of subsequent releases (1.92.1+).
+ If you are updating from an old version, and expecting a massive or difficult update, consider first updating to 1.91.9 to reduce the amount of changes.
+ - Hard to read? Refer to 'docs/Changelog.txt' for a less compact and more complete version of this!
+ - Fonts: **IMPORTANT**: if your app was solving the OSX/iOS Retina screen specific logical vs display scale problem by setting io.DisplayFramebufferScale (e.g. to 2.0f) + setting io.FontGlobalScale (e.g. to 1.0f/2.0f) + loading fonts at scaled sizes (e.g. size X * 2.0f):
+ This WILL NOT map correctly to the new system! Because font will rasterize as requested size.
+ - With a legacy backend (< 1.92): Instead of setting io.FontGlobalScale = 1.0f/N -> set ImFontCfg::RasterizerDensity = N. This already worked before, but is now pretty much required.
+ - With a new backend (1.92+): This should be all automatic. FramebufferScale is automatically used to set current font RasterizerDensity. FramebufferScale is a per-viewport property provided by backend through the Platform_GetWindowFramebufferScale() handler in 'docking' branch.
+ - Fonts: **IMPORTANT** on Font Sizing: Before 1.92, fonts were of a single size. They can now be dynamically sized.
+ - PushFont() API now has a REQUIRED size parameter.
+ - Before 1.92: PushFont() always used font "default" size specified in AddFont() call. It is equivalent to calling PushFont(font, font->LegacySize).
+ - Since 1.92: PushFont(font, 0.0f) preserve the current font size which is a shared value.
+ - To use old behavior: use 'ImGui::PushFont(font, font->LegacySize)' at call site.
+ - Kept inline single parameter function. Will obsolete.
+ - Fonts: **IMPORTANT** on Font Merging:
+ - When searching for a glyph in multiple merged fonts: we search for the FIRST font source which contains the desired glyph.
+ Because the user doesn't need to provide glyph ranges any more, it is possible that a glyph that you expected to fetch from a secondary/merged icon font may be erroneously fetched from the primary font.
+ - When searching for a glyph in multiple merged fonts: we now search for the FIRST font source which contains the desired glyph. This is technically a different behavior than before!
+ - e.g. If you are merging fonts you may have glyphs that you expected to load from Font Source 2 which exists in Font Source 1.
+ After the update and when using a new backend, those glyphs may now loaded from Font Source 1!
+ - We added `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to exclude from a given font source:
+ // Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range
+ static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
+ ImFontConfig cfg1;
+ cfg1.GlyphExcludeRanges = exclude_ranges;
+ io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1);
+ // Add Font Source 2, which expects to use the range above
+ ImFontConfig cfg2;
+ cfg2.MergeMode = true;
+ io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2);
+ - You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate unde
+ - Fonts: **IMPORTANT** on Thread Safety:
+ - A few functions such as font->CalcTextSizeA() were, by sheer luck (== accidentally) thread-safe even thou we had never provided that guarantee. They are definitively not thread-safe anymore as new glyphs may be loaded.
+ - Fonts: ImFont::FontSize was removed and does not make sense anymore. ImFont::LegacySize is the size passed to AddFont().
+ - Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font".
+ - Fonts: Renamed/moved 'io.FontGlobalScale' to 'style.FontScaleMain'.
+ - Textures: all API functions taking a 'ImTextureID' parameter are now taking a 'ImTextureRef'. Affected functions are: ImGui::Image(), ImGui::ImageWithBg(), ImGui::ImageButton(), ImDrawList::AddImage(), ImDrawList::AddImageQuad(), ImDrawList::AddImageRounded().
+ - Fonts: obsoleted ImFontAtlas::GetTexDataAsRGBA32(), GetTexDataAsAlpha8(), Build(), SetTexID(), IsBuilt() functions. The new protocol for backends to handle textures doesn't need them. Kept redirection functions (will obsolete).
+ - Fonts: ImFontConfig::OversampleH/OversampleV default to automatic (== 0) since v1.91.8. It is quite important you keep it automatic until we decide if we want to provide a way to express finer policy, otherwise you will likely waste texture space when using large glyphs. Note that the imgui_freetype backend doesn't use and does not need oversampling.
+ - Fonts: specifying glyph ranges is now unnecessary. The value of ImFontConfig::GlyphRanges[] is only useful for legacy backends. All GetGlyphRangesXXXX() functions are now marked obsolete: GetGlyphRangesDefault(), GetGlyphRangesGreek(), GetGlyphRangesKorean(), GetGlyphRangesJapanese(), GetGlyphRangesChineseSimplifiedCommon(), GetGlyphRangesChineseFull(), GetGlyphRangesCyrillic(), GetGlyphRangesThai(), GetGlyphRangesVietnamese().
+ - Fonts: removed ImFontAtlas::TexDesiredWidth to enforce a texture width. (#327)
+ - Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on ImGuiContext to create one), you'll need to call ImFontAtlasUpdateNewFrame() yourself. An assert will trigger if you don't.
+ - Fonts: obsolete ImGui::SetWindowFontScale() which is not useful anymore. Prefer using 'PushFont(NULL, style.FontSizeBase * factor)' or to manipulate other scaling factors.
+ - Fonts: obsoleted ImFont::Scale which is not useful anymore.
+ - Fonts: generally reworked Internals of ImFontAtlas and ImFont. While in theory a vast majority of users shouldn't be affected, some use cases or extensions might be. Among other things:
+ - ImDrawCmd::TextureId has been changed to ImDrawCmd::TexRef.
+ - ImFontAtlas::TexID has been changed to ImFontAtlas::TexRef.
+ - ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]
+ - ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourceCount.
+ - Each ImFont has a number of ImFontBaked instances corresponding to actively used sizes. ImFont::GetFontBaked(size) retrieves the one for a given size.
+ - Fields moved from ImFont to ImFontBaked: IndexAdvanceX[], Glyphs[], Ascent, Descent, FindGlyph(), FindGlyphNoFallback(), GetCharAdvance().
+ - Fields moved from ImFontAtlas to ImFontAtlas->Tex: ImFontAtlas::TexWidth => TexData->Width, ImFontAtlas::TexHeight => TexData->Height, ImFontAtlas::TexPixelsAlpha8/TexPixelsRGBA32 => TexData->GetPixels().
+ - Widget code may use ImGui::GetFontBaked() instead of ImGui::GetFont() to access font data for current font at current font size (and you may use font->GetFontBaked(size) to access it for any other size.)
+ - Fonts: (users of imgui_freetype): renamed ImFontAtlas::FontBuilderFlags to ImFontAtlas::FontLoaderFlags. Renamed ImFontConfig::FontBuilderFlags to ImFontConfig::FontLoaderFlags. Renamed ImGuiFreeTypeBuilderFlags to ImGuiFreeTypeLoaderFlags.
+ If you used runtime imgui_freetype selection rather than the default IMGUI_ENABLE_FREETYPE compile-time option: Renamed/reworked ImFontBuilderIO into ImFontLoader. Renamed ImGuiFreeType::GetBuilderForFreeType() to ImGuiFreeType::GetFontLoader().
+ - old: io.Fonts->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()
+ - new: io.Fonts->FontLoader = ImGuiFreeType::GetFontLoader()
+ - new: io.Fonts->SetFontLoader(ImGuiFreeType::GetFontLoader()) to change dynamically at runtime [from 1.92.1]
+ - Fonts: (users of custom rectangles, see #8466): Renamed AddCustomRectRegular() to AddCustomRect(). Added GetCustomRect() as a replacement for GetCustomRectByIndex() + CalcCustomRectUV().
+ - The output type of GetCustomRect() is now ImFontAtlasRect, which include UV coordinates. X->x, Y->y, Width->w, Height->h.
+ - old:
+ const ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(custom_rect_id);
+ ImVec2 uv0, uv1;
+ atlas->GetCustomRectUV(r, &uv0, &uv1);
+ ImGui::Image(atlas->TexRef, ImVec2(r->w, r->h), uv0, uv1);
+ - new;
+ ImFontAtlasRect r;
+ atlas->GetCustomRect(custom_rect_id, &r);
+ ImGui::Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1);
+ - We added a redirecting typedef but haven't attempted to magically redirect the field names, as this API is rarely used and the fix is simple.
+ - Obsoleted AddCustomRectFontGlyph() as the API does not make sense for scalable fonts. Kept existing function which uses the font "default size" (Sources[0]->LegacySize). Added a helper AddCustomRectFontGlyphForSize() which is immediately marked obsolete, but can facilitate transitioning old code.
+ - Prefer adding a font source (ImFontConfig) using a custom/procedural loader.
+ - DrawList: Renamed ImDrawList::PushTextureID()/PopTextureID() to PushTexture()/PopTexture().
+ - Backends: removed ImGui_ImplXXXX_CreateFontsTexture()/ImGui_ImplXXXX_DestroyFontsTexture() for all backends that had them. They should not be necessary any more.
+ - 2025/05/23 (1.92.0) - Fonts: changed ImFont::CalcWordWrapPositionA() to ImFont::CalcWordWrapPosition()
+ - old: const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, ....);
+ - new: const char* ImFont::CalcWordWrapPosition (float size, const char* text, ....);
+ The leading 'float scale' parameters was changed to 'float size'. This was necessary as 'scale' is assuming standard font size which is a concept we aim to eliminate in an upcoming update. Kept inline redirection function.
+ - 2025/05/15 (1.92.0) - TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. Kept inline redirection enum (will obsolete).
+ - 2025/05/15 (1.92.0) - Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. Use PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop)/PopItemFlag() instead. (#3092)
+ - 2025/05/15 (1.92.0) - Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6. Use ImGuiListClipper::IncludeItemsByIndex() instead.
+ - 2025/03/05 (1.91.9) - BeginMenu(): Internals: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00", allowing them to also store the menu name before it. This shouldn't affect code unless directly accessing menu window from their mangled name.
+ - 2025/04/16 (1.91.9) - Internals: RenderTextEllipsis() function removed the 'float clip_max_x' parameter directly preceding 'float ellipsis_max_x'. Values were identical for a vast majority of users. (#8387)
+ - 2025/02/27 (1.91.9) - Image(): removed 'tint_col' and 'border_col' parameter from Image() function. Added ImageWithBg() replacement. (#8131, #8238)
+ - old: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0));
+ - new: void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1));
+ - new: void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1));
+ - TL;DR: 'border_col' had misleading side-effect on layout, 'bg_col' was missing, parameter order couldn't be consistent with ImageButton().
+ - new behavior always use ImGuiCol_Border color + style.ImageBorderSize / ImGuiStyleVar_ImageBorderSize.
+ - old behavior altered border size (and therefore layout) based on border color's alpha, which caused variety of problems + old behavior a fixed 1.0f for border size which was not tweakable.
+ - kept legacy signature (will obsolete), which mimics the old behavior, but uses Max(1.0f, style.ImageBorderSize) when border_col is specified.
+ - added ImageWithBg() function which has both 'bg_col' (which was missing) and 'tint_col'. It was impossible to add 'bg_col' to Image() with a parameter order consistent with other functions, so we decided to remove 'tint_col' and introduce ImageWithBg().
+ - 2025/02/25 (1.91.9) - internals: fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[]. ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount.
+ - 2025/02/06 (1.91.9) - renamed ImFontConfig::GlyphExtraSpacing.x to ImFontConfig::GlyphExtraAdvanceX.
+ - 2025/01/22 (1.91.8) - removed ImGuiColorEditFlags_AlphaPreview (made value 0): it is now the default behavior.
+ prior to 1.91.8: alpha was made opaque in the preview by default _unless_ using ImGuiColorEditFlags_AlphaPreview. We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
+ the new flags (ImGuiColorEditFlags_AlphaOpaque, ImGuiColorEditFlags_AlphaNoBg + existing ImGuiColorEditFlags_AlphaPreviewHalf) may be combined better and allow finer controls:
+ - 2025/01/14 (1.91.7) - renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete). (#6937)
+ - 2024/11/27 (1.91.6) - changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions.
+ As a result, old .ini data may be partially lost (docking and tables information particularly).
+ Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a '#define IMGUI_USE_LEGACY_CRC32_ADLER' compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data.
+ - 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before)
+ - io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022).
+ - io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
+ - pre-1.87 backends are not supported:
+ - backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
+ - backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
+ - for more reference:
+ - read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88.
+ - read https://github.com/ocornut/imgui/issues/4921
+ - if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest.
+ - obsoleted ImGuiKey_COUNT (it is unusually error-prone/misleading since valid keys don't start at 0). probably use ImGuiKey_NamedKey_BEGIN/ImGuiKey_NamedKey_END?
+ - fonts: removed const qualifiers from most font functions in prevision for upcoming font improvements.
+ - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete).
+ - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool.
+ moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!).
+ kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value!
+ - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641)
+ this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers.
+ you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image().
+ in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning:
+ - May warn: ImGui::Image((void*)MyTextureData, ...);
+ - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...);
+ - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData, ...);
+ - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like.
+ - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76)
+ - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed).
+ although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76)
+ - 2024/09/10 (1.91.2) - internals: using multiple overlaid ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
+ it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
+ - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag.
+ - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure:
+ - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData.
+ - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line.
+ - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660)
+ - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
+ - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278)
+ - access those via GetPlatformIO() instead of GetIO().
+ some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol.
+ - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder:
+ - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID)
+ - new ImageButton() since 1.89 requires an explicit 'const char* str_id'
+ - old ImageButton() before 1.89 had frame_padding' override argument.
+ - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar().
+ - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info)
+ you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way.
+ - instead of: GetWindowContentRegionMax().x - GetCursorPos().x
+ - you can use: GetContentRegionAvail().x
+ - instead of: GetWindowContentRegionMax().x + GetWindowPos().x
+ - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window
+ - instead of: GetContentRegionMax()
+ - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates
+ - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x
+ - you can use: GetContentRegionAvail() // when called from left edge of window
+ - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573)
+ (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors)
+ - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag().
+ - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456)
+ - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456)
+ - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc.
+ - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness.
+ - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
+ - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
+ - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow.
+ - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened);
+ - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0);
+ - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does.
+ - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire.
+ - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected.
+ - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages).
+ - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library.
+ - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading.
+ - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022):
+ - old: CaptureKeyboardFromApp(bool)
+ - new: SetNextFrameWantCaptureKeyboard(bool)
+ - old: CaptureMouseFromApp(bool)
+ - new: SetNextFrameWantCaptureMouse(bool)
+ - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs).
+ - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest.
+ - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures:
+ - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
+ - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
+ - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures.
+ - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
+ - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
+ - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
+ - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
+ for various reasons those changes makes sense. They are being made because making some of those API public.
+ only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
+ - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys.
+ - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps.
+ - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456)
+ - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions.
+ - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
+ - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
+ - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values.
+ with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item.
+ You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent.
+ (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth).
+ - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417)
+ - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921)
+ - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
+ - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
+ - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter.
+ - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
+ - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
+ - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80.
+ - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
+ - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete).
+ those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.
+ - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
+ - old: BeginChild("Name", size, true)
+ - new: BeginChild("Name", size, ImGuiChildFlags_Border)
+ - old: BeginChild("Name", size, false)
+ - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
+ **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'**
+ - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow.
+ - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
+ - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
+ - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
+ - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
+ - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
+ - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
+ - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
+ - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
+ - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
+ - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
+ - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
+ - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
+ - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
+ - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
+ - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
+ - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
+ - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
+ - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
+ - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
+ - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
+ - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
+ - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
+ - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
+ - ListBoxFooter() -> use EndListBox()
+ - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
+ - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
+ - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
+ - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp
+ - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
+ - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic()
+ - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo()
+ - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
+ - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
+ - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
+ Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
+ it has been frequently requested by people to use our own. We had an opt-in define which was
+ previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
+ - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include / #include
+ - Error: #include / #define IMGUI_DEFINE_MATH_OPERATORS / #include
+ - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
+ - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
+ - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
+ - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
+ - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl
+ - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
+ - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt
+ - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
+ the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
+ the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
+ exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
+ - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
+ this will require uses of legacy backend-dependent indices to be casted, e.g.
+ - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
+ - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A')
+ - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
+ - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
+ - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
+ - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
+ - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
+ - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
+ - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
+ this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
+ - previously this would make the window content size ~200x200:
+ Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
+ - instead, please submit an item:
+ Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
+ - alternative:
+ Begin(...) + Dummy(ImVec2(200,200)) + End();
+ - content size is now only extended when submitting an item!
+ - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
+ - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
+ - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
+ - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
+ - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
+ - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
+ - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
+ - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
+ - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
+ - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
+ - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
+ - Official backends from 1.87+ -> no issue.
+ - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
+ - Custom backends not writing to io.NavInputs[] -> no issue.
+ - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
+ - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
+ - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
+ - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
+ - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
+ - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
+ - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
+ - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputting text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
+ - 2022/01/17 (1.87) - inputs: reworked mouse IO.
+ - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent()
+ - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent()
+ - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent()
+ - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
+ note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
+ read https://github.com/ocornut/imgui/issues/4921 for details.
+ - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(), ImGui::IsKeyDown(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
+ - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
+ - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
+ - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to still function with legacy key codes).
+ - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
+ - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
+ - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
+ - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
+ - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
+ - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
+ - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
+ - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
+ - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
+ - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect
+ - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
+ - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
+ - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
+ - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
+ - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
+ - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
+ - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
+ - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
+ - if you are using official backends from the source tree: you have nothing to do.
+ - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
+ - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
+ - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft
+ - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
+ - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc.
+ flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
+ breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
+ - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use)
+ - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use)
+ - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use)
+ - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
+ this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
+ the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
+ legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
+ - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
+ - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY()
+ - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
+ - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
+ - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
+ - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
+ - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
+ - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
+ - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
+ - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
+ - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
+ - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
+ - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
+ - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
+ - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
+ - ImGuiInputTextCallback -> use ImGuiTextEditCallback
+ - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
+ - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
+ - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
+ - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
+ - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
+ - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
+ - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
+ - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
+ - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
+ - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
+ - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT
+ - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT
+ - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
+ - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
+ - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
+ - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
+ - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
+ - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
+ - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
+ - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
+ - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
+ - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
+ replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
+ worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
+ - if you omitted the 'power' parameter (likely!), you are not affected.
+ - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
+ - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
+ see https://github.com/ocornut/imgui/issues/3361 for all details.
+ kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
+ for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
+ - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
+ - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
+ - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
+ - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
+ - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
+ - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
+ - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
+ - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
+ - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
+ - ShowTestWindow() -> use ShowDemoWindow()
+ - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
+ - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
+ - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f))
+ - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing()
+ - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg
+ - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding
+ - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
+ - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS
+ - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
+ - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
+ - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
+ - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
+ - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
+ - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
+ - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
+ - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
+ - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding()
+ - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
+ - ImFont::Glyph -> use ImFontGlyph
+ - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
+ if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
+ The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
+ If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
+ - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
+ - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
+ - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
+ - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
+ overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
+ This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
+ Please reach out if you are affected.
+ - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
+ - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
+ - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
+ - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
+ - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
+ - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
+ - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
+ - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
+ - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
+ - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
+ - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
+ - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
+ - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
+ - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
+ - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
+ If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
+ - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
+ - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
+ NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
+ Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
+ - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
+ - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
+ - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
+ - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
+ - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
+ - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
+ - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
+ - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.).
+ old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
+ when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
+ in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
+ - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
+ - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
+ - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
+ If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
+ To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
+ If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
+ - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
+ consistent with other functions. Kept redirection functions (will obsolete).
+ - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
+ - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
+ - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
+ - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
+ - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
+ - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
+ - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
+ - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
+ - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
+ - removed Shutdown() function, as DestroyContext() serve this purpose.
+ - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
+ - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
+ - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
+ - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
+ - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
+ - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
+ - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
+ - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
+ - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
+ - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
+ - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
+ - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
+ - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
+ - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
+ - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
+ - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
+ - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
+ - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
+ - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
+ Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
+ - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
+ - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
+ - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
+ - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
+ - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
+ - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
+ - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
+ removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
+ IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
+ IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
+ IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
+ - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
+ - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
+ - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
+ - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
+ - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
+ - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
+ - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
+ - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
+ - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
+ - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix.
+ - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
+ - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
+ - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
+ - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
+ - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
+ - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
+ - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
+ - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
+ - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
+ - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
+ - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
+ - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
+ - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
+ - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
+ - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
+ - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
+ If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
+ This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
+ ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
+ If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
+ - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
+ - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
+ - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
+ - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
+ - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
+ - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
+ - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
+ - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
+ - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
+ - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
+ - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
+ - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
+ GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
+ GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
+ - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
+ - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
+ - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
+ - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
+ you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
+ - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
+ this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
+ - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
+ - the signature of the io.RenderDrawListsFn handler has changed!
+ old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+ new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
+ parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
+ ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
+ ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
+ - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
+ - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
+ - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
+ - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
+ - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
+ - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
+ - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
+ - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
+ - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
+ - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
+ - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
+ - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
+ - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
+ - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
+ - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
+ - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
+ - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
+ - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
+ - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
+ - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
+ - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
+ - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
+ - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
+ - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
+ - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
+ - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
+ - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
+ - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
+ - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
+ - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
+ - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
+ - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
+ you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
+ - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
+ - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
+ - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
+ - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
+ - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
+ - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
+ - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
+ - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
+ - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
+ - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
+ - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
+ - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
+ - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
+ - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
+
+
+ FREQUENTLY ASKED QUESTIONS (FAQ)
+ ================================
+
+ Read all answers online:
+ https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
+ Read all answers locally (with a text editor or ideally a Markdown viewer):
+ docs/FAQ.md
+ Some answers are copied down here to facilitate searching in code.
+
+ Q&A: Basics
+ ===========
+
+ Q: Where is the documentation?
+ A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
+ - Run the examples/ applications and explore them.
+ - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
+ - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
+ - The demo covers most features of Dear ImGui, so you can read the code and see its output.
+ - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
+ - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
+ examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
+ - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
+ - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
+ - Your programming IDE is your friend, find the type or function declaration to find comments
+ associated with it.
+
+ Q: What is this library called?
+ Q: What is the difference between Dear ImGui and traditional UI toolkits?
+ Q: Which version should I get?
+ >> This library is called "Dear ImGui", please don't call it "ImGui" :)
+ >> See https://www.dearimgui.com/faq for details.
+
+ Q&A: Integration
+ ================
+
+ Q: How to get started?
+ A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
+
+ Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
+ A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
+ >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
+
+ Q. How can I enable keyboard or gamepad controls?
+ Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
+ Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
+ Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
+ Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
+ >> See https://www.dearimgui.com/faq
+
+ Q&A: Usage
+ ----------
+
+ Q: About the ID Stack system..
+ - Why is my widget not reacting when I click on it?
+ - How can I have widgets with an empty label?
+ - How can I have multiple widgets with the same label?
+ - How can I have multiple windows with the same label?
+ Q: How can I display an image? What is ImTextureID, how does it work?
+ Q: How can I use my own math types instead of ImVec2?
+ Q: How can I interact with standard C++ types (such as std::string and std::vector)?
+ Q: How can I display custom shapes? (using low-level ImDrawList API)
+ >> See https://www.dearimgui.com/faq
+
+ Q&A: Fonts, Text
+ ================
+
+ Q: How should I handle DPI in my application?
+ Q: How can I load a different font than the default?
+ Q: How can I easily use icons in my application?
+ Q: How can I load multiple fonts?
+ Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
+ >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md
+
+ Q&A: Concerns
+ =============
+
+ Q: Who uses Dear ImGui?
+ Q: Can you create elaborate/serious tools with Dear ImGui?
+ Q: Can you reskin the look of Dear ImGui?
+ Q: Why using C++ (as opposed to C)?
+ >> See https://www.dearimgui.com/faq
+
+ Q&A: Community
+ ==============
+
+ Q: How can I help?
+ A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
+ We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
+ This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
+ >>> See https://github.com/ocornut/imgui/wiki/Funding
+ - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
+ - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
+ - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
+ You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
+ But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
+ - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
+
+*/
+
+//-------------------------------------------------------------------------
+// [SECTION] INCLUDES
+//-------------------------------------------------------------------------
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#ifndef IMGUI_DEFINE_MATH_OPERATORS
+#define IMGUI_DEFINE_MATH_OPERATORS
+#endif
+
+#include
+#ifndef IMGUI_DISABLE
+#include
+
+// System includes
+#include // vsnprintf, sscanf, printf
+#include // intptr_t
+
+// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
+#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
+#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
+#endif
+
+// [Windows] OS specific includes (optional)
+#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && defined(IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#define IMGUI_DISABLE_WIN32_FUNCTIONS
+#endif
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#ifndef NOMINMAX
+#define NOMINMAX
+#endif
+#ifndef __MINGW32__
+#include // _wfopen, OpenClipboard
+#else
+#include
+#endif
+#if defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES))
+// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions
+#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
+#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
+#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+#endif
+#endif
+
+// [Apple] OS specific includes
+#if defined(__APPLE__)
+#include
+#endif
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
+#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
+#endif
+#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
+#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
+#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int'
+#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-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 "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
+#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int'
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
+#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
+#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label
+#elif defined(__GNUC__)
+// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
+#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
+#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
+#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
+#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
+#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
+#endif
+
+// Debug options
+#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction.
+#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
+
+// Default font size if unspecified in both style.FontSizeBase and AddFontXXX() calls.
+static const float FONT_DEFAULT_SIZE = 20.0f;
+
+// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
+static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
+static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
+static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut.
+static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
+static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
+
+// Tooltip offset
+static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale
+static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale
+static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale
+
+//-------------------------------------------------------------------------
+// [SECTION] FORWARD DECLARATIONS
+//-------------------------------------------------------------------------
+
+static void SetCurrentWindow(ImGuiWindow* window);
+static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags);
+static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
+
+static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window);
+
+// Settings
+static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
+static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
+static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
+static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
+static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
+
+// Platform Dependents default implementation for ImGuiPlatformIO functions
+static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx);
+static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text);
+static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
+static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path);
+
+namespace ImGui
+{
+// Item
+static void ItemHandleShortcut(ImGuiID id);
+
+// Window Focus
+static int FindWindowFocusIndex(ImGuiWindow* window);
+static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags);
+
+// Navigation
+static void NavUpdate();
+static void NavUpdateWindowing();
+static void NavUpdateWindowingApplyFocus(ImGuiWindow* window);
+static void NavUpdateWindowingOverlay();
+static void NavUpdateCancelRequest();
+static void NavUpdateCreateMoveRequest();
+static void NavUpdateCreateTabbingRequest();
+static float NavUpdatePageUpPageDown();
+static inline void NavUpdateAnyRequestFlag();
+static void NavUpdateCreateWrappingRequest();
+static void NavEndFrame();
+static bool NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb);
+static void NavApplyItemToResult(ImGuiNavItemData* result);
+static void NavProcessItem();
+static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
+static ImGuiInputSource NavCalcPreferredRefPosSource();
+static ImVec2 NavCalcPreferredRefPos();
+static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
+static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
+static void NavRestoreLayer(ImGuiNavLayer layer);
+
+// Error Checking and Debug Tools
+static void ErrorCheckNewFrameSanityChecks();
+static void ErrorCheckEndFrameSanityChecks();
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+static void UpdateDebugToolItemPicker();
+static void UpdateDebugToolStackQueries();
+static void UpdateDebugToolFlashStyleColor();
+#endif
+
+// Inputs
+static void UpdateKeyboardInputs();
+static void UpdateMouseInputs();
+static void UpdateMouseWheel();
+static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
+
+// Misc
+static void UpdateFontsNewFrame();
+static void UpdateFontsEndFrame();
+static void UpdateTexturesNewFrame();
+static void UpdateTexturesEndFrame();
+static void UpdateSettings();
+static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
+static void RenderWindowOuterBorders(ImGuiWindow* window);
+static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
+static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
+static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
+static void RenderDimmedBackgrounds();
+static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect);
+static void SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect);
+
+// Viewports
+const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
+static void UpdateViewportsNewFrame();
+
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] CONTEXT AND MEMORY ALLOCATORS
+//-----------------------------------------------------------------------------
+
+// DLL users:
+// - Heaps and globals are not shared across DLL boundaries!
+// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
+// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
+// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
+// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
+
+// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
+// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
+// Change to a different context by calling ImGui::SetCurrentContext().
+// - Important: Dear ImGui functions are not thread-safe because of this pointer.
+// If you want thread-safety to allow N threads to access N different contexts:
+// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
+// struct ImGuiContext;
+// extern thread_local ImGuiContext* MyImGuiTLS;
+// #define GImGui MyImGuiTLS
+// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
+// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
+// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
+// - DLL users: read comments above.
+#ifndef GImGui
+ImGuiContext* GImGui = NULL;
+#endif
+
+// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
+// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
+// - DLL users: read comments above.
+#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
+static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); }
+static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); }
+#else
+static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
+static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
+#endif
+static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper;
+static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper;
+static void* GImAllocatorUserData = NULL;
+
+//-----------------------------------------------------------------------------
+// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO)
+//-----------------------------------------------------------------------------
+
+ImGuiStyle::ImGuiStyle()
+{
+ FontSizeBase = 0.0f; // Will default to io.Fonts->Fonts[0] on first frame.
+ FontScaleMain = 1.0f; // Main scale factor. May be set by application once, or exposed to end-user.
+ FontScaleDpi = 1.0f; // Additional scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.
+
+ Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui.
+ DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
+ WindowPadding = ImVec2(8,8); // Padding within a window
+ WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
+ WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+ WindowBorderHoverPadding = 4.0f; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
+ WindowMinSize = ImVec2(32,32); // Minimum window size
+ WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
+ WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
+ ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
+ ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+ PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
+ PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
+ FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
+ FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
+ FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
+ ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines
+ ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
+ CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
+ TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
+ IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
+ ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
+ ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar
+ ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar
+ ScrollbarPadding = 2.0f; // Padding of scrollbar grab within its frame (same for both axises)
+ GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar
+ GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+ LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
+ ImageBorderSize = 0.0f; // Thickness of border around tabs.
+ TabRounding = 5.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
+ TabBorderSize = 0.0f; // Thickness of border around tabs.
+ TabMinWidthBase = 1.0f; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
+ TabMinWidthShrink = 80.0f; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
+ TabCloseButtonMinWidthSelected = -1.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
+ TabCloseButtonMinWidthUnselected = 0.0f; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
+ TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
+ TabBarOverlineSize = 1.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar.
+ TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
+ TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell
+ TreeLinesFlags = ImGuiTreeNodeFlags_DrawLinesNone;
+ TreeLinesSize = 1.0f; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
+ TreeLinesRounding = 0.0f; // Radius of lines connecting child nodes to the vertical line.
+ ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
+ ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
+ SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
+ SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText()
+ SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
+ SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
+ DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
+ DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
+ MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
+ AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
+ AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
+ AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
+ CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
+ CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
+
+ // Behaviors
+ HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
+ HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
+ HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
+ HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
+ HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
+
+ // [Internal]
+ _MainScale = 1.0f;
+ _NextFrameFontSizeBase = 0.0f;
+
+ // Default theme
+ ImGui::StyleColorsDark(this);
+}
+
+
+// Scale all spacing/padding/thickness values. Do not scale fonts.
+// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
+void ImGuiStyle::ScaleAllSizes(float scale_factor)
+{
+ _MainScale *= scale_factor;
+ WindowPadding = ImTrunc(WindowPadding * scale_factor);
+ WindowRounding = ImTrunc(WindowRounding * scale_factor);
+ WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
+ WindowBorderHoverPadding = ImTrunc(WindowBorderHoverPadding * scale_factor);
+ ChildRounding = ImTrunc(ChildRounding * scale_factor);
+ PopupRounding = ImTrunc(PopupRounding * scale_factor);
+ FramePadding = ImTrunc(FramePadding * scale_factor);
+ FrameRounding = ImTrunc(FrameRounding * scale_factor);
+ ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
+ ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
+ CellPadding = ImTrunc(CellPadding * scale_factor);
+ TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
+ IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
+ ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
+ ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
+ ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
+ ScrollbarPadding = ImTrunc(ScrollbarPadding * scale_factor);
+ GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
+ GrabRounding = ImTrunc(GrabRounding * scale_factor);
+ LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
+ ImageBorderSize = ImTrunc(ImageBorderSize * scale_factor);
+ TabRounding = ImTrunc(TabRounding * scale_factor);
+ TabMinWidthBase = ImTrunc(TabMinWidthBase * scale_factor);
+ TabMinWidthShrink = ImTrunc(TabMinWidthShrink * scale_factor);
+ TabCloseButtonMinWidthSelected = (TabCloseButtonMinWidthSelected > 0.0f && TabCloseButtonMinWidthSelected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthSelected * scale_factor) : TabCloseButtonMinWidthSelected;
+ TabCloseButtonMinWidthUnselected = (TabCloseButtonMinWidthUnselected > 0.0f && TabCloseButtonMinWidthUnselected != FLT_MAX) ? ImTrunc(TabCloseButtonMinWidthUnselected * scale_factor) : TabCloseButtonMinWidthUnselected;
+ TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor);
+ TreeLinesRounding = ImTrunc(TreeLinesRounding * scale_factor);
+ SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
+ DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
+ DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
+ MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
+}
+
+ImGuiIO::ImGuiIO()
+{
+ // Most fields are initialized with zero
+ memset(this, 0, sizeof(*this));
+ IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
+
+ // Settings
+ ConfigFlags = ImGuiConfigFlags_None;
+ BackendFlags = ImGuiBackendFlags_None;
+ DisplaySize = ImVec2(-1.0f, -1.0f);
+ DeltaTime = 1.0f / 60.0f;
+ IniSavingRate = 5.0f;
+ IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
+ LogFilename = "imgui_log.txt";
+ UserData = NULL;
+
+ Fonts = NULL;
+ FontDefault = NULL;
+ FontAllowUserScaling = false;
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ FontGlobalScale = 1.0f; // Use style.FontScaleMain instead!
+#endif
+ DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
+
+ // Keyboard/Gamepad Navigation options
+ ConfigNavSwapGamepadButtons = false;
+ ConfigNavMoveSetMousePos = false;
+ ConfigNavCaptureKeyboard = true;
+ ConfigNavEscapeClearFocusItem = true;
+ ConfigNavEscapeClearFocusWindow = false;
+ ConfigNavCursorVisibleAuto = true;
+ ConfigNavCursorVisibleAlways = false;
+
+ // Miscellaneous options
+ MouseDrawCursor = false;
+#ifdef __APPLE__
+ ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
+#else
+ ConfigMacOSXBehaviors = false;
+#endif
+ ConfigInputTrickleEventQueue = true;
+ ConfigInputTextCursorBlink = true;
+ ConfigInputTextEnterKeepActive = false;
+ ConfigDragClickToInputText = false;
+ ConfigWindowsResizeFromEdges = true;
+ ConfigWindowsMoveFromTitleBarOnly = false;
+ ConfigWindowsCopyContentsWithCtrlC = false;
+ ConfigScrollbarScrollByPage = true;
+ ConfigMemoryCompactTimer = 60.0f;
+ ConfigDebugIsDebuggerPresent = false;
+ ConfigDebugHighlightIdConflicts = true;
+ ConfigDebugHighlightIdConflictsShowItemPicker = true;
+ ConfigDebugBeginReturnValueOnce = false;
+ ConfigDebugBeginReturnValueLoop = false;
+
+ ConfigErrorRecovery = true;
+ ConfigErrorRecoveryEnableAssert = true;
+ ConfigErrorRecoveryEnableDebugLog = true;
+ ConfigErrorRecoveryEnableTooltip = true;
+
+ // Inputs Behaviors
+ MouseDoubleClickTime = 0.30f;
+ MouseDoubleClickMaxDist = 6.0f;
+ MouseDragThreshold = 6.0f;
+ KeyRepeatDelay = 0.275f;
+ KeyRepeatRate = 0.050f;
+
+ // Platform Functions
+ // Note: Initialize() will setup default clipboard/ime handlers.
+ BackendPlatformName = BackendRendererName = NULL;
+ BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
+
+ // Input (NB: we already have memset zero the entire structure!)
+ MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+ MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
+ MouseSource = ImGuiMouseSource_Mouse;
+ for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
+ for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
+ AppAcceptingEvents = true;
+}
+
+// Pass in translated ASCII characters for text input.
+// - with glfw you can get those from the callback set in glfwSetCharCallback()
+// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
+// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
+void ImGuiIO::AddInputCharacter(unsigned int c)
+{
+ IM_ASSERT(Ctx != NULL);
+ ImGuiContext& g = *Ctx;
+ if (c == 0 || !AppAcceptingEvents)
+ return;
+
+ ImGuiInputEvent e;
+ e.Type = ImGuiInputEventType_Text;
+ e.Source = ImGuiInputSource_Keyboard;
+ e.EventId = g.InputEventsNextEventId++;
+ e.Text.Char = c;
+ g.InputEventsQueue.push_back(e);
+}
+
+// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
+// we should save the high surrogate.
+void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
+{
+ if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
+ return;
+
+ if ((c & 0xFC00) == 0xD800) // High surrogate, must save
+ {
+ if (InputQueueSurrogate != 0)
+ AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
+ InputQueueSurrogate = c;
+ return;
+ }
+
+ ImWchar cp = c;
+ if (InputQueueSurrogate != 0)
+ {
+ if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
+ {
+ AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
+ }
+ else
+ {
+#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
+ cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
+#else
+ cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
+#endif
+ }
+
+ InputQueueSurrogate = 0;
+ }
+ AddInputCharacter((unsigned)cp);
+}
+
+void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
+{
+ if (!AppAcceptingEvents)
+ return;
+ while (*utf8_chars != 0)
+ {
+ unsigned int c = 0;
+ utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
+ AddInputCharacter(c);
+ }
+}
+
+// Clear all incoming events.
+void ImGuiIO::ClearEventsQueue()
+{
+ IM_ASSERT(Ctx != NULL);
+ ImGuiContext& g = *Ctx;
+ g.InputEventsQueue.clear();
+}
+
+// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
+void ImGuiIO::ClearInputKeys()
+{
+ ImGuiContext& g = *Ctx;
+ for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++)
+ {
+ if (ImGui::IsMouseKey((ImGuiKey)key))
+ continue;
+ ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN];
+ key_data->Down = false;
+ key_data->DownDuration = -1.0f;
+ key_data->DownDurationPrev = -1.0f;
+ }
+ KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
+ KeyMods = ImGuiMod_None;
+ InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
+}
+
+void ImGuiIO::ClearInputMouse()
+{
+ for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1))
+ {
+ ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN];
+ key_data->Down = false;
+ key_data->DownDuration = -1.0f;
+ key_data->DownDurationPrev = -1.0f;
+ }
+ MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
+ for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
+ {
+ MouseDown[n] = false;
+ MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
+ }
+ MouseWheel = MouseWheelH = 0.0f;
+}
+
+// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
+// Current frame character buffer is now also cleared by ClearInputKeys().
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+void ImGuiIO::ClearInputCharacters()
+{
+ InputQueueCharacters.resize(0);
+}
+#endif
+
+static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
+{
+ ImGuiContext& g = *ctx;
+ for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
+ {
+ ImGuiInputEvent* e = &g.InputEventsQueue[n];
+ if (e->Type != type)
+ continue;
+ if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
+ continue;
+ if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
+ continue;
+ return e;
+ }
+ return NULL;
+}
+
+// Queue a new key down/up event.
+// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
+// - bool down: Is the key down? use false to signify a key release.
+// - float analog_value: 0.0f..1.0f
+// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
+// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
+void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
+{
+ //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
+ IM_ASSERT(Ctx != NULL);
+ if (key == ImGuiKey_None || !AppAcceptingEvents)
+ return;
+ ImGuiContext& g = *Ctx;
+ IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
+ IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
+
+ // MacOS: swap Cmd(Super) and Ctrl
+ if (g.IO.ConfigMacOSXBehaviors)
+ {
+ if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; }
+ else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; }
+ else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; }
+ else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; }
+ else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; }
+ else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; }
+ }
+
+ // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
+ const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
+ const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
+ const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
+ const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
+ if (latest_key_down == down && latest_key_analog == analog_value)
+ return;
+
+ // Add event
+ ImGuiInputEvent e;
+ e.Type = ImGuiInputEventType_Key;
+ e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
+ e.EventId = g.InputEventsNextEventId++;
+ e.Key.Key = key;
+ e.Key.Down = down;
+ e.Key.AnalogValue = analog_value;
+ g.InputEventsQueue.push_back(e);
+}
+
+void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
+{
+ if (!AppAcceptingEvents)
+ return;
+ AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
+}
+
+// [Optional] Call after AddKeyEvent().
+// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
+// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
+void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
+{
+ if (key == ImGuiKey_None)
+ return;
+ IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
+ IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
+ IM_UNUSED(key); // Yet unused
+ IM_UNUSED(native_keycode); // Yet unused
+ IM_UNUSED(native_scancode); // Yet unused
+ IM_UNUSED(native_legacy_index); // Yet unused
+}
+
+// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
+void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
+{
+ AppAcceptingEvents = accepting_events;
+}
+
+// Queue a mouse move event
+void ImGuiIO::AddMousePosEvent(float x, float y)
+{
+ IM_ASSERT(Ctx != NULL);
+ ImGuiContext& g = *Ctx;
+ if (!AppAcceptingEvents)
+ return;
+
+ // Apply same flooring as UpdateMouseInputs()
+ ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
+
+ // Filter duplicate
+ const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
+ const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
+ if (latest_pos.x == pos.x && latest_pos.y == pos.y)
+ return;
+
+ ImGuiInputEvent e;
+ e.Type = ImGuiInputEventType_MousePos;
+ e.Source = ImGuiInputSource_Mouse;
+ e.EventId = g.InputEventsNextEventId++;
+ e.MousePos.PosX = pos.x;
+ e.MousePos.PosY = pos.y;
+ e.MousePos.MouseSource = g.InputEventsNextMouseSource;
+ g.InputEventsQueue.push_back(e);
+}
+
+void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
+{
+ IM_ASSERT(Ctx != NULL);
+ ImGuiContext& g = *Ctx;
+ IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
+ if (!AppAcceptingEvents)
+ return;
+
+ // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button.
+ if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick)
+ {
+ // Order of both statements matters: this event will still release mouse button 1
+ mouse_button = 1;
+ if (!down)
+ MouseCtrlLeftAsRightClick = false;
+ }
+
+ // Filter duplicate
+ const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
+ const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
+ if (latest_button_down == down)
+ return;
+
+ // On MacOS X: Convert Ctrl(Super)+Left click into Right-click.
+ // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us.
+ // - At this point we want from !down to down, so this is handling the initial press.
+ if (ConfigMacOSXBehaviors && mouse_button == 0 && down)
+ {
+ const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super);
+ if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper)
+ {
+ IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n");
+ MouseCtrlLeftAsRightClick = true;
+ AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again.
+ return;
+ }
+ }
+
+ ImGuiInputEvent e;
+ e.Type = ImGuiInputEventType_MouseButton;
+ e.Source = ImGuiInputSource_Mouse;
+ e.EventId = g.InputEventsNextEventId++;
+ e.MouseButton.Button = mouse_button;
+ e.MouseButton.Down = down;
+ e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
+ g.InputEventsQueue.push_back(e);
+}
+
+// Queue a mouse wheel event (some mouse/API may only have a Y component)
+void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
+{
+ IM_ASSERT(Ctx != NULL);
+ ImGuiContext& g = *Ctx;
+
+ // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
+ if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
+ return;
+
+ ImGuiInputEvent e;
+ e.Type = ImGuiInputEventType_MouseWheel;
+ e.Source = ImGuiInputSource_Mouse;
+ e.EventId = g.InputEventsNextEventId++;
+ e.MouseWheel.WheelX = wheel_x;
+ e.MouseWheel.WheelY = wheel_y;
+ e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
+ g.InputEventsQueue.push_back(e);
+}
+
+// This is not a real event, the data is latched in order to be stored in actual Mouse events.
+// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
+void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
+{
+ IM_ASSERT(Ctx != NULL);
+ ImGuiContext& g = *Ctx;
+ g.InputEventsNextMouseSource = source;
+}
+
+void ImGuiIO::AddFocusEvent(bool focused)
+{
+ IM_ASSERT(Ctx != NULL);
+ ImGuiContext& g = *Ctx;
+
+ // Filter duplicate
+ const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
+ const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
+ if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
+ return;
+
+ ImGuiInputEvent e;
+ e.Type = ImGuiInputEventType_Focus;
+ e.EventId = g.InputEventsNextEventId++;
+ e.AppFocused.Focused = focused;
+ g.InputEventsQueue.push_back(e);
+}
+
+ImGuiPlatformIO::ImGuiPlatformIO()
+{
+ // Most fields are initialized with zero
+ memset(this, 0, sizeof(*this));
+ Platform_LocaleDecimalPoint = '.';
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
+//-----------------------------------------------------------------------------
+
+ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
+{
+ IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
+ ImVec2 p_last = p1;
+ ImVec2 p_closest;
+ float p_closest_dist2 = FLT_MAX;
+ float t_step = 1.0f / (float)num_segments;
+ for (int i_step = 1; i_step <= num_segments; i_step++)
+ {
+ ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
+ ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
+ float dist2 = ImLengthSqr(p - p_line);
+ if (dist2 < p_closest_dist2)
+ {
+ p_closest = p_line;
+ p_closest_dist2 = dist2;
+ }
+ p_last = p_current;
+ }
+ return p_closest;
+}
+
+// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
+static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
+{
+ float dx = x4 - x1;
+ float dy = y4 - y1;
+ float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
+ float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
+ d2 = (d2 >= 0) ? d2 : -d2;
+ d3 = (d3 >= 0) ? d3 : -d3;
+ if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
+ {
+ ImVec2 p_current(x4, y4);
+ ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
+ float dist2 = ImLengthSqr(p - p_line);
+ if (dist2 < p_closest_dist2)
+ {
+ p_closest = p_line;
+ p_closest_dist2 = dist2;
+ }
+ p_last = p_current;
+ }
+ else if (level < 10)
+ {
+ float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f;
+ float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f;
+ float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f;
+ float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f;
+ float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f;
+ float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
+ ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
+ ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
+ }
+}
+
+// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
+// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
+ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
+{
+ IM_ASSERT(tess_tol > 0.0f);
+ ImVec2 p_last = p1;
+ ImVec2 p_closest;
+ float p_closest_dist2 = FLT_MAX;
+ ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
+ return p_closest;
+}
+
+ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
+{
+ ImVec2 ap = p - a;
+ ImVec2 ab_dir = b - a;
+ float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
+ if (dot < 0.0f)
+ return a;
+ float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
+ if (dot > ab_len_sqr)
+ return b;
+ return a + ab_dir * dot / ab_len_sqr;
+}
+
+bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
+{
+ bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
+ bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
+ bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
+ return ((b1 == b2) && (b2 == b3));
+}
+
+void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
+{
+ ImVec2 v0 = b - a;
+ ImVec2 v1 = c - a;
+ ImVec2 v2 = p - a;
+ const float denom = v0.x * v1.y - v1.x * v0.y;
+ out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
+ out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
+ out_u = 1.0f - out_v - out_w;
+}
+
+ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
+{
+ ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
+ ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
+ ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
+ float dist2_ab = ImLengthSqr(p - proj_ab);
+ float dist2_bc = ImLengthSqr(p - proj_bc);
+ float dist2_ca = ImLengthSqr(p - proj_ca);
+ float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
+ if (m == dist2_ab)
+ return proj_ab;
+ if (m == dist2_bc)
+ return proj_bc;
+ return proj_ca;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
+//-----------------------------------------------------------------------------
+
+// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
+int ImStricmp(const char* str1, const char* str2)
+{
+ int d;
+ while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
+ return d;
+}
+
+int ImStrnicmp(const char* str1, const char* str2, size_t count)
+{
+ int d = 0;
+ while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
+ return d;
+}
+
+void ImStrncpy(char* dst, const char* src, size_t count)
+{
+ if (count < 1)
+ return;
+ if (count > 1)
+ strncpy(dst, src, count - 1); // FIXME-OPT: strncpy not only doesn't guarantee 0-termination, it also always writes the whole array
+ dst[count - 1] = 0;
+}
+
+char* ImStrdup(const char* str)
+{
+ size_t len = ImStrlen(str);
+ void* buf = IM_ALLOC(len + 1);
+ return (char*)memcpy(buf, (const void*)str, len + 1);
+}
+
+void* ImMemdup(const void* src, size_t size)
+{
+ void* dst = IM_ALLOC(size);
+ return memcpy(dst, src, size);
+}
+
+char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
+{
+ size_t dst_buf_size = p_dst_size ? *p_dst_size : ImStrlen(dst) + 1;
+ size_t src_size = ImStrlen(src) + 1;
+ if (dst_buf_size < src_size)
+ {
+ IM_FREE(dst);
+ dst = (char*)IM_ALLOC(src_size);
+ if (p_dst_size)
+ *p_dst_size = src_size;
+ }
+ return (char*)memcpy(dst, (const void*)src, src_size);
+}
+
+const char* ImStrchrRange(const char* str, const char* str_end, char c)
+{
+ const char* p = (const char*)ImMemchr(str, (int)c, str_end - str);
+ return p;
+}
+
+int ImStrlenW(const ImWchar* str)
+{
+ //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit
+ int n = 0;
+ while (*str++) n++;
+ return n;
+}
+
+// Find end-of-line. Return pointer will point to either first \n, either str_end.
+const char* ImStreolRange(const char* str, const char* str_end)
+{
+ const char* p = (const char*)ImMemchr(str, '\n', str_end - str);
+ return p ? p : str_end;
+}
+
+const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line
+{
+ IM_ASSERT_PARANOID(buf_mid_line >= buf_begin && buf_mid_line <= buf_begin + ImStrlen(buf_begin));
+ while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
+ buf_mid_line--;
+ return buf_mid_line;
+}
+
+const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
+{
+ if (!needle_end)
+ needle_end = needle + ImStrlen(needle);
+
+ const char un0 = (char)ImToUpper(*needle);
+ while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
+ {
+ if (ImToUpper(*haystack) == un0)
+ {
+ const char* b = needle + 1;
+ for (const char* a = haystack + 1; b < needle_end; a++, b++)
+ if (ImToUpper(*a) != ImToUpper(*b))
+ break;
+ if (b == needle_end)
+ return haystack;
+ }
+ haystack++;
+ }
+ return NULL;
+}
+
+// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
+void ImStrTrimBlanks(char* buf)
+{
+ char* p = buf;
+ while (p[0] == ' ' || p[0] == '\t') // Leading blanks
+ p++;
+ char* p_start = p;
+ while (*p != 0) // Find end of string
+ p++;
+ while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks
+ p--;
+ if (p_start != buf) // Copy memory if we had leading blanks
+ memmove(buf, p_start, p - p_start);
+ buf[p - p_start] = 0; // Zero terminate
+}
+
+const char* ImStrSkipBlank(const char* str)
+{
+ while (str[0] == ' ' || str[0] == '\t')
+ str++;
+ return str;
+}
+
+// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
+// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
+// B) When buf==NULL vsnprintf() will return the output size.
+#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+
+// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
+// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
+// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
+#ifdef IMGUI_USE_STB_SPRINTF
+#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
+#define STB_SPRINTF_IMPLEMENTATION
+#endif
+#ifdef IMGUI_STB_SPRINTF_FILENAME
+#include IMGUI_STB_SPRINTF_FILENAME
+#else
+#include "stb_sprintf.h"
+#endif
+#endif // #ifdef IMGUI_USE_STB_SPRINTF
+
+#if defined(_MSC_VER) && !defined(vsnprintf)
+#define vsnprintf _vsnprintf
+#endif
+
+int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+#ifdef IMGUI_USE_STB_SPRINTF
+ int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
+#else
+ int w = vsnprintf(buf, buf_size, fmt, args);
+#endif
+ va_end(args);
+ if (buf == NULL)
+ return w;
+ if (w == -1 || w >= (int)buf_size)
+ w = (int)buf_size - 1;
+ buf[w] = 0;
+ return w;
+}
+
+int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
+{
+#ifdef IMGUI_USE_STB_SPRINTF
+ int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
+#else
+ int w = vsnprintf(buf, buf_size, fmt, args);
+#endif
+ if (buf == NULL)
+ return w;
+ if (w == -1 || w >= (int)buf_size)
+ w = (int)buf_size - 1;
+ buf[w] = 0;
+ return w;
+}
+#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+
+void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
+ va_end(args);
+}
+
+// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller)
+// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g.
+// ImGuiTempBufferToken token;
+// ImFormatStringToTempBuffer(token, ...);
+void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
+{
+ ImGuiContext& g = *GImGui;
+ if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
+ {
+ const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
+ if (buf == NULL)
+ buf = "(null)";
+ *out_buf = buf;
+ if (out_buf_end) { *out_buf_end = buf + ImStrlen(buf); }
+ }
+ else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
+ {
+ int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
+ const char* buf = va_arg(args, const char*);
+ if (buf == NULL)
+ {
+ buf = "(null)";
+ buf_len = ImMin(buf_len, 6);
+ }
+ *out_buf = buf;
+ *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
+ }
+ else
+ {
+ int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
+ *out_buf = g.TempBuffer.Data;
+ if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
+ }
+}
+
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
+// CRC32 needs a 1KB lookup table (not cache friendly)
+// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
+// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
+static const ImU32 GCrc32LookupTable[256] =
+{
+#ifdef IMGUI_USE_LEGACY_CRC32_ADLER
+ // Legacy CRC32-adler table used pre 1.91.6 (before 2024/11/27). Only use if you cannot afford invalidating old .ini data.
+ 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
+ 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
+ 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
+ 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
+ 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
+ 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
+ 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
+ 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
+ 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
+ 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
+ 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
+ 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
+ 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
+ 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
+ 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
+ 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
+#else
+ // CRC32c table compatible with SSE 4.2 instructions
+ 0x00000000,0xF26B8303,0xE13B70F7,0x1350F3F4,0xC79A971F,0x35F1141C,0x26A1E7E8,0xD4CA64EB,0x8AD958CF,0x78B2DBCC,0x6BE22838,0x9989AB3B,0x4D43CFD0,0xBF284CD3,0xAC78BF27,0x5E133C24,
+ 0x105EC76F,0xE235446C,0xF165B798,0x030E349B,0xD7C45070,0x25AFD373,0x36FF2087,0xC494A384,0x9A879FA0,0x68EC1CA3,0x7BBCEF57,0x89D76C54,0x5D1D08BF,0xAF768BBC,0xBC267848,0x4E4DFB4B,
+ 0x20BD8EDE,0xD2D60DDD,0xC186FE29,0x33ED7D2A,0xE72719C1,0x154C9AC2,0x061C6936,0xF477EA35,0xAA64D611,0x580F5512,0x4B5FA6E6,0xB93425E5,0x6DFE410E,0x9F95C20D,0x8CC531F9,0x7EAEB2FA,
+ 0x30E349B1,0xC288CAB2,0xD1D83946,0x23B3BA45,0xF779DEAE,0x05125DAD,0x1642AE59,0xE4292D5A,0xBA3A117E,0x4851927D,0x5B016189,0xA96AE28A,0x7DA08661,0x8FCB0562,0x9C9BF696,0x6EF07595,
+ 0x417B1DBC,0xB3109EBF,0xA0406D4B,0x522BEE48,0x86E18AA3,0x748A09A0,0x67DAFA54,0x95B17957,0xCBA24573,0x39C9C670,0x2A993584,0xD8F2B687,0x0C38D26C,0xFE53516F,0xED03A29B,0x1F682198,
+ 0x5125DAD3,0xA34E59D0,0xB01EAA24,0x42752927,0x96BF4DCC,0x64D4CECF,0x77843D3B,0x85EFBE38,0xDBFC821C,0x2997011F,0x3AC7F2EB,0xC8AC71E8,0x1C661503,0xEE0D9600,0xFD5D65F4,0x0F36E6F7,
+ 0x61C69362,0x93AD1061,0x80FDE395,0x72966096,0xA65C047D,0x5437877E,0x4767748A,0xB50CF789,0xEB1FCBAD,0x197448AE,0x0A24BB5A,0xF84F3859,0x2C855CB2,0xDEEEDFB1,0xCDBE2C45,0x3FD5AF46,
+ 0x7198540D,0x83F3D70E,0x90A324FA,0x62C8A7F9,0xB602C312,0x44694011,0x5739B3E5,0xA55230E6,0xFB410CC2,0x092A8FC1,0x1A7A7C35,0xE811FF36,0x3CDB9BDD,0xCEB018DE,0xDDE0EB2A,0x2F8B6829,
+ 0x82F63B78,0x709DB87B,0x63CD4B8F,0x91A6C88C,0x456CAC67,0xB7072F64,0xA457DC90,0x563C5F93,0x082F63B7,0xFA44E0B4,0xE9141340,0x1B7F9043,0xCFB5F4A8,0x3DDE77AB,0x2E8E845F,0xDCE5075C,
+ 0x92A8FC17,0x60C37F14,0x73938CE0,0x81F80FE3,0x55326B08,0xA759E80B,0xB4091BFF,0x466298FC,0x1871A4D8,0xEA1A27DB,0xF94AD42F,0x0B21572C,0xDFEB33C7,0x2D80B0C4,0x3ED04330,0xCCBBC033,
+ 0xA24BB5A6,0x502036A5,0x4370C551,0xB11B4652,0x65D122B9,0x97BAA1BA,0x84EA524E,0x7681D14D,0x2892ED69,0xDAF96E6A,0xC9A99D9E,0x3BC21E9D,0xEF087A76,0x1D63F975,0x0E330A81,0xFC588982,
+ 0xB21572C9,0x407EF1CA,0x532E023E,0xA145813D,0x758FE5D6,0x87E466D5,0x94B49521,0x66DF1622,0x38CC2A06,0xCAA7A905,0xD9F75AF1,0x2B9CD9F2,0xFF56BD19,0x0D3D3E1A,0x1E6DCDEE,0xEC064EED,
+ 0xC38D26C4,0x31E6A5C7,0x22B65633,0xD0DDD530,0x0417B1DB,0xF67C32D8,0xE52CC12C,0x1747422F,0x49547E0B,0xBB3FFD08,0xA86F0EFC,0x5A048DFF,0x8ECEE914,0x7CA56A17,0x6FF599E3,0x9D9E1AE0,
+ 0xD3D3E1AB,0x21B862A8,0x32E8915C,0xC083125F,0x144976B4,0xE622F5B7,0xF5720643,0x07198540,0x590AB964,0xAB613A67,0xB831C993,0x4A5A4A90,0x9E902E7B,0x6CFBAD78,0x7FAB5E8C,0x8DC0DD8F,
+ 0xE330A81A,0x115B2B19,0x020BD8ED,0xF0605BEE,0x24AA3F05,0xD6C1BC06,0xC5914FF2,0x37FACCF1,0x69E9F0D5,0x9B8273D6,0x88D28022,0x7AB90321,0xAE7367CA,0x5C18E4C9,0x4F48173D,0xBD23943E,
+ 0xF36E6F75,0x0105EC76,0x12551F82,0xE03E9C81,0x34F4F86A,0xC69F7B69,0xD5CF889D,0x27A40B9E,0x79B737BA,0x8BDCB4B9,0x988C474D,0x6AE7C44E,0xBE2DA0A5,0x4C4623A6,0x5F16D052,0xAD7D5351
+#endif
+};
+#endif
+
+// Known size hash
+// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
+ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
+{
+ ImU32 crc = ~seed;
+ const unsigned char* data = (const unsigned char*)data_p;
+ const unsigned char *data_end = (const unsigned char*)data_p + data_size;
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
+ const ImU32* crc32_lut = GCrc32LookupTable;
+ while (data < data_end)
+ crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
+ return ~crc;
+#else
+ while (data + 4 <= data_end)
+ {
+ crc = _mm_crc32_u32(crc, *(ImU32*)data);
+ data += 4;
+ }
+ while (data < data_end)
+ crc = _mm_crc32_u8(crc, *data++);
+ return ~crc;
+#endif
+}
+
+// Zero-terminated string hash, with support for ### to reset back to seed value
+// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
+// Because this syntax is rarely used we are optimizing for the common case.
+// - If we reach ### in the string we discard the hash so far and reset to the seed.
+// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
+ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
+{
+ seed = ~seed;
+ ImU32 crc = seed;
+ const unsigned char* data = (const unsigned char*)data_p;
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
+ const ImU32* crc32_lut = GCrc32LookupTable;
+#endif
+ if (data_size != 0)
+ {
+ while (data_size-- != 0)
+ {
+ unsigned char c = *data++;
+ if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
+ crc = seed;
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
+ crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+#else
+ crc = _mm_crc32_u8(crc, c);
+#endif
+ }
+ }
+ else
+ {
+ while (unsigned char c = *data++)
+ {
+ if (c == '#' && data[0] == '#' && data[1] == '#')
+ crc = seed;
+#ifndef IMGUI_ENABLE_SSE4_2_CRC
+ crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+#else
+ crc = _mm_crc32_u8(crc, c);
+#endif
+ }
+ }
+ return ~crc;
+}
+
+// Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
+// FIXME-OPT: This is not designed to be optimal. Use with care.
+const char* ImHashSkipUncontributingPrefix(const char* label)
+{
+ const char* result = label;
+ while (unsigned char c = *label++)
+ if (c == '#' && label[0] == '#' && label[1] == '#')
+ result = label - 1;
+ return result;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (File functions)
+//-----------------------------------------------------------------------------
+
+// Default file functions
+#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
+
+ImFileHandle ImFileOpen(const char* filename, const char* mode)
+{
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (defined(__MINGW32__) || (!defined(__CYGWIN__) && !defined(__GNUC__)))
+ // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
+ // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
+ const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
+ const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
+
+ // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator.
+ // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314).
+ wchar_t local_temp_stack[FILENAME_MAX];
+ ImVector local_temp_heap;
+ if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack))
+ local_temp_heap.resize(filename_wsize + mode_wsize);
+ wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack;
+ wchar_t* mode_wbuf = filename_wbuf + filename_wsize;
+ ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize);
+ ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize);
+ return ::_wfopen(filename_wbuf, mode_wbuf);
+#else
+ return fopen(filename, mode);
+#endif
+}
+
+// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
+bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; }
+ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
+ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); }
+ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); }
+#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
+
+// Helper: Load file content into memory
+// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
+// This can't really be used with "rt" because fseek size won't match read size.
+void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
+{
+ IM_ASSERT(filename && mode);
+ if (out_file_size)
+ *out_file_size = 0;
+
+ ImFileHandle f;
+ if ((f = ImFileOpen(filename, mode)) == NULL)
+ return NULL;
+
+ size_t file_size = (size_t)ImFileGetSize(f);
+ if (file_size == (size_t)-1)
+ {
+ ImFileClose(f);
+ return NULL;
+ }
+
+ void* file_data = IM_ALLOC(file_size + padding_bytes);
+ if (file_data == NULL)
+ {
+ ImFileClose(f);
+ return NULL;
+ }
+ if (ImFileRead(file_data, 1, file_size, f) != file_size)
+ {
+ ImFileClose(f);
+ IM_FREE(file_data);
+ return NULL;
+ }
+ if (padding_bytes > 0)
+ memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
+
+ ImFileClose(f);
+ if (out_file_size)
+ *out_file_size = file_size;
+
+ return file_data;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
+//-----------------------------------------------------------------------------
+
+IM_MSVC_RUNTIME_CHECKS_OFF
+
+// Convert UTF-8 to 32-bit character, process single character input.
+// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
+// We handle UTF-8 decoding error by skipping forward.
+int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
+{
+ static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
+ static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
+ static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
+ static const int shiftc[] = { 0, 18, 12, 6, 0 };
+ static const int shifte[] = { 0, 6, 4, 2, 0 };
+ int len = lengths[*(const unsigned char*)in_text >> 3];
+ int wanted = len + (len ? 0 : 1);
+
+ if (in_text_end == NULL)
+ in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
+
+ // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
+ // so it is fast even with excessive branching.
+ unsigned char s[4];
+ s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
+ s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
+ s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
+ s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
+
+ // Assume a four-byte character and load four bytes. Unused bits are shifted out.
+ *out_char = (uint32_t)(s[0] & masks[len]) << 18;
+ *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
+ *out_char |= (uint32_t)(s[2] & 0x3f) << 6;
+ *out_char |= (uint32_t)(s[3] & 0x3f) << 0;
+ *out_char >>= shiftc[len];
+
+ // Accumulate the various error conditions.
+ int e = 0;
+ e = (*out_char < mins[len]) << 6; // non-canonical encoding
+ e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half?
+ e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range we can store in ImWchar (FIXME: May evolve)
+ e |= (s[1] & 0xc0) >> 2;
+ e |= (s[2] & 0xc0) >> 4;
+ e |= (s[3] ) >> 6;
+ e ^= 0x2a; // top two bits of each tail byte correct?
+ e >>= shifte[len];
+
+ if (e)
+ {
+ // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
+ // One byte is consumed in case of invalid first byte of in_text.
+ // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
+ // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
+ wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
+ *out_char = IM_UNICODE_CODEPOINT_INVALID;
+ }
+
+ return wanted;
+}
+
+int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
+{
+ ImWchar* buf_out = buf;
+ ImWchar* buf_end = buf + buf_size;
+ while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
+ {
+ unsigned int c;
+ in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
+ *buf_out++ = (ImWchar)c;
+ }
+ *buf_out = 0;
+ if (in_text_remaining)
+ *in_text_remaining = in_text;
+ return (int)(buf_out - buf);
+}
+
+int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
+{
+ int char_count = 0;
+ while ((!in_text_end || in_text < in_text_end) && *in_text)
+ {
+ unsigned int c;
+ in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
+ char_count++;
+ }
+ return char_count;
+}
+
+// Based on stb_to_utf8() from github.com/nothings/stb/
+static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
+{
+ if (c < 0x80)
+ {
+ buf[0] = (char)c;
+ return 1;
+ }
+ if (c < 0x800)
+ {
+ if (buf_size < 2) return 0;
+ buf[0] = (char)(0xc0 + (c >> 6));
+ buf[1] = (char)(0x80 + (c & 0x3f));
+ return 2;
+ }
+ if (c < 0x10000)
+ {
+ if (buf_size < 3) return 0;
+ buf[0] = (char)(0xe0 + (c >> 12));
+ buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
+ buf[2] = (char)(0x80 + ((c ) & 0x3f));
+ return 3;
+ }
+ if (c <= 0x10FFFF)
+ {
+ if (buf_size < 4) return 0;
+ buf[0] = (char)(0xf0 + (c >> 18));
+ buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
+ buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
+ buf[3] = (char)(0x80 + ((c ) & 0x3f));
+ return 4;
+ }
+ // Invalid code point, the max unicode is 0x10FFFF
+ return 0;
+}
+
+int ImTextCharToUtf8(char out_buf[5], unsigned int c)
+{
+ int count = ImTextCharToUtf8_inline(out_buf, 5, c);
+ out_buf[count] = 0;
+ return count;
+}
+
+// Not optimal but we very rarely use this function.
+int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
+{
+ unsigned int unused = 0;
+ return ImTextCharFromUtf8(&unused, in_text, in_text_end);
+}
+
+static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
+{
+ if (c < 0x80) return 1;
+ if (c < 0x800) return 2;
+ if (c < 0x10000) return 3;
+ if (c <= 0x10FFFF) return 4;
+ return 3;
+}
+
+int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
+{
+ char* buf_p = out_buf;
+ const char* buf_end = out_buf + out_buf_size;
+ while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
+ {
+ unsigned int c = (unsigned int)(*in_text++);
+ if (c < 0x80)
+ *buf_p++ = (char)c;
+ else
+ buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
+ }
+ *buf_p = 0;
+ return (int)(buf_p - out_buf);
+}
+
+int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
+{
+ int bytes_count = 0;
+ while ((!in_text_end || in_text < in_text_end) && *in_text)
+ {
+ unsigned int c = (unsigned int)(*in_text++);
+ if (c < 0x80)
+ bytes_count++;
+ else
+ bytes_count += ImTextCountUtf8BytesFromChar(c);
+ }
+ return bytes_count;
+}
+
+const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
+{
+ while (in_text_curr > in_text_start)
+ {
+ in_text_curr--;
+ if ((*in_text_curr & 0xC0) != 0x80)
+ return in_text_curr;
+ }
+ return in_text_start;
+}
+
+int ImTextCountLines(const char* in_text, const char* in_text_end)
+{
+ if (in_text_end == NULL)
+ in_text_end = in_text + ImStrlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now.
+ int count = 0;
+ while (in_text < in_text_end)
+ {
+ const char* line_end = (const char*)ImMemchr(in_text, '\n', in_text_end - in_text);
+ in_text = line_end ? line_end + 1 : in_text_end;
+ count++;
+ }
+ return count;
+}
+
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPERS/UTILITIES (Color functions)
+// Note: The Convert functions are early design which are not consistent with other API.
+//-----------------------------------------------------------------------------
+
+IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
+{
+ float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
+ int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
+ int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
+ int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
+ return IM_COL32(r, g, b, 0xFF);
+}
+
+ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
+{
+ float s = 1.0f / 255.0f;
+ return ImVec4(
+ ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
+ ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
+ ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
+ ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
+}
+
+ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
+{
+ ImU32 out;
+ out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
+ out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
+ out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
+ out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
+ return out;
+}
+
+// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
+// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
+void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
+{
+ float K = 0.f;
+ if (g < b)
+ {
+ ImSwap(g, b);
+ K = -1.f;
+ }
+ if (r < g)
+ {
+ ImSwap(r, g);
+ K = -2.f / 6.f - K;
+ }
+
+ const float chroma = r - (g < b ? g : b);
+ out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
+ out_s = chroma / (r + 1e-20f);
+ out_v = r;
+}
+
+// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
+// also http://en.wikipedia.org/wiki/HSL_and_HSV
+void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
+{
+ if (s == 0.0f)
+ {
+ // gray
+ out_r = out_g = out_b = v;
+ return;
+ }
+
+ h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
+ int i = (int)h;
+ float f = h - (float)i;
+ float p = v * (1.0f - s);
+ float q = v * (1.0f - s * f);
+ float t = v * (1.0f - s * (1.0f - f));
+
+ switch (i)
+ {
+ case 0: out_r = v; out_g = t; out_b = p; break;
+ case 1: out_r = q; out_g = v; out_b = p; break;
+ case 2: out_r = p; out_g = v; out_b = t; break;
+ case 3: out_r = p; out_g = q; out_b = v; break;
+ case 4: out_r = t; out_g = p; out_b = v; break;
+ case 5: default: out_r = v; out_g = p; out_b = q; break;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiStorage
+// Helper: Key->value storage
+//-----------------------------------------------------------------------------
+
+// std::lower_bound but without the bullshit
+ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key)
+{
+ ImGuiStoragePair* in_p = in_begin;
+ for (size_t count = (size_t)(in_end - in_p); count > 0; )
+ {
+ size_t count2 = count >> 1;
+ ImGuiStoragePair* mid = in_p + count2;
+ if (mid->key < key)
+ {
+ in_p = ++mid;
+ count -= count2 + 1;
+ }
+ else
+ {
+ count = count2;
+ }
+ }
+ return in_p;
+}
+
+IM_MSVC_RUNTIME_CHECKS_OFF
+static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
+{
+ // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
+ ImGuiID lhs_v = ((const ImGuiStoragePair*)lhs)->key;
+ ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key;
+ return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0);
+}
+
+// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
+void ImGuiStorage::BuildSortByKey()
+{
+ ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID);
+}
+
+int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
+{
+ ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key);
+ if (it == Data.Data + Data.Size || it->key != key)
+ return default_val;
+ return it->val_i;
+}
+
+bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
+{
+ return GetInt(key, default_val ? 1 : 0) != 0;
+}
+
+float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
+{
+ ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key);
+ if (it == Data.Data + Data.Size || it->key != key)
+ return default_val;
+ return it->val_f;
+}
+
+void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
+{
+ ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key);
+ if (it == Data.Data + Data.Size || it->key != key)
+ return NULL;
+ return it->val_p;
+}
+
+// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
+int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
+{
+ ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
+ if (it == Data.Data + Data.Size || it->key != key)
+ it = Data.insert(it, ImGuiStoragePair(key, default_val));
+ return &it->val_i;
+}
+
+bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
+{
+ return (bool*)GetIntRef(key, default_val ? 1 : 0);
+}
+
+float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
+{
+ ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
+ if (it == Data.Data + Data.Size || it->key != key)
+ it = Data.insert(it, ImGuiStoragePair(key, default_val));
+ return &it->val_f;
+}
+
+void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
+{
+ ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
+ if (it == Data.Data + Data.Size || it->key != key)
+ it = Data.insert(it, ImGuiStoragePair(key, default_val));
+ return &it->val_p;
+}
+
+// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
+void ImGuiStorage::SetInt(ImGuiID key, int val)
+{
+ ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
+ if (it == Data.Data + Data.Size || it->key != key)
+ Data.insert(it, ImGuiStoragePair(key, val));
+ else
+ it->val_i = val;
+}
+
+void ImGuiStorage::SetBool(ImGuiID key, bool val)
+{
+ SetInt(key, val ? 1 : 0);
+}
+
+void ImGuiStorage::SetFloat(ImGuiID key, float val)
+{
+ ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
+ if (it == Data.Data + Data.Size || it->key != key)
+ Data.insert(it, ImGuiStoragePair(key, val));
+ else
+ it->val_f = val;
+}
+
+void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
+{
+ ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
+ if (it == Data.Data + Data.Size || it->key != key)
+ Data.insert(it, ImGuiStoragePair(key, val));
+ else
+ it->val_p = val;
+}
+
+void ImGuiStorage::SetAllInt(int v)
+{
+ for (int i = 0; i < Data.Size; i++)
+ Data[i].val_i = v;
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiTextFilter
+//-----------------------------------------------------------------------------
+
+// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
+{
+ InputBuf[0] = 0;
+ CountGrep = 0;
+ if (default_filter)
+ {
+ ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
+ Build();
+ }
+}
+
+bool ImGuiTextFilter::Draw(const char* label, float width)
+{
+ if (width != 0.0f)
+ ImGui::SetNextItemWidth(width);
+ bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
+ if (value_changed)
+ Build();
+ return value_changed;
+}
+
+void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector* out) const
+{
+ out->resize(0);
+ const char* wb = b;
+ const char* we = wb;
+ while (we < e)
+ {
+ if (*we == separator)
+ {
+ out->push_back(ImGuiTextRange(wb, we));
+ wb = we + 1;
+ }
+ we++;
+ }
+ if (wb != we)
+ out->push_back(ImGuiTextRange(wb, we));
+}
+
+void ImGuiTextFilter::Build()
+{
+ Filters.resize(0);
+ ImGuiTextRange input_range(InputBuf, InputBuf + ImStrlen(InputBuf));
+ input_range.split(',', &Filters);
+
+ CountGrep = 0;
+ for (ImGuiTextRange& f : Filters)
+ {
+ while (f.b < f.e && ImCharIsBlankA(f.b[0]))
+ f.b++;
+ while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
+ f.e--;
+ if (f.empty())
+ continue;
+ if (f.b[0] != '-')
+ CountGrep += 1;
+ }
+}
+
+bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
+{
+ if (Filters.Size == 0)
+ return true;
+
+ if (text == NULL)
+ text = text_end = "";
+
+ for (const ImGuiTextRange& f : Filters)
+ {
+ if (f.b == f.e)
+ continue;
+ if (f.b[0] == '-')
+ {
+ // Subtract
+ if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
+ return false;
+ }
+ else
+ {
+ // Grep
+ if (ImStristr(text, text_end, f.b, f.e) != NULL)
+ return true;
+ }
+ }
+
+ // Implicit * grep
+ if (CountGrep == 0)
+ return true;
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
+//-----------------------------------------------------------------------------
+
+// On some platform vsnprintf() takes va_list by reference and modifies it.
+// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
+#ifndef va_copy
+#if defined(__GNUC__) || defined(__clang__)
+#define va_copy(dest, src) __builtin_va_copy(dest, src)
+#else
+#define va_copy(dest, src) (dest = src)
+#endif
+#endif
+
+char ImGuiTextBuffer::EmptyString[1] = { 0 };
+
+void ImGuiTextBuffer::append(const char* str, const char* str_end)
+{
+ int len = str_end ? (int)(str_end - str) : (int)ImStrlen(str);
+
+ // Add zero-terminator the first time
+ const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
+ const int needed_sz = write_off + len;
+ if (write_off + len >= Buf.Capacity)
+ {
+ int new_capacity = Buf.Capacity * 2;
+ Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
+ }
+
+ Buf.resize(needed_sz);
+ memcpy(&Buf[write_off - 1], str, (size_t)len);
+ Buf[write_off - 1 + len] = 0;
+}
+
+void ImGuiTextBuffer::appendf(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ appendfv(fmt, args);
+ va_end(args);
+}
+
+// Helper: Text buffer for logging/accumulating text
+void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
+{
+ va_list args_copy;
+ va_copy(args_copy, args);
+
+ int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
+ if (len <= 0)
+ {
+ va_end(args_copy);
+ return;
+ }
+
+ // Add zero-terminator the first time
+ const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
+ const int needed_sz = write_off + len;
+ if (write_off + len >= Buf.Capacity)
+ {
+ int new_capacity = Buf.Capacity * 2;
+ Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
+ }
+
+ Buf.resize(needed_sz);
+ ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
+ va_end(args_copy);
+}
+
+IM_MSVC_RUNTIME_CHECKS_OFF
+void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
+{
+ IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
+ if (old_size == new_size)
+ return;
+ if (EndOffset == 0 || base[EndOffset - 1] == '\n')
+ Offsets.push_back(EndOffset);
+ const char* base_end = base + new_size;
+ for (const char* p = base + old_size; (p = (const char*)ImMemchr(p, '\n', base_end - p)) != 0; )
+ if (++p < base_end) // Don't push a trailing offset on last \n
+ Offsets.push_back((int)(intptr_t)(p - base));
+ EndOffset = ImMax(EndOffset, new_size);
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiListClipper
+//-----------------------------------------------------------------------------
+
+// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
+// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
+static bool GetSkipItemForListClipping()
+{
+ ImGuiContext& g = *GImGui;
+ return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
+}
+
+static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0)
+{
+ if (ranges.Size - offset <= 1)
+ return;
+
+ // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
+ for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
+ for (int i = offset; i < sort_end + offset; ++i)
+ if (ranges[i].Min > ranges[i + 1].Min)
+ ImSwap(ranges[i], ranges[i + 1]);
+
+ // Now fuse ranges together as much as possible.
+ for (int i = 1 + offset; i < ranges.Size; i++)
+ {
+ IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
+ if (ranges[i - 1].Max < ranges[i].Min)
+ continue;
+ ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
+ ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
+ ranges.erase(ranges.Data + i);
+ i--;
+ }
+}
+
+static void ImGuiListClipper_SeekCursorAndSetupPrevLine(ImGuiListClipper* clipper, float pos_y, float line_height)
+{
+ // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
+ // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
+ // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ float off_y = pos_y - window->DC.CursorPos.y;
+ window->DC.CursorPos.y = pos_y;
+ window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
+ window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
+ window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
+ if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
+ columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
+ if (ImGuiTable* table = g.CurrentTable)
+ {
+ if (table->IsInsideRow)
+ ImGui::TableEndRow(table);
+ const int row_increase = (int)((off_y / line_height) + 0.5f);
+ if (row_increase > 0 && (clipper->Flags & ImGuiListClipperFlags_NoSetTableRowCounters) == 0) // If your clipper item height is != from actual table row height, consider using ImGuiListClipperFlags_NoSetTableRowCounters. See #8886.
+ {
+ table->CurrentRow += row_increase;
+ table->RowBgColorCounter += row_increase;
+ }
+ table->RowPosY2 = window->DC.CursorPos.y;
+ }
+}
+
+ImGuiListClipper::ImGuiListClipper()
+{
+ memset(this, 0, sizeof(*this));
+}
+
+ImGuiListClipper::~ImGuiListClipper()
+{
+ End();
+}
+
+void ImGuiListClipper::Begin(int items_count, float items_height)
+{
+ if (Ctx == NULL)
+ Ctx = ImGui::GetCurrentContext();
+
+ ImGuiContext& g = *Ctx;
+ ImGuiWindow* window = g.CurrentWindow;
+ IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
+
+ if (ImGuiTable* table = g.CurrentTable)
+ if (table->IsInsideRow)
+ ImGui::TableEndRow(table);
+
+ StartPosY = window->DC.CursorPos.y;
+ ItemsHeight = items_height;
+ ItemsCount = items_count;
+ DisplayStart = -1;
+ DisplayEnd = 0;
+
+ // Acquire temporary buffer
+ if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
+ g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
+ ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
+ data->Reset(this);
+ data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
+ TempData = data;
+ StartSeekOffsetY = data->LossynessOffset;
+}
+
+void ImGuiListClipper::End()
+{
+ if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
+ {
+ // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
+ ImGuiContext& g = *Ctx;
+ IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
+ if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
+ SeekCursorForItem(ItemsCount);
+
+ // Restore temporary buffer and fix back pointers which may be invalidated when nesting
+ IM_ASSERT(data->ListClipper == this);
+ data->StepNo = data->Ranges.Size;
+ if (--g.ClipperTempDataStacked > 0)
+ {
+ data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
+ data->ListClipper->TempData = data;
+ }
+ TempData = NULL;
+ }
+ ItemsCount = -1;
+}
+
+void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
+{
+ ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
+ IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
+ IM_ASSERT(item_begin <= item_end);
+ if (item_begin < item_end)
+ data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
+}
+
+// This is already called while stepping.
+// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand.
+void ImGuiListClipper::SeekCursorForItem(int item_n)
+{
+ // - Perform the add and multiply with double to allow seeking through larger ranges.
+ // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight).
+ // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done.
+ float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight);
+ ImGuiListClipper_SeekCursorAndSetupPrevLine(this, pos_y, ItemsHeight);
+}
+
+static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
+{
+ ImGuiContext& g = *clipper->Ctx;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
+ IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
+
+ ImGuiTable* table = g.CurrentTable;
+ if (table && table->IsInsideRow)
+ ImGui::TableEndRow(table);
+
+ // No items
+ if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
+ return false;
+
+ // While we are in frozen row state, keep displaying items one by one, unclipped
+ // FIXME: Could be stored as a table-agnostic state.
+ if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
+ {
+ clipper->DisplayStart = data->ItemsFrozen;
+ clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
+ if (clipper->DisplayStart < clipper->DisplayEnd)
+ data->ItemsFrozen++;
+ return true;
+ }
+
+ // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
+ bool calc_clipping = false;
+ if (data->StepNo == 0)
+ {
+ clipper->StartPosY = window->DC.CursorPos.y;
+ if (clipper->ItemsHeight <= 0.0f)
+ {
+ // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
+ data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
+ clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
+ clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
+ data->StepNo = 1;
+ return true;
+ }
+ calc_clipping = true; // If on the first step with known item height, calculate clipping.
+ }
+
+ // Step 1: Let the clipper infer height from first range
+ if (clipper->ItemsHeight <= 0.0f)
+ {
+ IM_ASSERT(data->StepNo == 1);
+ if (table)
+ IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
+
+ bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision((float)clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
+ if (affected_by_floating_point_precision)
+ {
+ // Mitigation/hack for very large range: assume last time height constitute line height.
+ clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
+ window->DC.CursorPos.y = (float)(clipper->StartPosY + clipper->ItemsHeight);
+ }
+ else
+ {
+ clipper->ItemsHeight = (float)(window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
+ }
+ if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode.
+ return false;
+ IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
+ calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards.
+ }
+
+ // Step 0 or 1: Calculate the actual ranges of visible elements.
+ const int already_submitted = clipper->DisplayEnd;
+ if (calc_clipping)
+ {
+ // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done
+ clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight;
+
+ if (g.LogEnabled)
+ {
+ // If logging is active, do not perform any clipping
+ data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
+ }
+ else
+ {
+ // Add range selected to be included for navigation
+ const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
+ if (is_nav_request)
+ {
+ data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringRect.Min.y, g.NavScoringRect.Max.y, 0, 0));
+ data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
+ }
+ if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
+ data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
+
+ // Add focused/active item
+ ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
+ if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
+ data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
+
+ float min_y = window->ClipRect.Min.y;
+ float max_y = window->ClipRect.Max.y;
+
+ // Add box selection range
+ ImGuiBoxSelectState* bs = &g.BoxSelectState;
+ if (bs->IsActive && bs->Window == window)
+ {
+ // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos.
+ // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that.
+ // As a workaround we currently half ItemSpacing worth on each side.
+ min_y -= g.Style.ItemSpacing.y;
+ max_y += g.Style.ItemSpacing.y;
+
+ // Box-select on 2D area requires different clipping.
+ if (bs->UnclipMode)
+ data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0));
+ }
+
+ // Add main visible range
+ const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
+ const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
+ data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max));
+ }
+
+ // Convert position ranges to item index ranges
+ // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
+ // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
+ // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
+ for (ImGuiListClipperRange& range : data->Ranges)
+ if (range.PosToIndexConvert)
+ {
+ int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
+ int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
+ range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
+ range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
+ range.PosToIndexConvert = false;
+ }
+ ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
+ }
+
+ // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
+ while (data->StepNo < data->Ranges.Size)
+ {
+ clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
+ clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
+ data->StepNo++;
+ if (clipper->DisplayStart >= clipper->DisplayEnd)
+ continue;
+ if (clipper->DisplayStart > already_submitted)
+ clipper->SeekCursorForItem(clipper->DisplayStart);
+ return true;
+ }
+
+ // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
+ // Advance the cursor to the end of the list and then returns 'false' to end the loop.
+ if (clipper->ItemsCount < INT_MAX)
+ clipper->SeekCursorForItem(clipper->ItemsCount);
+
+ return false;
+}
+
+bool ImGuiListClipper::Step()
+{
+ ImGuiContext& g = *Ctx;
+ bool need_items_height = (ItemsHeight <= 0.0f);
+ bool ret = ImGuiListClipper_StepInternal(this);
+ if (ret && (DisplayStart >= DisplayEnd))
+ ret = false;
+ if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
+ IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
+ if (need_items_height && ItemsHeight > 0.0f)
+ IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
+ if (ret)
+ {
+ IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
+ }
+ else
+ {
+ IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
+ End();
+ }
+ return ret;
+}
+
+// Generic helper, equivalent to old ImGui::CalcListClipping() but statelesss
+void ImGui::CalcClipRectVisibleItemsY(const ImRect& clip_rect, const ImVec2& pos, float items_height, int* out_visible_start, int* out_visible_end)
+{
+ *out_visible_start = ImMax((int)((clip_rect.Min.y - pos.y) / items_height), 0);
+ *out_visible_end = ImMax((int)ImCeil((clip_rect.Max.y - pos.y) / items_height), *out_visible_start);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] STYLING
+//-----------------------------------------------------------------------------
+
+ImGuiStyle& ImGui::GetStyle()
+{
+ IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
+ return GImGui->Style;
+}
+
+ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
+{
+ ImGuiStyle& style = GImGui->Style;
+ ImVec4 c = style.Colors[idx];
+ c.w *= style.Alpha * alpha_mul;
+ return ColorConvertFloat4ToU32(c);
+}
+
+ImU32 ImGui::GetColorU32(const ImVec4& col)
+{
+ ImGuiStyle& style = GImGui->Style;
+ ImVec4 c = col;
+ c.w *= style.Alpha;
+ return ColorConvertFloat4ToU32(c);
+}
+
+const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
+{
+ ImGuiStyle& style = GImGui->Style;
+ return style.Colors[idx];
+}
+
+ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul)
+{
+ ImGuiStyle& style = GImGui->Style;
+ alpha_mul *= style.Alpha;
+ if (alpha_mul >= 1.0f)
+ return col;
+ ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
+ a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range.
+ return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
+}
+
+// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
+void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiColorMod backup;
+ backup.Col = idx;
+ backup.BackupValue = g.Style.Colors[idx];
+ g.ColorStack.push_back(backup);
+ if (g.DebugFlashStyleColorIdx != idx)
+ g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
+}
+
+void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiColorMod backup;
+ backup.Col = idx;
+ backup.BackupValue = g.Style.Colors[idx];
+ g.ColorStack.push_back(backup);
+ if (g.DebugFlashStyleColorIdx != idx)
+ g.Style.Colors[idx] = col;
+}
+
+void ImGui::PopStyleColor(int count)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.ColorStack.Size < count)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!");
+ count = g.ColorStack.Size;
+ }
+ while (count > 0)
+ {
+ ImGuiColorMod& backup = g.ColorStack.back();
+ g.Style.Colors[backup.Col] = backup.BackupValue;
+ g.ColorStack.pop_back();
+ count--;
+ }
+}
+
+static const ImGuiStyleVarInfo GStyleVarsInfo[] =
+{
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ScrollbarPadding) }, // ImGuiStyleVar_ScrollbarPadding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ImageBorderSize) }, // ImGuiStyleVar_ImageBorderSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabMinWidthBase) }, // ImGuiStyleVar_TabMinWidthBase
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabMinWidthShrink) }, // ImGuiStyleVar_TabMinWidthShrink
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesSize)}, // ImGuiStyleVar_TreeLinesSize
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, TreeLinesRounding)}, // ImGuiStyleVar_TreeLinesRounding
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
+ { 1, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign
+ { 2, ImGuiDataType_Float, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding
+};
+
+const ImGuiStyleVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
+{
+ IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
+ IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarsInfo) == ImGuiStyleVar_COUNT);
+ return &GStyleVarsInfo[idx];
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
+{
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+ if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 1)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
+ return;
+ }
+ float* pvar = (float*)var_info->GetVarPtr(&g.Style);
+ g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
+ *pvar = val;
+}
+
+void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x)
+{
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+ if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
+ return;
+ }
+ ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
+ g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
+ pvar->x = val_x;
+}
+
+void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y)
+{
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+ if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
+ return;
+ }
+ ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
+ g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
+ pvar->y = val_y;
+}
+
+void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
+{
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);
+ if (var_info->DataType != ImGuiDataType_Float || var_info->Count != 2)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
+ return;
+ }
+ ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
+ g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
+ *pvar = val;
+}
+
+void ImGui::PopStyleVar(int count)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.StyleVarStack.Size < count)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!");
+ count = g.StyleVarStack.Size;
+ }
+ while (count > 0)
+ {
+ // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
+ ImGuiStyleMod& backup = g.StyleVarStack.back();
+ const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(backup.VarIdx);
+ void* data = var_info->GetVarPtr(&g.Style);
+ if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; }
+ else if (var_info->DataType == ImGuiDataType_Float && var_info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
+ g.StyleVarStack.pop_back();
+ count--;
+ }
+}
+
+const char* ImGui::GetStyleColorName(ImGuiCol idx)
+{
+ // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
+ switch (idx)
+ {
+ case ImGuiCol_Text: return "Text";
+ case ImGuiCol_TextDisabled: return "TextDisabled";
+ case ImGuiCol_WindowBg: return "WindowBg";
+ case ImGuiCol_ChildBg: return "ChildBg";
+ case ImGuiCol_PopupBg: return "PopupBg";
+ case ImGuiCol_Border: return "Border";
+ case ImGuiCol_BorderShadow: return "BorderShadow";
+ case ImGuiCol_FrameBg: return "FrameBg";
+ case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
+ case ImGuiCol_FrameBgActive: return "FrameBgActive";
+ case ImGuiCol_TitleBg: return "TitleBg";
+ case ImGuiCol_TitleBgActive: return "TitleBgActive";
+ case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
+ case ImGuiCol_MenuBarBg: return "MenuBarBg";
+ case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
+ case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
+ case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
+ case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
+ case ImGuiCol_CheckMark: return "CheckMark";
+ case ImGuiCol_SliderGrab: return "SliderGrab";
+ case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
+ case ImGuiCol_Button: return "Button";
+ case ImGuiCol_ButtonHovered: return "ButtonHovered";
+ case ImGuiCol_ButtonActive: return "ButtonActive";
+ case ImGuiCol_Header: return "Header";
+ case ImGuiCol_HeaderHovered: return "HeaderHovered";
+ case ImGuiCol_HeaderActive: return "HeaderActive";
+ case ImGuiCol_Separator: return "Separator";
+ case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
+ case ImGuiCol_SeparatorActive: return "SeparatorActive";
+ case ImGuiCol_ResizeGrip: return "ResizeGrip";
+ case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
+ case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
+ case ImGuiCol_InputTextCursor: return "InputTextCursor";
+ case ImGuiCol_TabHovered: return "TabHovered";
+ case ImGuiCol_Tab: return "Tab";
+ case ImGuiCol_TabSelected: return "TabSelected";
+ case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline";
+ case ImGuiCol_TabDimmed: return "TabDimmed";
+ case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected";
+ case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline";
+ case ImGuiCol_PlotLines: return "PlotLines";
+ case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
+ case ImGuiCol_PlotHistogram: return "PlotHistogram";
+ case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
+ case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
+ case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
+ case ImGuiCol_TableBorderLight: return "TableBorderLight";
+ case ImGuiCol_TableRowBg: return "TableRowBg";
+ case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
+ case ImGuiCol_TextLink: return "TextLink";
+ case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
+ case ImGuiCol_TreeLines: return "TreeLines";
+ case ImGuiCol_DragDropTarget: return "DragDropTarget";
+ case ImGuiCol_NavCursor: return "NavCursor";
+ case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
+ case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
+ case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
+ }
+ IM_ASSERT(0);
+ return "Unknown";
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] RENDER HELPERS
+// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
+// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
+// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
+//-----------------------------------------------------------------------------
+
+const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
+{
+ const char* text_display_end = text;
+ if (!text_end)
+ text_end = (const char*)-1;
+
+ while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
+ text_display_end++;
+ return text_display_end;
+}
+
+// Internal ImGui functions to render text
+// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
+void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // Hide anything after a '##' string
+ const char* text_display_end;
+ if (hide_text_after_hash)
+ {
+ text_display_end = FindRenderedTextEnd(text, text_end);
+ }
+ else
+ {
+ if (!text_end)
+ text_end = text + ImStrlen(text); // FIXME-OPT
+ text_display_end = text_end;
+ }
+
+ if (text != text_display_end)
+ {
+ window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
+ if (g.LogEnabled)
+ LogRenderedText(&pos, text, text_display_end);
+ }
+}
+
+void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (!text_end)
+ text_end = text + ImStrlen(text); // FIXME-OPT
+
+ if (text != text_end)
+ {
+ window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
+ if (g.LogEnabled)
+ LogRenderedText(&pos, text, text_end);
+ }
+}
+
+// Default clip_rect uses (pos_min,pos_max)
+// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
+// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especially for text above draw_list->DrawList.
+// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
+// better advantage of the render function taking size into account for coarse clipping.
+void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+{
+ // Perform CPU side clipping for single clipped element to avoid using scissor state
+ ImVec2 pos = pos_min;
+ const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
+
+ const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
+ const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
+ bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
+ if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
+ need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
+
+ // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
+ if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
+ if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
+
+ // Render
+ if (need_clipping)
+ {
+ ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
+ draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
+ }
+ else
+ {
+ draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
+ }
+}
+
+void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+{
+ // Hide anything after a '##' string
+ const char* text_display_end = FindRenderedTextEnd(text, text_end);
+ const int text_len = (int)(text_display_end - text);
+ if (text_len == 0)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
+ if (g.LogEnabled)
+ LogRenderedText(&pos_min, text, text_display_end);
+}
+
+// Another overly complex function until we reorganize everything into a nice all-in-one helper.
+// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) from 'ellipsis_max_x' which may be beyond it.
+// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
+// (BREAKING) On 2025/04/16 we removed the 'float clip_max_x' parameters which was preceding 'float ellipsis_max' and was the same value for 99% of users.
+void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
+{
+ ImGuiContext& g = *GImGui;
+ if (text_end_full == NULL)
+ text_end_full = FindRenderedTextEnd(text);
+ const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
+
+ //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 6), IM_COL32(0, 0, 255, 255));
+ //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y - 2), ImVec2(ellipsis_max_x, pos_max.y + 3), IM_COL32(0, 255, 0, 255));
+
+ // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
+ if (text_size.x > pos_max.x - pos_min.x)
+ {
+ // Hello wo...
+ // | | |
+ // min max ellipsis_max
+ // <-> this is generally some padding value
+
+ ImFont* font = draw_list->_Data->Font;
+ const float font_size = draw_list->_Data->FontSize;
+ const float font_scale = draw_list->_Data->FontScale;
+ const char* text_end_ellipsis = NULL;
+ ImFontBaked* baked = font->GetFontBaked(font_size);
+ const float ellipsis_width = baked->GetCharAdvance(font->EllipsisChar) * font_scale;
+
+ // We can now claim the space between pos_max.x and ellipsis_max.x
+ const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
+ float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
+ while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
+ {
+ // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
+ text_end_ellipsis--;
+ text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
+ }
+
+ // Render text, render ellipsis
+ RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
+ ImVec4 cpu_fine_clip_rect(pos_min.x, pos_min.y, pos_max.x, pos_max.y);
+ ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
+ font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar, &cpu_fine_clip_rect);
+ }
+ else
+ {
+ RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
+ }
+
+ if (g.LogEnabled)
+ LogRenderedText(&pos_min, text, text_end_full);
+}
+
+// Render a rectangle shaped with optional rounding and borders
+void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
+ const float border_size = g.Style.FrameBorderSize;
+ if (borders && border_size > 0.0f)
+ {
+ window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
+ window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
+ }
+}
+
+void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ const float border_size = g.Style.FrameBorderSize;
+ if (border_size > 0.0f)
+ {
+ window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
+ window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
+ }
+}
+
+void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (id != g.NavId)
+ return;
+ if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw))
+ return;
+ if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav))
+ return;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->DC.NavHideHighlightOneFrame)
+ return;
+
+ float rounding = (flags & ImGuiNavRenderCursorFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
+ ImRect display_rect = bb;
+ display_rect.ClipWith(window->ClipRect);
+ const float thickness = 2.0f;
+ if (flags & ImGuiNavRenderCursorFlags_Compact)
+ {
+ window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness);
+ }
+ else
+ {
+ const float distance = 3.0f + thickness * 0.5f;
+ display_rect.Expand(ImVec2(distance, distance));
+ bool fully_visible = window->ClipRect.Contains(display_rect);
+ if (!fully_visible)
+ window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
+ window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness);
+ if (!fully_visible)
+ window->DrawList->PopClipRect();
+ }
+}
+
+void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
+{
+ ImGuiContext& g = *GImGui;
+ if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values.
+ mouse_cursor = ImGuiMouseCursor_Arrow;
+ ImFontAtlas* font_atlas = g.DrawListSharedData.FontAtlas;
+ for (ImGuiViewportP* viewport : g.Viewports)
+ {
+ // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
+ ImVec2 offset, size, uv[4];
+ if (!ImFontAtlasGetMouseCursorTexData(font_atlas, mouse_cursor, &offset, &size, &uv[0], &uv[2]))
+ continue;
+ const ImVec2 pos = base_pos - offset;
+ const float scale = base_scale;
+ if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
+ continue;
+ ImDrawList* draw_list = GetForegroundDrawList(viewport);
+ ImTextureRef tex_ref = font_atlas->TexRef;
+ draw_list->PushTexture(tex_ref);
+ draw_list->AddImage(tex_ref, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
+ draw_list->AddImage(tex_ref, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
+ draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[2], uv[3], col_border);
+ draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[0], uv[1], col_fill);
+ if (mouse_cursor == ImGuiMouseCursor_Wait || mouse_cursor == ImGuiMouseCursor_Progress)
+ {
+ float a_min = ImFmod((float)g.Time * 5.0f, 2.0f * IM_PI);
+ float a_max = a_min + IM_PI * 1.65f;
+ draw_list->PathArcTo(pos + ImVec2(14, -1) * scale, 6.0f * scale, a_min, a_max);
+ draw_list->PathStroke(col_fill, ImDrawFlags_None, 3.0f * scale);
+ }
+ draw_list->PopTexture();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] INITIALIZATION, SHUTDOWN
+//-----------------------------------------------------------------------------
+
+// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
+// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
+ImGuiContext* ImGui::GetCurrentContext()
+{
+ return GImGui;
+}
+
+void ImGui::SetCurrentContext(ImGuiContext* ctx)
+{
+#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
+ IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
+#else
+ GImGui = ctx;
+#endif
+}
+
+void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
+{
+ GImAllocatorAllocFunc = alloc_func;
+ GImAllocatorFreeFunc = free_func;
+ GImAllocatorUserData = user_data;
+}
+
+// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
+void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
+{
+ *p_alloc_func = GImAllocatorAllocFunc;
+ *p_free_func = GImAllocatorFreeFunc;
+ *p_user_data = GImAllocatorUserData;
+}
+
+ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
+{
+ ImGuiContext* prev_ctx = GetCurrentContext();
+ ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
+ SetCurrentContext(ctx);
+ Initialize();
+ if (prev_ctx != NULL)
+ SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
+ return ctx;
+}
+
+void ImGui::DestroyContext(ImGuiContext* ctx)
+{
+ ImGuiContext* prev_ctx = GetCurrentContext();
+ if (ctx == NULL) //-V1051
+ ctx = prev_ctx;
+ SetCurrentContext(ctx);
+ Shutdown();
+ SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
+ IM_DELETE(ctx);
+}
+
+// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation.
+static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
+{
+ { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
+ { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" },
+ { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" },
+ { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" },
+ { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" },
+ { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" },
+ { ImGuiLocKey_WindowingPopup, "(Popup)" },
+ { ImGuiLocKey_WindowingUntitled, "(Untitled)" },
+ { ImGuiLocKey_OpenLink_s, "Open '%s'" },
+ { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" },
+};
+
+ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
+{
+ IO.Ctx = this;
+ InputTextState.Ctx = this;
+
+ Initialized = false;
+ Font = NULL;
+ FontBaked = NULL;
+ FontSize = FontSizeBase = FontBakedScale = CurrentDpiScale = 0.0f;
+ FontRasterizerDensity = 1.0f;
+ IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
+ if (shared_font_atlas == NULL)
+ IO.Fonts->OwnerContext = this;
+ Time = 0.0f;
+ FrameCount = 0;
+ FrameCountEnded = FrameCountRendered = -1;
+ WithinEndChildID = 0;
+ WithinFrameScope = WithinFrameScopeWithImplicitWindow = false;
+ GcCompactAll = false;
+ TestEngineHookItems = false;
+ TestEngine = NULL;
+ memset(ContextName, 0, sizeof(ContextName));
+
+ InputEventsNextMouseSource = ImGuiMouseSource_Mouse;
+ InputEventsNextEventId = 1;
+
+ WindowsActiveCount = 0;
+ WindowsBorderHoverPadding = 0.0f;
+ CurrentWindow = NULL;
+ HoveredWindow = NULL;
+ HoveredWindowUnderMovingWindow = NULL;
+ HoveredWindowBeforeClear = NULL;
+ MovingWindow = NULL;
+ WheelingWindow = NULL;
+ WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1;
+ WheelingWindowReleaseTimer = 0.0f;
+
+ DebugDrawIdConflictsId = 0;
+ DebugHookIdInfoId = 0;
+ HoveredId = HoveredIdPreviousFrame = 0;
+ HoveredIdPreviousFrameItemCount = 0;
+ HoveredIdAllowOverlap = false;
+ HoveredIdIsDisabled = false;
+ HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
+ ItemUnclipByLog = false;
+ ActiveId = 0;
+ ActiveIdIsAlive = 0;
+ ActiveIdTimer = 0.0f;
+ ActiveIdIsJustActivated = false;
+ ActiveIdAllowOverlap = false;
+ ActiveIdNoClearOnFocusLoss = false;
+ ActiveIdHasBeenPressedBefore = false;
+ ActiveIdHasBeenEditedBefore = false;
+ ActiveIdHasBeenEditedThisFrame = false;
+ ActiveIdFromShortcut = false;
+ ActiveIdClickOffset = ImVec2(-1, -1);
+ ActiveIdWindow = NULL;
+ ActiveIdSource = ImGuiInputSource_None;
+ ActiveIdDisabledId = 0;
+ ActiveIdMouseButton = -1;
+ ActiveIdPreviousFrame = 0;
+ memset(&DeactivatedItemData, 0, sizeof(DeactivatedItemData));
+ memset(&ActiveIdValueOnActivation, 0, sizeof(ActiveIdValueOnActivation));
+ LastActiveId = 0;
+ LastActiveIdTimer = 0.0f;
+
+ LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0;
+
+ ActiveIdUsingNavDirMask = 0x00;
+ ActiveIdUsingAllKeyboardKeys = false;
+
+ CurrentFocusScopeId = 0;
+ CurrentItemFlags = ImGuiItemFlags_None;
+ DebugShowGroupRects = false;
+
+ NavCursorVisible = false;
+ NavHighlightItemUnderNav = false;
+ NavMousePosDirty = false;
+ NavIdIsAlive = false;
+ NavId = 0;
+ NavWindow = NULL;
+ NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
+ NavLayer = ImGuiNavLayer_Main;
+ NavNextActivateId = 0;
+ NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
+ NavHighlightActivatedId = 0;
+ NavHighlightActivatedTimer = 0.0f;
+ NavInputSource = ImGuiInputSource_Keyboard;
+ NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
+ NavCursorHideFrames = 0;
+
+ NavAnyRequest = false;
+ NavInitRequest = false;
+ NavInitRequestFromMove = false;
+ NavMoveSubmitted = false;
+ NavMoveScoringItems = false;
+ NavMoveForwardToNextFrame = false;
+ NavMoveFlags = ImGuiNavMoveFlags_None;
+ NavMoveScrollFlags = ImGuiScrollFlags_None;
+ NavMoveKeyMods = ImGuiMod_None;
+ NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
+ NavScoringDebugCount = 0;
+ NavTabbingDir = 0;
+ NavTabbingCounter = 0;
+
+ NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0;
+ NavJustMovedToKeyMods = ImGuiMod_None;
+ NavJustMovedToIsTabbing = false;
+ NavJustMovedToHasSelectionData = false;
+
+ // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac...
+ // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this..
+ ConfigNavWindowingWithGamepad = true;
+ ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab);
+ ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab);
+ NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
+ NavWindowingInputSource = ImGuiInputSource_None;
+ NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
+ NavWindowingToggleLayer = false;
+ NavWindowingToggleKey = ImGuiKey_None;
+
+ DimBgRatio = 0.0f;
+
+ DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
+ DragDropSourceFlags = ImGuiDragDropFlags_None;
+ DragDropSourceFrameCount = -1;
+ DragDropMouseButton = -1;
+ DragDropTargetId = 0;
+ DragDropAcceptFlags = ImGuiDragDropFlags_None;
+ DragDropAcceptIdCurrRectSurface = 0.0f;
+ DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
+ DragDropAcceptFrameCount = -1;
+ DragDropHoldJustPressedId = 0;
+ memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
+
+ ClipperTempDataStacked = 0;
+
+ CurrentTable = NULL;
+ TablesTempDataStacked = 0;
+ CurrentTabBar = NULL;
+ CurrentMultiSelect = NULL;
+ MultiSelectTempDataStacked = 0;
+
+ HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0;
+ HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f;
+
+ MouseCursor = ImGuiMouseCursor_Arrow;
+ MouseStationaryTimer = 0.0f;
+
+ InputTextPasswordFontBackupFlags = ImFontFlags_None;
+ TempInputId = 0;
+ memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue));
+ BeginMenuDepth = BeginComboDepth = 0;
+ ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
+ ColorEditCurrentID = ColorEditSavedID = 0;
+ ColorEditSavedHue = ColorEditSavedSat = 0.0f;
+ ColorEditSavedColor = 0;
+ WindowResizeRelativeMode = false;
+ ScrollbarSeekMode = 0;
+ ScrollbarClickDeltaToGrabCenter = 0.0f;
+ SliderGrabClickOffset = 0.0f;
+ SliderCurrentAccum = 0.0f;
+ SliderCurrentAccumDirty = false;
+ DragCurrentAccumDirty = false;
+ DragCurrentAccum = 0.0f;
+ DragSpeedDefaultRatio = 1.0f / 100.0f;
+ DisabledAlphaBackup = 0.0f;
+ DisabledStackSize = 0;
+ TooltipOverrideCount = 0;
+ TooltipPreviousWindow = NULL;
+
+ PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
+ PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
+
+ SettingsLoaded = false;
+ SettingsDirtyTimer = 0.0f;
+ HookIdNext = 0;
+
+ memset(LocalizationTable, 0, sizeof(LocalizationTable));
+
+ LogEnabled = false;
+ LogFlags = ImGuiLogFlags_None;
+ LogWindow = NULL;
+ LogNextPrefix = LogNextSuffix = NULL;
+ LogFile = NULL;
+ LogLinePosY = FLT_MAX;
+ LogLineFirstItem = false;
+ LogDepthRef = 0;
+ LogDepthToExpand = LogDepthToExpandDefault = 2;
+
+ ErrorCallback = NULL;
+ ErrorCallbackUserData = NULL;
+ ErrorFirst = true;
+ ErrorCountCurrentFrame = 0;
+ StackSizesInBeginForCurrentWindow = NULL;
+
+ DebugDrawIdConflictsCount = 0;
+ DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY;
+ DebugLocateId = 0;
+ DebugLogSkippedErrors = 0;
+ DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None;
+ DebugLogAutoDisableFrames = 0;
+ DebugLocateFrames = 0;
+ DebugBeginReturnValueCullDepth = -1;
+ DebugItemPickerActive = false;
+ DebugItemPickerMouseButton = ImGuiMouseButton_Left;
+ DebugItemPickerBreakId = 0;
+ DebugFlashStyleColorTime = 0.0f;
+ DebugFlashStyleColorIdx = ImGuiCol_COUNT;
+
+ // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations
+ DebugBreakInWindow = 0;
+ DebugBreakInTable = 0;
+ DebugBreakInLocateId = false;
+ DebugBreakKeyChord = ImGuiKey_Pause;
+ DebugBreakInShortcutRouting = ImGuiKey_None;
+
+ memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
+ FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;
+ FramerateSecPerFrameAccum = 0.0f;
+ WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
+ memset(TempKeychordName, 0, sizeof(TempKeychordName));
+}
+
+void ImGui::Initialize()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
+
+ // Add .ini handle for ImGuiWindow and ImGuiTable types
+ {
+ ImGuiSettingsHandler ini_handler;
+ ini_handler.TypeName = "Window";
+ ini_handler.TypeHash = ImHashStr("Window");
+ ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
+ ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
+ ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
+ ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
+ ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
+ AddSettingsHandler(&ini_handler);
+ }
+ TableSettingsAddSettingsHandler();
+
+ // Setup default localization table
+ LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
+
+ // Setup default ImGuiPlatformIO clipboard/IME handlers.
+ g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
+ g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl;
+ g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl;
+ g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl;
+
+ // Create default viewport
+ ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
+ viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
+ g.Viewports.push_back(viewport);
+ g.TempBuffer.resize(1024 * 3 + 1, 0);
+
+ // Build KeysMayBeCharInput[] lookup table (1 bool per named key)
+ for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+ if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
+ || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
+ || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent
+ || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual)
+ g.KeysMayBeCharInput.SetBit(key);
+
+#ifdef IMGUI_HAS_DOCK
+#endif
+
+ // Print a debug message when running with debug feature IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS because it is very slow.
+ // DO NOT COMMENT OUT THIS MESSAGE. IT IS DESIGNED TO REMIND YOU THAT IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS SHOULD ONLY BE TEMPORARILY ENABLED.
+#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
+ DebugLog("IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n");
+#endif
+
+ // ImDrawList/ImFontAtlas are designed to function without ImGui, and 99% of it works without an ImGui context.
+ // But this link allows us to facilitate/handle a few edge cases better.
+ ImFontAtlas* atlas = g.IO.Fonts;
+ g.DrawListSharedData.Context = &g;
+ RegisterFontAtlas(atlas);
+
+ g.Initialized = true;
+}
+
+// This function is merely here to free heap allocations.
+void ImGui::Shutdown()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?");
+ IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?");
+
+ // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ {
+ UnregisterFontAtlas(atlas);
+ if (atlas->RefCount == 0)
+ {
+ atlas->Locked = false;
+ IM_DELETE(atlas);
+ }
+ }
+ g.DrawListSharedData.TempBuffer.clear();
+
+ // Cleanup of other data are conditional on actually having initialized Dear ImGui.
+ if (!g.Initialized)
+ return;
+
+ // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
+ if (g.SettingsLoaded && g.IO.IniFilename != NULL)
+ SaveIniSettingsToDisk(g.IO.IniFilename);
+
+ CallContextHooks(&g, ImGuiContextHookType_Shutdown);
+
+ // Clear everything else
+ g.Windows.clear_delete();
+ g.WindowsFocusOrder.clear();
+ g.WindowsTempSortBuffer.clear();
+ g.CurrentWindow = NULL;
+ g.CurrentWindowStack.clear();
+ g.WindowsById.Clear();
+ g.NavWindow = NULL;
+ g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
+ g.ActiveIdWindow = NULL;
+ g.MovingWindow = NULL;
+
+ g.KeysRoutingTable.Clear();
+
+ g.ColorStack.clear();
+ g.StyleVarStack.clear();
+ g.FontStack.clear();
+ g.OpenPopupStack.clear();
+ g.BeginPopupStack.clear();
+ g.TreeNodeStack.clear();
+
+ g.Viewports.clear_delete();
+
+ g.TabBars.Clear();
+ g.CurrentTabBarStack.clear();
+ g.ShrinkWidthBuffer.clear();
+
+ g.ClipperTempData.clear_destruct();
+
+ g.Tables.Clear();
+ g.TablesTempData.clear_destruct();
+ g.DrawChannelsTempMergeBuffer.clear();
+
+ g.MultiSelectStorage.Clear();
+ g.MultiSelectTempData.clear_destruct();
+
+ g.ClipboardHandlerData.clear();
+ g.MenusIdSubmittedThisFrame.clear();
+ g.InputTextState.ClearFreeMemory();
+ g.InputTextLineIndex.clear();
+ g.InputTextDeactivatedState.ClearFreeMemory();
+
+ g.SettingsWindows.clear();
+ g.SettingsHandlers.clear();
+
+ if (g.LogFile)
+ {
+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
+ if (g.LogFile != stdout)
+#endif
+ ImFileClose(g.LogFile);
+ g.LogFile = NULL;
+ }
+ g.LogBuffer.clear();
+ g.DebugLogBuf.clear();
+ g.DebugLogIndex.clear();
+
+ g.Initialized = false;
+}
+
+// No specific ordering/dependency support, will see as needed
+ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
+{
+ ImGuiContext& g = *ctx;
+ IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
+ g.Hooks.push_back(*hook);
+ g.Hooks.back().HookId = ++g.HookIdNext;
+ return g.HookIdNext;
+}
+
+// Deferred removal, avoiding issue with changing vector while iterating it
+void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
+{
+ ImGuiContext& g = *ctx;
+ IM_ASSERT(hook_id != 0);
+ for (ImGuiContextHook& hook : g.Hooks)
+ if (hook.HookId == hook_id)
+ hook.Type = ImGuiContextHookType_PendingRemoval_;
+}
+
+// Call context hooks (used by e.g. test engine)
+// We assume a small number of hooks so all stored in same array
+void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
+{
+ ImGuiContext& g = *ctx;
+ for (ImGuiContextHook& hook : g.Hooks)
+ if (hook.Type == hook_type)
+ hook.Callback(&g, &hook);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
+//-----------------------------------------------------------------------------
+
+// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
+ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
+{
+ memset(this, 0, sizeof(*this));
+ Ctx = ctx;
+ Name = ImStrdup(name);
+ NameBufLen = (int)ImStrlen(name) + 1;
+ ID = ImHashStr(name);
+ IDStack.push_back(ID);
+ MoveId = GetID("#MOVE");
+ ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
+ ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
+ AutoFitFramesX = AutoFitFramesY = -1;
+ AutoPosLastDirection = ImGuiDir_None;
+ SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = 0;
+ SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
+ LastFrameActive = -1;
+ LastTimeActive = -1.0f;
+ FontRefSize = 0.0f;
+ FontWindowScale = FontWindowScaleParents = 1.0f;
+ SettingsOffset = -1;
+ DrawList = &DrawListInst;
+ DrawList->_OwnerName = Name;
+ DrawList->_SetDrawListSharedData(&Ctx->DrawListSharedData);
+ NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
+}
+
+ImGuiWindow::~ImGuiWindow()
+{
+ IM_ASSERT(DrawList == &DrawListInst);
+ IM_DELETE(Name);
+ ColumnsStorage.clear_destruct();
+}
+
+static void SetCurrentWindow(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ g.CurrentWindow = window;
+ g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL;
+ g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
+ g.CurrentDpiScale = 1.0f; // FIXME-DPI: WIP this is modified in docking
+ if (window)
+ {
+ bool backup_skip_items = window->SkipItems;
+ window->SkipItems = false;
+ if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures)
+ {
+ ImGuiViewport* viewport = window->Viewport;
+ g.FontRasterizerDensity = (viewport->FramebufferScale.x != 0.0f) ? viewport->FramebufferScale.x : g.IO.DisplayFramebufferScale.x; // == SetFontRasterizerDensity()
+ }
+ ImGui::UpdateCurrentFontSize(0.0f);
+ window->SkipItems = backup_skip_items;
+ ImGui::NavUpdateCurrentWindowIsScrollPushableX();
+ }
+}
+
+void ImGui::GcCompactTransientMiscBuffers()
+{
+ ImGuiContext& g = *GImGui;
+ g.ItemFlagsStack.clear();
+ g.GroupStack.clear();
+ g.InputTextLineIndex.clear();
+ g.MultiSelectTempDataStacked = 0;
+ g.MultiSelectTempData.clear_destruct();
+ TableGcCompactSettings();
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ atlas->CompactCache();
+}
+
+// Free up/compact internal window buffers, we can use this when a window becomes unused.
+// Not freed:
+// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
+// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
+void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
+{
+ window->MemoryCompacted = true;
+ window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
+ window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
+ window->IDStack.clear();
+ window->DrawList->_ClearFreeMemory();
+ window->DC.ChildWindows.clear();
+ window->DC.ItemWidthStack.clear();
+ window->DC.TextWrapPosStack.clear();
+}
+
+void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
+{
+ // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
+ // The other buffers tends to amortize much faster.
+ window->MemoryCompacted = false;
+ window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
+ window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
+ window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
+}
+
+void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+
+ // Clear previous active id
+ if (g.ActiveId != 0)
+ {
+ // Store deactivate data
+ ImGuiDeactivatedItemData* deactivated_data = &g.DeactivatedItemData;
+ deactivated_data->ID = g.ActiveId;
+ deactivated_data->ElapseFrame = (g.LastItemData.ID == g.ActiveId) ? g.FrameCount : g.FrameCount + 1; // FIXME: OK to use LastItemData?
+ deactivated_data->HasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
+ deactivated_data->IsAlive = (g.ActiveIdIsAlive == g.ActiveId);
+
+ // This could be written in a more general way (e.g associate a hook to ActiveId),
+ // but since this is currently quite an exception we'll leave it as is.
+ // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveID()
+ if (g.InputTextState.ID == g.ActiveId)
+ InputTextDeactivateHook(g.ActiveId);
+
+ // While most behaved code would make an effort to not steal active id during window move/drag operations,
+ // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
+ // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
+ if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
+ {
+ IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
+ StopMouseMovingWindow();
+ }
+ }
+
+ // Set active id
+ g.ActiveIdIsJustActivated = (g.ActiveId != id);
+ if (g.ActiveIdIsJustActivated)
+ {
+ IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
+ g.ActiveIdTimer = 0.0f;
+ g.ActiveIdHasBeenPressedBefore = false;
+ g.ActiveIdHasBeenEditedBefore = false;
+ g.ActiveIdMouseButton = -1;
+ if (id != 0)
+ {
+ g.LastActiveId = id;
+ g.LastActiveIdTimer = 0.0f;
+ }
+ }
+ g.ActiveId = id;
+ g.ActiveIdAllowOverlap = false;
+ g.ActiveIdNoClearOnFocusLoss = false;
+ g.ActiveIdWindow = window;
+ g.ActiveIdHasBeenEditedThisFrame = false;
+ g.ActiveIdFromShortcut = false;
+ g.ActiveIdDisabledId = 0;
+ if (id)
+ {
+ g.ActiveIdIsAlive = id;
+ g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
+ IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
+ }
+
+ // Clear declaration of inputs claimed by the widget
+ // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
+ g.ActiveIdUsingNavDirMask = 0x00;
+ g.ActiveIdUsingAllKeyboardKeys = false;
+}
+
+void ImGui::ClearActiveID()
+{
+ SetActiveID(0, NULL); // g.ActiveId = 0;
+}
+
+void ImGui::SetHoveredID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ g.HoveredId = id;
+ g.HoveredIdAllowOverlap = false;
+ if (id != 0 && g.HoveredIdPreviousFrame != id)
+ g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
+}
+
+ImGuiID ImGui::GetHoveredID()
+{
+ ImGuiContext& g = *GImGui;
+ return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
+}
+
+void ImGui::MarkItemEdited(ImGuiID id)
+{
+ // This marking is to be able to provide info for IsItemDeactivatedAfterEdit().
+ // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
+ ImGuiContext& g = *GImGui;
+ if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited)
+ return;
+ if (g.ActiveId == id || g.ActiveId == 0)
+ {
+ // FIXME: Can't we fully rely on LastItemData yet?
+ g.ActiveIdHasBeenEditedThisFrame = true;
+ g.ActiveIdHasBeenEditedBefore = true;
+ if (g.DeactivatedItemData.ID == id)
+ g.DeactivatedItemData.HasBeenEditedBefore = true;
+ }
+
+ // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
+ // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
+ IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive));
+
+ //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
+}
+
+bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
+{
+ // An active popup disable hovering on other windows (apart from its own children)
+ // FIXME-OPT: This could be cached/stored within the window.
+ ImGuiContext& g = *GImGui;
+ if (g.NavWindow)
+ if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)
+ if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
+ {
+ // For the purpose of those flags we differentiate "standard popup" from "modal popup"
+ // NB: The 'else' is important because Modal windows are also Popups.
+ bool want_inhibit = false;
+ if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
+ want_inhibit = true;
+ else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ want_inhibit = true;
+
+ // Inhibit hover unless the window is within the stack of our modal/popup
+ if (want_inhibit)
+ if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
+ return false;
+ }
+ return true;
+}
+
+static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (flags & ImGuiHoveredFlags_DelayNormal)
+ return g.Style.HoverDelayNormal;
+ if (flags & ImGuiHoveredFlags_DelayShort)
+ return g.Style.HoverDelayShort;
+ return 0.0f;
+}
+
+static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
+{
+ // Allow instance flags to override shared flags
+ if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
+ shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
+ return user_flags | shared_flags;
+}
+
+// This is roughly matching the behavior of internal-facing ItemHoverable()
+// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
+// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
+bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!");
+
+ if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride))
+ {
+ if (!IsItemFocused())
+ return false;
+ if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
+ return false;
+
+ if (flags & ImGuiHoveredFlags_ForTooltip)
+ flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
+ }
+ else
+ {
+ // Test for bounding box overlap, as updated as ItemAdd()
+ ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
+ if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
+ return false;
+
+ if (flags & ImGuiHoveredFlags_ForTooltip)
+ flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
+
+ // Done with rectangle culling so we can perform heavier checks now
+ // Test if we are hovering the right window (our window could be behind another window)
+ // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
+ // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
+ // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
+ // the test that has been running for a long while.
+ if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
+ if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
+ return false;
+
+ // Test if another item is active (e.g. being dragged)
+ const ImGuiID id = g.LastItemData.ID;
+ if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
+ if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
+ {
+ // When ActiveId == MoveId it means that either:
+ // - (1) user clicked on void _or_ an item with no id, which triggers moving window (ActiveId is set even when window has _NoMove flag)
+ // - the (id == 0) test handles it, however, IsItemHovered() will leak between id==0 items (mostly visible when using _NoMove). // FIXME: May be fixed.
+ // - (2) user clicked a disabled item. UpdateMouseMovingWindowEndFrame() uses ActiveId == MoveId to avoid interference with item logic + sets ActiveIdDisabledId.
+ bool cancel_is_hovered = true;
+ if (g.ActiveId == window->MoveId && (id == 0 || g.ActiveIdDisabledId == id))
+ cancel_is_hovered = false;
+ if (cancel_is_hovered)
+ return false;
+ }
+
+ // Test if interactions on this window are blocked by an active popup or modal.
+ // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
+ if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck))
+ return false;
+
+ // Test if the item is disabled
+ if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
+ return false;
+
+ // Special handling for calling after Begin() which represent the title bar or tab.
+ // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
+ // will never be overwritten so we need to detect the case.
+ if (id == window->MoveId && window->WriteAccessed)
+ return false;
+
+ // Test if using AllowOverlap and overlapped
+ if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
+ if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
+ if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
+ return false;
+ }
+
+ // Handle hover delay
+ // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
+ const float delay = CalcDelayFromHoveredFlags(flags);
+ if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
+ {
+ ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min);
+ if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
+ g.HoverItemDelayTimer = 0.0f;
+ g.HoverItemDelayId = hover_delay_id;
+
+ // When changing hovered item we requires a bit of stationary delay before activating hover timer,
+ // but once unlocked on a given item we also moving.
+ //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
+ if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
+ return false;
+
+ if (g.HoverItemDelayTimer < delay)
+ return false;
+ }
+
+ return true;
+}
+
+// Internal facing ItemHoverable() used when submitting widgets. THIS IS A SUBMISSION NOT A HOVER CHECK.
+// Returns whether the item was hovered, logic differs slightly from IsItemHovered().
+// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
+// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
+// If you used this in your legacy/custom widgets code:
+// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'.
+// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
+bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // Detect ID conflicts
+ // (this is specifically done here by comparing on hover because it allows us a detection of duplicates that is algorithmically extra cheap, 1 u32 compare per item. No O(log N) lookup whatsoever)
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0)
+ {
+ g.HoveredIdPreviousFrameItemCount++;
+ if (g.DebugDrawIdConflictsId == id)
+ window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f);
+ }
+#endif
+
+ if (g.HoveredWindow != window)
+ return false;
+ if (!IsMouseHoveringRect(bb.Min, bb.Max))
+ return false;
+
+ if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
+ return false;
+ if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
+ if (!g.ActiveIdFromShortcut)
+ return false;
+
+ // We are done with rectangle culling so we can perform heavier checks now.
+ if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
+ {
+ g.HoveredIdIsDisabled = true;
+ return false;
+ }
+
+ // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
+ // hover test in widgets code. We could also decide to split this function is two.
+ if (id != 0)
+ {
+ // Drag source doesn't report as hovered
+ if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
+ return false;
+
+ SetHoveredID(id);
+
+ // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
+ // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
+ if (item_flags & ImGuiItemFlags_AllowOverlap)
+ {
+ g.HoveredIdAllowOverlap = true;
+ if (g.HoveredIdPreviousFrame != id)
+ return false;
+ }
+
+ // Display shortcut (only works with mouse)
+ // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip)
+ if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id)
+ if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal))
+ SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut));
+ }
+
+ // When disabled we'll return false but still set HoveredId
+ if (item_flags & ImGuiItemFlags_Disabled)
+ {
+ // Release active id if turning disabled
+ if (g.ActiveId == id && id != 0)
+ ClearActiveID();
+ g.HoveredIdIsDisabled = true;
+ return false;
+ }
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (id != 0)
+ {
+ // [DEBUG] Item Picker tool!
+ // We perform the check here because reaching is path is rare (1~ time a frame),
+ // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered
+ // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost.
+ if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
+ GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
+ if (g.DebugItemPickerBreakId == id)
+ IM_DEBUG_BREAK();
+ }
+#endif
+
+ if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0)
+ return false;
+
+ return true;
+}
+
+// FIXME: This is inlined/duplicated in ItemAdd()
+// FIXME: The id != 0 path is not used by our codebase, may get rid of it?
+bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (!bb.Overlaps(window->ClipRect))
+ if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
+ if (!g.ItemUnclipByLog)
+ return true;
+ return false;
+}
+
+// This is also inlined in ItemAdd()
+// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
+void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags item_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect)
+{
+ ImGuiContext& g = *GImGui;
+ g.LastItemData.ID = item_id;
+ g.LastItemData.ItemFlags = item_flags;
+ g.LastItemData.StatusFlags = status_flags;
+ g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
+}
+
+static void ImGui::SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect)
+{
+ ImGuiContext& g = *GImGui;
+ SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DC.WindowItemStatusFlags, rect);
+}
+
+static void ImGui::SetLastItemDataForChildWindowItem(ImGuiWindow* window, const ImRect& rect)
+{
+ ImGuiContext& g = *GImGui;
+ SetLastItemData(window->ChildId, g.CurrentItemFlags, window->DC.ChildItemStatusFlags, rect);
+}
+
+float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
+{
+ if (wrap_pos_x < 0.0f)
+ return 0.0f;
+
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (wrap_pos_x == 0.0f)
+ {
+ // We could decide to setup a default wrapping max point for auto-resizing windows,
+ // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
+ //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
+ // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
+ //else
+ wrap_pos_x = window->WorkRect.Max.x;
+ }
+ else if (wrap_pos_x > 0.0f)
+ {
+ wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
+ }
+
+ return ImMax(wrap_pos_x - pos.x, 1.0f);
+}
+
+// IM_ALLOC() == ImGui::MemAlloc()
+void* ImGui::MemAlloc(size_t size)
+{
+ void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (ImGuiContext* ctx = GImGui)
+ DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
+#endif
+ return ptr;
+}
+
+// IM_FREE() == ImGui::MemFree()
+void ImGui::MemFree(void* ptr)
+{
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (ptr != NULL)
+ if (ImGuiContext* ctx = GImGui)
+ DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
+#endif
+ return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
+}
+
+// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
+void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
+{
+ ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
+ IM_UNUSED(ptr);
+ if (entry->FrameCount != frame_count)
+ {
+ info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
+ entry = &info->LastEntriesBuf[info->LastEntriesIdx];
+ entry->FrameCount = frame_count;
+ entry->AllocCount = entry->FreeCount = 0;
+ }
+ if (size != (size_t)-1)
+ {
+ //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, (int)size, ptr);
+ entry->AllocCount++;
+ info->TotalAllocCount++;
+ }
+ else
+ {
+ //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
+ entry->FreeCount++;
+ info->TotalFreeCount++;
+ }
+}
+
+const char* ImGui::GetClipboardText()
+{
+ ImGuiContext& g = *GImGui;
+ return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : "";
+}
+
+void ImGui::SetClipboardText(const char* text)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.PlatformIO.Platform_SetClipboardTextFn != NULL)
+ g.PlatformIO.Platform_SetClipboardTextFn(&g, text);
+}
+
+const char* ImGui::GetVersion()
+{
+ return IMGUI_VERSION;
+}
+
+ImGuiIO& ImGui::GetIO()
+{
+ IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
+ return GImGui->IO;
+}
+
+// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856)
+ImGuiIO& ImGui::GetIO(ImGuiContext* ctx)
+{
+ IM_ASSERT(ctx != NULL);
+ return ctx->IO;
+}
+
+ImGuiPlatformIO& ImGui::GetPlatformIO()
+{
+ IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?");
+ return GImGui->PlatformIO;
+}
+
+// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856)
+ImGuiPlatformIO& ImGui::GetPlatformIO(ImGuiContext* ctx)
+{
+ IM_ASSERT(ctx != NULL);
+ return ctx->PlatformIO;
+}
+
+// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
+ImDrawData* ImGui::GetDrawData()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiViewportP* viewport = g.Viewports[0];
+ return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
+}
+
+double ImGui::GetTime()
+{
+ return GImGui->Time;
+}
+
+int ImGui::GetFrameCount()
+{
+ return GImGui->FrameCount;
+}
+
+static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
+{
+ // Create the draw list on demand, because they are not frequently used for all viewports
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
+ ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
+ if (draw_list == NULL)
+ {
+ draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
+ draw_list->_OwnerName = drawlist_name;
+ viewport->BgFgDrawLists[drawlist_no] = draw_list;
+ }
+
+ // Our ImDrawList system requires that there is always a command
+ if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
+ {
+ draw_list->_ResetForNewFrame();
+ draw_list->PushTexture(g.IO.Fonts->TexRef);
+ draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
+ viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
+ }
+ return draw_list;
+}
+
+ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
+{
+ return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
+}
+
+ImDrawList* ImGui::GetBackgroundDrawList()
+{
+ ImGuiContext& g = *GImGui;
+ return GetBackgroundDrawList(g.Viewports[0]);
+}
+
+ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
+{
+ return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
+}
+
+ImDrawList* ImGui::GetForegroundDrawList()
+{
+ ImGuiContext& g = *GImGui;
+ return GetForegroundDrawList(g.Viewports[0]);
+}
+
+ImDrawListSharedData* ImGui::GetDrawListSharedData()
+{
+ return &GImGui->DrawListSharedData;
+}
+
+void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
+{
+ // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
+ // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
+ // This is because we want ActiveId to be set even when the window is not permitted to move.
+ ImGuiContext& g = *GImGui;
+ FocusWindow(window);
+ SetActiveID(window->MoveId, window);
+ if (g.IO.ConfigNavCursorVisibleAuto)
+ g.NavCursorVisible = false;
+ g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
+ g.ActiveIdNoClearOnFocusLoss = true;
+ SetActiveIdUsingAllKeyboardKeys();
+
+ bool can_move_window = true;
+ if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
+ can_move_window = false;
+ if (can_move_window)
+ g.MovingWindow = window;
+}
+
+// This is not 100% symetric with StartMouseMovingWindow().
+// We do NOT clear ActiveID, because:
+// - It would lead to rather confusing recursive code paths. Caller can call ClearActiveID() if desired.
+// - Some code intentionally cancel moving but keep the ActiveID to lock inputs (e.g. code path taken when clicking a disabled item).
+void ImGui::StopMouseMovingWindow()
+{
+ ImGuiContext& g = *GImGui;
+
+ // [nb: docking branch has more stuff in this function]
+
+ g.MovingWindow = NULL;
+}
+
+// Handle mouse moving window
+// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
+// FIXME: We don't have strong guarantee that g.MovingWindow stay synced with g.ActiveId == g.MovingWindow->MoveId.
+// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
+// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
+void ImGui::UpdateMouseMovingWindowNewFrame()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.MovingWindow != NULL)
+ {
+ // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
+ // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
+ KeepAliveID(g.ActiveId);
+ IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
+ ImGuiWindow* moving_window = g.MovingWindow->RootWindow;
+ if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
+ {
+ ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
+ SetWindowPos(moving_window, pos, ImGuiCond_Always);
+ FocusWindow(g.MovingWindow);
+ }
+ else
+ {
+ StopMouseMovingWindow();
+ ClearActiveID();
+ }
+ }
+ else
+ {
+ // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
+ if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
+ {
+ KeepAliveID(g.ActiveId);
+ if (!g.IO.MouseDown[0])
+ ClearActiveID();
+ }
+ }
+}
+
+// Initiate focusing and moving window when clicking on empty space or title bar.
+// Initiate focusing window when clicking on a disabled item.
+// Handle left-click and right-click focus.
+void ImGui::UpdateMouseMovingWindowEndFrame()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled))
+ return;
+
+ // Unless we just made a window/popup appear
+ if (g.NavWindow && g.NavWindow->Appearing)
+ return;
+
+ // Click on empty space to focus window and start moving
+ // (after we're done with all our widgets)
+ if (g.IO.MouseClicked[0])
+ {
+ // Handle the edge case of a popup being closed while clicking in its empty space.
+ // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
+ ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
+ const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
+
+ if (root_window != NULL && !is_closed_popup)
+ {
+ StartMouseMovingWindow(g.HoveredWindow); //-V595
+
+ // FIXME: In principal we might be able to call StopMouseMovingWindow() below.
+ // Please note how StartMouseMovingWindow() and StopMouseMovingWindow() and not entirely symetrical, at the later doesn't clear ActiveId.
+
+ // Cancel moving if clicked outside of title bar
+ if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
+ if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar))
+ if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
+ g.MovingWindow = NULL;
+
+ // Cancel moving if clicked over an item which was disabled or inhibited by popups
+ // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item)
+ if (g.HoveredIdIsDisabled)
+ {
+ g.MovingWindow = NULL;
+ g.ActiveIdDisabledId = g.HoveredId;
+ }
+ }
+ else if (root_window == NULL && g.NavWindow != NULL)
+ {
+ // Clicking on void disable focus
+ FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
+ }
+ }
+
+ // With right mouse button we close popups without changing focus based on where the mouse is aimed
+ // Instead, focus will be restored to the window under the bottom-most closed popup.
+ // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
+ if (g.IO.MouseClicked[1] && g.HoveredId == 0)
+ {
+ // Find the top-most window between HoveredWindow and the top-most Modal Window.
+ // This is where we can trim the popup stack.
+ ImGuiWindow* modal = GetTopMostPopupModal();
+ bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
+ ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
+ }
+}
+
+static bool IsWindowActiveAndVisible(ImGuiWindow* window)
+{
+ return (window->Active) && (!window->Hidden);
+}
+
+// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
+void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = g.IO;
+
+ // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING
+ // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow.
+ g.WindowsBorderHoverPadding = ImMax(ImMax(g.Style.TouchExtraPadding.x, g.Style.TouchExtraPadding.y), g.Style.WindowBorderHoverPadding);
+
+ // Find the window hovered by mouse:
+ // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
+ // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
+ // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
+ bool clear_hovered_windows = false;
+ FindHoveredWindowEx(mouse_pos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
+ g.HoveredWindowBeforeClear = g.HoveredWindow;
+
+ // Modal windows prevents mouse from hovering behind them.
+ ImGuiWindow* modal_window = GetTopMostPopupModal();
+ if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window))
+ clear_hovered_windows = true;
+
+ // Disabled mouse hovering (we don't currently clear MousePos, we could)
+ if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
+ clear_hovered_windows = true;
+
+ // We track click ownership. When clicked outside of a window the click is owned by the application and
+ // won't report hovering nor request capture even while dragging over our windows afterward.
+ const bool has_open_popup = (g.OpenPopupStack.Size > 0);
+ const bool has_open_modal = (modal_window != NULL);
+ int mouse_earliest_down = -1;
+ bool mouse_any_down = false;
+ for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
+ {
+ if (io.MouseClicked[i])
+ {
+ io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
+ io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
+ }
+ mouse_any_down |= io.MouseDown[i];
+ if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392)
+ if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
+ mouse_earliest_down = i;
+ }
+ const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
+ const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
+
+ // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
+ // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
+ const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
+ if (!mouse_avail && !mouse_dragging_extern_payload)
+ clear_hovered_windows = true;
+
+ if (clear_hovered_windows)
+ g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
+
+ // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
+ // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
+ if (g.WantCaptureMouseNextFrame != -1)
+ {
+ io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
+ }
+ else
+ {
+ io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
+ io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
+ }
+
+ // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
+ io.WantCaptureKeyboard = false;
+ if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0)
+ {
+ if ((g.ActiveId != 0) || (modal_window != NULL))
+ io.WantCaptureKeyboard = true;
+ else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard)
+ io.WantCaptureKeyboard = true;
+ }
+ if (g.WantCaptureKeyboardNextFrame != -1) // Manual override
+ io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
+
+ // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
+ io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
+}
+
+// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data.
+// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
+static void SetupDrawListSharedData()
+{
+ ImGuiContext& g = *GImGui;
+ ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
+ for (ImGuiViewportP* viewport : g.Viewports)
+ virtual_space.Add(viewport->GetMainRect());
+ g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
+ g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
+ g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
+ g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
+ if (g.Style.AntiAliasedLines)
+ g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
+ if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines))
+ g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
+ if (g.Style.AntiAliasedFill)
+ g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
+ if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
+ g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
+ g.DrawListSharedData.InitialFringeScale = 1.0f; // FIXME-DPI: Change this for some DPI scaling experiments.
+}
+
+void ImGui::NewFrame()
+{
+ IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
+ ImGuiContext& g = *GImGui;
+
+ // Remove pending delete hooks before frame start.
+ // This deferred removal avoid issues of removal while iterating the hook vector
+ for (int n = g.Hooks.Size - 1; n >= 0; n--)
+ if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
+ g.Hooks.erase(&g.Hooks[n]);
+
+ CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
+
+ // Check and assert for various common IO and Configuration mistakes
+ ErrorCheckNewFrameSanityChecks();
+
+ // Load settings on first frame, save settings when modified (after a delay)
+ UpdateSettings();
+
+ g.Time += g.IO.DeltaTime;
+ g.FrameCount += 1;
+ g.TooltipOverrideCount = 0;
+ g.WindowsActiveCount = 0;
+ g.MenusIdSubmittedThisFrame.resize(0);
+
+ // Calculate frame-rate for the user, as a purely luxurious feature
+ g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
+ g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
+ g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
+ g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
+ g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
+
+ // Process input queue (trickle as many events as possible), turn events into writes to IO structure
+ g.InputEventsTrail.resize(0);
+ UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
+
+ // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
+ UpdateViewportsNewFrame();
+
+ // Update texture list (collect destroyed textures, etc.)
+ UpdateTexturesNewFrame();
+
+ // Setup current font and draw list shared data
+ SetupDrawListSharedData();
+ UpdateFontsNewFrame();
+
+ g.WithinFrameScope = true;
+
+ // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
+ for (ImGuiViewportP* viewport : g.Viewports)
+ viewport->DrawDataP.Valid = false;
+
+ // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
+ if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
+ KeepAliveID(g.DragDropPayload.SourceId);
+
+ // [DEBUG]
+ if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL
+ g.DebugDrawIdConflictsId = 0;
+ if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1)
+ g.DebugDrawIdConflictsId = g.HoveredIdPreviousFrame;
+
+ // Update HoveredId data
+ if (!g.HoveredIdPreviousFrame)
+ g.HoveredIdTimer = 0.0f;
+ if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
+ g.HoveredIdNotActiveTimer = 0.0f;
+ if (g.HoveredId)
+ g.HoveredIdTimer += g.IO.DeltaTime;
+ if (g.HoveredId && g.ActiveId != g.HoveredId)
+ g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
+ g.HoveredIdPreviousFrame = g.HoveredId;
+ g.HoveredIdPreviousFrameItemCount = 0;
+ g.HoveredId = 0;
+ g.HoveredIdAllowOverlap = false;
+ g.HoveredIdIsDisabled = false;
+
+ // Clear ActiveID if the item is not alive anymore.
+ // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
+ // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
+ if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
+ {
+ IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
+ ClearActiveID();
+ }
+
+ // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
+ if (g.ActiveId)
+ g.ActiveIdTimer += g.IO.DeltaTime;
+ g.LastActiveIdTimer += g.IO.DeltaTime;
+ g.ActiveIdPreviousFrame = g.ActiveId;
+ g.ActiveIdIsAlive = 0;
+ g.ActiveIdHasBeenEditedThisFrame = false;
+ g.ActiveIdIsJustActivated = false;
+ if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
+ g.TempInputId = 0;
+ if (g.ActiveId == 0)
+ {
+ g.ActiveIdUsingNavDirMask = 0x00;
+ g.ActiveIdUsingAllKeyboardKeys = false;
+ }
+ if (g.DeactivatedItemData.ElapseFrame < g.FrameCount)
+ g.DeactivatedItemData.ID = 0;
+ g.DeactivatedItemData.IsAlive = false;
+
+ // Record when we have been stationary as this state is preserved while over same item.
+ // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
+ // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
+ if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
+ g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
+ else if (g.HoverItemDelayId == 0)
+ g.HoverItemUnlockedStationaryId = 0;
+ if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
+ g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
+ else if (g.HoveredWindow == NULL)
+ g.HoverWindowUnlockedStationaryId = 0;
+
+ // Update hover delay for IsItemHovered() with delays and tooltips
+ g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
+ if (g.HoverItemDelayId != 0)
+ {
+ g.HoverItemDelayTimer += g.IO.DeltaTime;
+ g.HoverItemDelayClearTimer = 0.0f;
+ g.HoverItemDelayId = 0;
+ }
+ else if (g.HoverItemDelayTimer > 0.0f)
+ {
+ // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
+ // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
+ g.HoverItemDelayClearTimer += g.IO.DeltaTime;
+ if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
+ g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
+ }
+
+ // Drag and drop
+ g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
+ g.DragDropAcceptIdCurr = 0;
+ g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
+ g.DragDropWithinSource = false;
+ g.DragDropWithinTarget = false;
+ g.DragDropHoldJustPressedId = 0;
+ g.TooltipPreviousWindow = NULL;
+
+ // Close popups on focus lost (currently wip/opt-in)
+ //if (g.IO.AppFocusLost)
+ // ClosePopupsExceptModals();
+
+ // Update keyboard input state
+ UpdateKeyboardInputs();
+
+ //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
+ //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
+ //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
+ //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
+
+ // Update keyboard/gamepad navigation
+ NavUpdate();
+
+ // Update mouse input state
+ UpdateMouseInputs();
+
+ // Mark all windows as not visible and compact unused memory.
+ IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
+ const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
+ for (ImGuiWindow* window : g.Windows)
+ {
+ window->WasActive = window->Active;
+ window->Active = false;
+ window->WriteAccessed = false;
+ window->BeginCountPreviousFrame = window->BeginCount;
+ window->BeginCount = 0;
+
+ // Garbage collect transient buffers of recently unused windows
+ if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
+ GcCompactTransientWindowBuffers(window);
+ }
+
+ // Find hovered window
+ // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
+ // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active)
+ UpdateHoveredWindowAndCaptureFlags(g.IO.MousePos);
+
+ // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
+ UpdateMouseMovingWindowNewFrame();
+
+ // Background darkening/whitening
+ if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
+ g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
+ else
+ g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
+
+ g.MouseCursor = ImGuiMouseCursor_Arrow;
+ g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
+
+ // Platform IME data: reset for the frame
+ g.PlatformImeDataPrev = g.PlatformImeData;
+ g.PlatformImeData.WantVisible = g.PlatformImeData.WantTextInput = false;
+
+ // Mouse wheel scrolling, scale
+ UpdateMouseWheel();
+
+ // Garbage collect transient buffers of recently unused tables
+ for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
+ if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
+ TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
+ for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
+ if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
+ TableGcCompactTransientBuffers(&table_temp_data);
+ if (g.GcCompactAll)
+ GcCompactTransientMiscBuffers();
+ g.GcCompactAll = false;
+
+ // Closing the focused window restore focus to the first active root window in descending z-order
+ if (g.NavWindow && !g.NavWindow->WasActive)
+ FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
+
+ // No window should be open at the beginning of the frame.
+ // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
+ g.CurrentWindowStack.resize(0);
+ g.BeginPopupStack.resize(0);
+ g.ItemFlagsStack.resize(0);
+ g.ItemFlagsStack.push_back(ImGuiItemFlags_AutoClosePopups); // Default flags
+ g.CurrentItemFlags = g.ItemFlagsStack.back();
+ g.GroupStack.resize(0);
+
+ // [DEBUG] Update debug features
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ UpdateDebugToolItemPicker();
+ UpdateDebugToolStackQueries();
+ UpdateDebugToolFlashStyleColor();
+ if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
+ {
+ g.DebugLocateId = 0;
+ g.DebugBreakInLocateId = false;
+ }
+ if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0)
+ {
+ DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n");
+ g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags;
+ g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None;
+ }
+#endif
+
+ // Create implicit/fallback window - which we will only render it if the user has added something to it.
+ // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
+ // This fallback is particularly important as it prevents ImGui:: calls from crashing.
+ g.WithinFrameScopeWithImplicitWindow = true;
+ SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
+ Begin("Debug##Default");
+ IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
+
+ // Store stack sizes
+ g.ErrorCountCurrentFrame = 0;
+ ErrorRecoveryStoreState(&g.StackSizesInNewFrame);
+
+ // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
+ // allowing to validate correct Begin/End behavior in user code.
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (g.IO.ConfigDebugBeginReturnValueLoop)
+ g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
+ else
+ g.DebugBeginReturnValueCullDepth = -1;
+#endif
+
+ CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
+}
+
+// FIXME: Add a more explicit sort order in the window structure.
+static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
+{
+ const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
+ const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
+ if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
+ return d;
+ if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
+ return d;
+ return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
+}
+
+static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window)
+{
+ out_sorted_windows->push_back(window);
+ if (window->Active)
+ {
+ int count = window->DC.ChildWindows.Size;
+ ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
+ for (int i = 0; i < count; i++)
+ {
+ ImGuiWindow* child = window->DC.ChildWindows[i];
+ if (child->Active)
+ AddWindowToSortBuffer(out_sorted_windows, child);
+ }
+ }
+}
+
+static void AddWindowToDrawData(ImGuiWindow* window, int layer)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiViewportP* viewport = g.Viewports[0];
+ g.IO.MetricsRenderWindows++;
+ if (window->DrawList->_Splitter._Count > 1)
+ window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
+ ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
+ for (ImGuiWindow* child : window->DC.ChildWindows)
+ if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
+ AddWindowToDrawData(child, layer);
+}
+
+static inline int GetWindowDisplayLayer(ImGuiWindow* window)
+{
+ return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
+}
+
+// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
+static inline void AddRootWindowToDrawData(ImGuiWindow* window)
+{
+ AddWindowToDrawData(window, GetWindowDisplayLayer(window));
+}
+
+static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
+{
+ int n = builder->Layers[0]->Size;
+ int full_size = n;
+ for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
+ full_size += builder->Layers[i]->Size;
+ builder->Layers[0]->resize(full_size);
+ for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
+ {
+ ImVector* layer = builder->Layers[layer_n];
+ if (layer->empty())
+ continue;
+ memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
+ n += layer->Size;
+ layer->resize(0);
+ }
+}
+
+static void InitViewportDrawData(ImGuiViewportP* viewport)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImDrawData* draw_data = &viewport->DrawDataP;
+
+ viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
+ viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
+ viewport->DrawDataBuilder.Layers[0]->resize(0);
+ viewport->DrawDataBuilder.Layers[1]->resize(0);
+
+ draw_data->Valid = true;
+ draw_data->CmdListsCount = 0;
+ draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
+ draw_data->DisplayPos = viewport->Pos;
+ draw_data->DisplaySize = viewport->Size;
+ draw_data->FramebufferScale = io.DisplayFramebufferScale;
+ draw_data->OwnerViewport = viewport;
+ draw_data->Textures = &ImGui::GetPlatformIO().Textures;
+}
+
+// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
+// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
+// so that e.g. (int)(max.x-min.x) in user's render produce correct result.
+// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
+// some frequently called functions which to modify both channels and clipping simultaneously tend to use the
+// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
+// - This is analogous to PushFont()/PopFont() in the sense that are a mixing a global stack and a window stack,
+// which in the case of ClipRect is not so problematic but tends to be more restrictive for fonts.
+void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
+ window->ClipRect = window->DrawList->_ClipRectStack.back();
+}
+
+void ImGui::PopClipRect()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DrawList->PopClipRect();
+ window->ClipRect = window->DrawList->_ClipRectStack.back();
+}
+
+static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport();
+ ImRect viewport_rect = viewport->GetMainRect();
+
+ // Draw behind window by moving the draw command at the FRONT of the draw list
+ {
+ // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
+ // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
+ // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
+ ImDrawList* draw_list = window->RootWindow->DrawList;
+ if (draw_list->CmdBuffer.Size == 0)
+ draw_list->AddDrawCmd();
+ draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
+ draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
+ ImDrawCmd cmd = draw_list->CmdBuffer.back();
+ IM_ASSERT(cmd.ElemCount == 6);
+ draw_list->CmdBuffer.pop_back();
+ draw_list->CmdBuffer.push_front(cmd);
+ draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
+ draw_list->PopClipRect();
+ }
+}
+
+ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* bottom_most_visible_window = parent_window;
+ for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
+ {
+ ImGuiWindow* window = g.Windows[i];
+ if (window->Flags & ImGuiWindowFlags_ChildWindow)
+ continue;
+ if (!IsWindowWithinBeginStackOf(window, parent_window))
+ break;
+ if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
+ bottom_most_visible_window = window;
+ }
+ return bottom_most_visible_window;
+}
+
+static void ImGui::RenderDimmedBackgrounds()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
+ if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
+ return;
+ const bool dim_bg_for_modal = (modal_window != NULL);
+ const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
+ if (!dim_bg_for_modal && !dim_bg_for_window_list)
+ return;
+
+ if (dim_bg_for_modal)
+ {
+ // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
+ ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
+ RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio));
+ }
+ else if (dim_bg_for_window_list)
+ {
+ // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
+ RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
+
+ // Draw border around CTRL+Tab target window
+ ImGuiWindow* window = g.NavWindowingTargetAnim;
+ ImGuiViewport* viewport = GetMainViewport();
+ float distance = g.FontSize;
+ ImRect bb = window->Rect();
+ bb.Expand(distance);
+ if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
+ bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
+ if (window->DrawList->CmdBuffer.Size == 0)
+ window->DrawList->AddDrawCmd();
+ window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
+ window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); // FIXME-DPI
+ window->DrawList->PopClipRect();
+ }
+}
+
+// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
+void ImGui::EndFrame()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.Initialized);
+
+ // Don't process EndFrame() multiple times.
+ if (g.FrameCountEnded == g.FrameCount)
+ return;
+ if (!g.WithinFrameScope)
+ {
+ IM_ASSERT_USER_ERROR(g.WithinFrameScope, "Forgot to call ImGui::NewFrame()?");
+ return;
+ }
+
+ CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
+
+ // [EXPERIMENTAL] Recover from errors
+ if (g.IO.ConfigErrorRecovery)
+ ErrorRecoveryTryToRecoverState(&g.StackSizesInNewFrame);
+ ErrorCheckEndFrameSanityChecks();
+ ErrorCheckEndFrameFinalizeErrorTooltip();
+
+ // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
+ ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
+ if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
+ {
+ IMGUI_DEBUG_LOG_IO("[io] Calling Platform_SetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
+ IM_ASSERT(ime_data->ViewportId == IMGUI_VIEWPORT_DEFAULT_ID); // master branch
+ ImGuiViewport* viewport = GetMainViewport();
+ g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data);
+ }
+ g.WantTextInputNextFrame = ime_data->WantTextInput ? 1 : 0;
+
+ // Hide implicit/fallback "Debug" window if it hasn't been used
+ g.WithinFrameScopeWithImplicitWindow = false;
+ if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
+ g.CurrentWindow->Active = false;
+ End();
+
+ // Update navigation: CTRL+Tab, wrap-around requests
+ NavEndFrame();
+
+ // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
+ if (g.DragDropActive)
+ {
+ bool is_delivered = g.DragDropPayload.Delivery;
+ bool is_elapsed = (g.DragDropSourceFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_PayloadAutoExpire) || g.DragDropMouseButton == -1 || !IsMouseDown(g.DragDropMouseButton));
+ if (is_delivered || is_elapsed)
+ ClearDragDrop();
+ }
+
+ // Drag and Drop: Fallback for missing source tooltip. This is not ideal but better than nothing.
+ // If you want to handle source item disappearing: instead of submitting your description tooltip
+ // in the BeginDragDropSource() block of the dragged item, you can submit them from a safe single spot
+ // (e.g. end of your item loop, or before EndFrame) by reading payload data.
+ // In the typical case, the contents of drag tooltip should be possible to infer solely from payload data.
+ if (g.DragDropActive && g.DragDropSourceFrameCount + 1 < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
+ {
+ g.DragDropWithinSource = true;
+ SetTooltip("...");
+ g.DragDropWithinSource = false;
+ }
+
+ // End frame
+ g.WithinFrameScope = false;
+ g.FrameCountEnded = g.FrameCount;
+ UpdateFontsEndFrame();
+
+ // Initiate moving window + handle left-click and right-click focus
+ UpdateMouseMovingWindowEndFrame();
+
+ // Sort the window list so that all child windows are after their parent
+ // We cannot do that on FocusWindow() because children may not exist yet
+ g.WindowsTempSortBuffer.resize(0);
+ g.WindowsTempSortBuffer.reserve(g.Windows.Size);
+ for (ImGuiWindow* window : g.Windows)
+ {
+ if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
+ continue;
+ AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
+ }
+
+ // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
+ IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
+ g.Windows.swap(g.WindowsTempSortBuffer);
+ g.IO.MetricsActiveWindows = g.WindowsActiveCount;
+
+ UpdateTexturesEndFrame();
+
+ // Unlock font atlas
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ atlas->Locked = false;
+
+ // Clear Input data for next frame
+ g.IO.MousePosPrev = g.IO.MousePos;
+ g.IO.AppFocusLost = false;
+ g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
+ g.IO.InputQueueCharacters.resize(0);
+
+ CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
+}
+
+// Prepare the data for rendering so you can call GetDrawData()
+// (As with anything within the ImGui:: namespace this doesn't touch your GPU or graphics API at all:
+// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
+void ImGui::Render()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.Initialized);
+
+ if (g.FrameCountEnded != g.FrameCount)
+ EndFrame();
+ if (g.FrameCountRendered == g.FrameCount)
+ return;
+ g.FrameCountRendered = g.FrameCount;
+
+ g.IO.MetricsRenderWindows = 0;
+ CallContextHooks(&g, ImGuiContextHookType_RenderPre);
+
+ // Add background ImDrawList (for each active viewport)
+ for (ImGuiViewportP* viewport : g.Viewports)
+ {
+ InitViewportDrawData(viewport);
+ if (viewport->BgFgDrawLists[0] != NULL)
+ AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
+ }
+
+ // Draw modal/window whitening backgrounds
+ RenderDimmedBackgrounds();
+
+ // Add ImDrawList to render
+ ImGuiWindow* windows_to_render_top_most[2];
+ windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
+ windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
+ for (ImGuiWindow* window : g.Windows)
+ {
+ IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
+ if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
+ AddRootWindowToDrawData(window);
+ }
+ for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
+ if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
+ AddRootWindowToDrawData(windows_to_render_top_most[n]);
+
+ // Draw software mouse cursor if requested by io.MouseDrawCursor flag
+ if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
+ RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
+
+ // Setup ImDrawData structures for end-user
+ g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
+ for (ImGuiViewportP* viewport : g.Viewports)
+ {
+ FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
+
+ // Add foreground ImDrawList (for each active viewport)
+ if (viewport->BgFgDrawLists[1] != NULL)
+ AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
+
+ // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
+ ImDrawData* draw_data = &viewport->DrawDataP;
+ IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
+ for (ImDrawList* draw_list : draw_data->CmdLists)
+ draw_list->_PopUnusedDrawCmd();
+
+ g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
+ g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
+ }
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures)
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ ImFontAtlasDebugLogTextureRequests(atlas);
+#endif
+
+ CallContextHooks(&g, ImGuiContextHookType_RenderPost);
+}
+
+// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
+// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
+ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
+{
+ ImGuiContext& g = *GImGui;
+
+ const char* text_display_end;
+ if (hide_text_after_double_hash)
+ text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string
+ else
+ text_display_end = text_end;
+
+ ImFont* font = g.Font;
+ const float font_size = g.FontSize;
+ if (text == text_display_end)
+ return ImVec2(0.0f, font_size);
+ ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
+
+ // Round
+ // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
+ // FIXME: Investigate using ceilf or e.g.
+ // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
+ // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
+ text_size.x = IM_TRUNC(text_size.x + 0.99999f);
+
+ return text_size;
+}
+
+// Find window given position, search front-to-back
+// - Typically write output back to g.HoveredWindow and g.HoveredWindowUnderMovingWindow.
+// - FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
+// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
+// called, aka before the next Begin(). Moving window isn't affected.
+// - The 'find_first_and_in_any_viewport = true' mode is only used by TestEngine. It is simpler to maintain here.
+void ImGui::FindHoveredWindowEx(const ImVec2& pos, bool find_first_and_in_any_viewport, ImGuiWindow** out_hovered_window, ImGuiWindow** out_hovered_window_under_moving_window)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* hovered_window = NULL;
+ ImGuiWindow* hovered_window_under_moving_window = NULL;
+
+ if (find_first_and_in_any_viewport == false && g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
+ hovered_window = g.MovingWindow;
+
+ ImVec2 padding_regular = g.Style.TouchExtraPadding;
+ ImVec2 padding_for_resize = ImMax(g.Style.TouchExtraPadding, ImVec2(g.Style.WindowBorderHoverPadding, g.Style.WindowBorderHoverPadding));
+ for (int i = g.Windows.Size - 1; i >= 0; i--)
+ {
+ ImGuiWindow* window = g.Windows[i];
+ IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
+ if (!window->WasActive || window->Hidden)
+ continue;
+ if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
+ continue;
+
+ // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
+ ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
+ if (!window->OuterRectClipped.ContainsWithPad(pos, hit_padding))
+ continue;
+
+ // Support for one rectangular hole in any given window
+ // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
+ if (window->HitTestHoleSize.x != 0)
+ {
+ ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
+ ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
+ if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos))
+ continue;
+ }
+
+ if (find_first_and_in_any_viewport)
+ {
+ hovered_window = window;
+ break;
+ }
+ else
+ {
+ if (hovered_window == NULL)
+ hovered_window = window;
+ IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
+ if (hovered_window_under_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))
+ hovered_window_under_moving_window = window;
+ if (hovered_window && hovered_window_under_moving_window)
+ break;
+ }
+ }
+
+ *out_hovered_window = hovered_window;
+ if (out_hovered_window_under_moving_window != NULL)
+ *out_hovered_window_under_moving_window = hovered_window_under_moving_window;
+}
+
+bool ImGui::IsItemActive()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveId)
+ return g.ActiveId == g.LastItemData.ID;
+ return false;
+}
+
+bool ImGui::IsItemActivated()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveId)
+ if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
+ return true;
+ return false;
+}
+
+bool ImGui::IsItemDeactivated()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
+ return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
+ return (g.DeactivatedItemData.ID == g.LastItemData.ID && g.LastItemData.ID != 0 && g.DeactivatedItemData.ElapseFrame >= g.FrameCount);
+}
+
+bool ImGui::IsItemDeactivatedAfterEdit()
+{
+ ImGuiContext& g = *GImGui;
+ return IsItemDeactivated() && g.DeactivatedItemData.HasBeenEditedBefore;
+}
+
+// == (GetItemID() == GetFocusID() && GetFocusID() != 0)
+bool ImGui::IsItemFocused()
+{
+ ImGuiContext& g = *GImGui;
+ return g.NavId == g.LastItemData.ID && g.NavId != 0;
+}
+
+// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
+// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
+bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
+{
+ return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
+}
+
+bool ImGui::IsItemToggledOpen()
+{
+ ImGuiContext& g = *GImGui;
+ return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
+}
+
+// Call after a Selectable() or TreeNode() involved in multi-selection.
+// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose.
+// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block.
+// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets
+// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.)
+bool ImGui::IsItemToggledSelection()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.CurrentMultiSelect != NULL); // Can only be used inside a BeginMultiSelect()/EndMultiSelect()
+ return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
+}
+
+// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
+// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
+// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
+bool ImGui::IsAnyItemHovered()
+{
+ ImGuiContext& g = *GImGui;
+ return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
+}
+
+bool ImGui::IsAnyItemActive()
+{
+ ImGuiContext& g = *GImGui;
+ return g.ActiveId != 0;
+}
+
+bool ImGui::IsAnyItemFocused()
+{
+ ImGuiContext& g = *GImGui;
+ return g.NavId != 0 && g.NavCursorVisible;
+}
+
+bool ImGui::IsItemVisible()
+{
+ ImGuiContext& g = *GImGui;
+ return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
+}
+
+bool ImGui::IsItemEdited()
+{
+ ImGuiContext& g = *GImGui;
+ return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
+}
+
+// Allow next item to be overlapped by subsequent items.
+// This works by requiring HoveredId to match for two subsequent frames,
+// so if a following items overwrite it our interactions will naturally be disabled.
+void ImGui::SetNextItemAllowOverlap()
+{
+ ImGuiContext& g = *GImGui;
+ g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
+// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
+void ImGui::SetItemAllowOverlap()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiID id = g.LastItemData.ID;
+ if (g.HoveredId == id)
+ g.HoveredIdAllowOverlap = true;
+ if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
+ g.ActiveIdAllowOverlap = true;
+}
+#endif
+
+// This is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations.
+// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version if needed?
+void ImGui::SetActiveIdUsingAllKeyboardKeys()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.ActiveId != 0);
+ g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
+ g.ActiveIdUsingAllKeyboardKeys = true;
+ NavMoveRequestCancel();
+}
+
+ImGuiID ImGui::GetItemID()
+{
+ ImGuiContext& g = *GImGui;
+ return g.LastItemData.ID;
+}
+
+ImVec2 ImGui::GetItemRectMin()
+{
+ ImGuiContext& g = *GImGui;
+ return g.LastItemData.Rect.Min;
+}
+
+ImVec2 ImGui::GetItemRectMax()
+{
+ ImGuiContext& g = *GImGui;
+ return g.LastItemData.Rect.Max;
+}
+
+ImVec2 ImGui::GetItemRectSize()
+{
+ ImGuiContext& g = *GImGui;
+ return g.LastItemData.Rect.GetSize();
+}
+
+// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'.
+// ImGuiChildFlags_Borders is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details!
+bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
+{
+ ImGuiID id = GetCurrentWindow()->GetID(str_id);
+ return BeginChildEx(str_id, id, size_arg, child_flags, window_flags);
+}
+
+bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
+{
+ return BeginChildEx(NULL, id, size_arg, child_flags, window_flags);
+}
+
+bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* parent_window = g.CurrentWindow;
+ IM_ASSERT(id != 0);
+
+ // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument.
+ const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened;
+ IM_UNUSED(ImGuiChildFlags_SupportedMask_);
+ IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?");
+ IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!");
+ if (child_flags & ImGuiChildFlags_AlwaysAutoResize)
+ {
+ IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!");
+ IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!");
+ }
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
+ child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
+ if (window_flags & ImGuiWindowFlags_NavFlattened)
+ child_flags |= ImGuiChildFlags_NavFlattened;
+#endif
+ if (child_flags & ImGuiChildFlags_AutoResizeX)
+ child_flags &= ~ImGuiChildFlags_ResizeX;
+ if (child_flags & ImGuiChildFlags_AutoResizeY)
+ child_flags &= ~ImGuiChildFlags_ResizeY;
+
+ // Set window flags
+ window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar;
+ window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
+ if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize))
+ window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
+ if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
+ window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
+
+ // Special framed style
+ if (child_flags & ImGuiChildFlags_FrameStyle)
+ {
+ PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]);
+ PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding);
+ PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize);
+ PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding);
+ child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding;
+ window_flags |= ImGuiWindowFlags_NoMove;
+ }
+
+ // Forward size
+ // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set.
+ // (the alternative would to store conditional flags per axis, which is possible but more code)
+ const ImVec2 size_avail = GetContentRegionAvail();
+ const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y);
+ ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y);
+
+ // A SetNextWindowSize() call always has priority (#8020)
+ // (since the code in Begin() never supported SizeVal==0.0f aka auto-resize via SetNextWindowSize() call, we don't support it here for now)
+ // FIXME: We only support ImGuiCond_Always in this path. Supporting other paths would requires to obtain window pointer.
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) != 0 && (g.NextWindowData.SizeCond & ImGuiCond_Always) != 0)
+ {
+ if (g.NextWindowData.SizeVal.x > 0.0f)
+ {
+ size.x = g.NextWindowData.SizeVal.x;
+ child_flags &= ~ImGuiChildFlags_ResizeX;
+ }
+ if (g.NextWindowData.SizeVal.y > 0.0f)
+ {
+ size.y = g.NextWindowData.SizeVal.y;
+ child_flags &= ~ImGuiChildFlags_ResizeY;
+ }
+ }
+ SetNextWindowSize(size);
+
+ // Forward child flags (we allow prior settings to merge but it'll only work for adding flags)
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags)
+ g.NextWindowData.ChildFlags |= child_flags;
+ else
+ g.NextWindowData.ChildFlags = child_flags;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasChildFlags;
+
+ // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
+ // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround.
+ // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it.
+ const char* temp_window_name;
+ /*if (name && parent_window->IDStack.back() == parent_window->ID)
+ ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack
+ else*/
+ if (name)
+ ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
+ else
+ ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
+
+ // Set style
+ const float backup_border_size = g.Style.ChildBorderSize;
+ if ((child_flags & ImGuiChildFlags_Borders) == 0)
+ g.Style.ChildBorderSize = 0.0f;
+
+ // Begin into window
+ const bool ret = Begin(temp_window_name, NULL, window_flags);
+
+ // Restore style
+ g.Style.ChildBorderSize = backup_border_size;
+ if (child_flags & ImGuiChildFlags_FrameStyle)
+ {
+ PopStyleVar(3);
+ PopStyleColor();
+ }
+
+ ImGuiWindow* child_window = g.CurrentWindow;
+ child_window->ChildId = id;
+
+ // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
+ // While this is not really documented/defined, it seems that the expected thing to do.
+ if (child_window->BeginCount == 1)
+ parent_window->DC.CursorPos = child_window->Pos;
+
+ // Process navigation-in immediately so NavInit can run on first frame
+ // Can enter a child if (A) it has navigable items or (B) it can be scrolled.
+ const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
+ if (g.ActiveId == temp_id_for_activation)
+ ClearActiveID();
+ if (g.NavActivateId == id && !(child_flags & ImGuiChildFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
+ {
+ FocusWindow(child_window);
+ NavInitWindow(child_window, false);
+ SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
+ g.ActiveIdSource = g.NavInputSource;
+ }
+ return ret;
+}
+
+void ImGui::EndChild()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* child_window = g.CurrentWindow;
+
+ const ImGuiID backup_within_end_child_id = g.WithinEndChildID;
+ IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls
+
+ g.WithinEndChildID = child_window->ID;
+ ImVec2 child_size = child_window->Size;
+ End();
+ if (child_window->BeginCount == 1)
+ {
+ ImGuiWindow* parent_window = g.CurrentWindow;
+ ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
+ ItemSize(child_size);
+ const bool nav_flattened = (child_window->ChildFlags & ImGuiChildFlags_NavFlattened) != 0;
+ if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !nav_flattened)
+ {
+ ItemAdd(bb, child_window->ChildId);
+ RenderNavCursor(bb, child_window->ChildId);
+
+ // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
+ if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow)
+ RenderNavCursor(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavRenderCursorFlags_Compact);
+ }
+ else
+ {
+ // Not navigable into
+ // - This is a bit of a fringe use case, mostly useful for undecorated, non-scrolling contents childs, or empty childs.
+ // - We could later decide to not apply this path if ImGuiChildFlags_FrameStyle or ImGuiChildFlags_Borders is set.
+ ItemAdd(bb, child_window->ChildId, NULL, ImGuiItemFlags_NoNav);
+
+ // But when flattened we directly reach items, adjust active layer mask accordingly
+ if (nav_flattened)
+ parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
+ }
+ if (g.HoveredWindow == child_window)
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
+ child_window->DC.ChildItemStatusFlags = g.LastItemData.StatusFlags;
+ //SetLastItemDataForChildWindowItem(child_window, child_window->Rect()); // Not needed, effectively done by ItemAdd()
+ }
+ else
+ {
+ SetLastItemDataForChildWindowItem(child_window, child_window->Rect());
+ }
+
+ g.WithinEndChildID = backup_within_end_child_id;
+ g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
+}
+
+static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
+{
+ window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags);
+ window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags);
+ window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
+}
+
+ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
+}
+
+ImGuiWindow* ImGui::FindWindowByName(const char* name)
+{
+ ImGuiID id = ImHashStr(name);
+ return FindWindowByID(id);
+}
+
+static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
+{
+ window->Pos = ImTrunc(ImVec2(settings->Pos.x, settings->Pos.y));
+ if (settings->Size.x > 0 && settings->Size.y > 0)
+ window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
+ window->Collapsed = settings->Collapsed;
+}
+
+static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
+{
+ // Initial window state with e.g. default/arbitrary window position
+ // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
+ const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ window->Pos = main_viewport->Pos + ImVec2(60, 60);
+ window->Size = window->SizeFull = ImVec2(0, 0);
+ window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
+
+ if (settings != NULL)
+ {
+ SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
+ ApplyWindowSettings(window, settings);
+ }
+ window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
+
+ if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
+ {
+ window->AutoFitFramesX = window->AutoFitFramesY = 2;
+ window->AutoFitOnlyGrows = false;
+ }
+ else
+ {
+ if (window->Size.x <= 0.0f)
+ window->AutoFitFramesX = 2;
+ if (window->Size.y <= 0.0f)
+ window->AutoFitFramesY = 2;
+ window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
+ }
+}
+
+static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
+{
+ // Create window the first time
+ //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
+ window->Flags = flags;
+ g.WindowsById.SetVoidPtr(window->ID, window);
+
+ ImGuiWindowSettings* settings = NULL;
+ if (!(flags & ImGuiWindowFlags_NoSavedSettings))
+ if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
+ window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
+
+ InitOrLoadWindowSettings(window, settings);
+
+ if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
+ g.Windows.push_front(window); // Quite slow but rare and only once
+ else
+ g.Windows.push_back(window);
+
+ return window;
+}
+
+static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
+{
+ // We give windows non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
+ // FIXME: Essentially we want to restrict manual resizing to WindowMinSize+Decoration, and allow api resizing to be smaller.
+ // Perhaps should tend further a neater test for this.
+ ImGuiContext& g = *GImGui;
+ ImVec2 size_min;
+ if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup))
+ {
+ size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
+ size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
+ }
+ else
+ {
+ size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
+ size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f;
+ }
+
+ // Reduce artifacts with very small windows
+ ImGuiWindow* window_for_height = window;
+ size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight + window_for_height->MenuBarHeight + ImMax(0.0f, g.Style.WindowRounding - 1.0f));
+ return size_min;
+}
+
+static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
+{
+ ImGuiContext& g = *GImGui;
+ ImVec2 new_size = size_desired;
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint)
+ {
+ // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max.
+ ImRect cr = g.NextWindowData.SizeConstraintRect;
+ new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
+ new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
+ if (g.NextWindowData.SizeCallback)
+ {
+ ImGuiSizeCallbackData data;
+ data.UserData = g.NextWindowData.SizeCallbackUserData;
+ data.Pos = window->Pos;
+ data.CurrentSize = window->SizeFull;
+ data.DesiredSize = new_size;
+ g.NextWindowData.SizeCallback(&data);
+ new_size = data.DesiredSize;
+ }
+ new_size.x = IM_TRUNC(new_size.x);
+ new_size.y = IM_TRUNC(new_size.y);
+ }
+
+ // Minimum size
+ ImVec2 size_min = CalcWindowMinSize(window);
+ return ImMax(new_size, size_min);
+}
+
+static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
+{
+ bool preserve_old_content_sizes = false;
+ if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+ preserve_old_content_sizes = true;
+ else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
+ preserve_old_content_sizes = true;
+ if (preserve_old_content_sizes)
+ {
+ *content_size_current = window->ContentSize;
+ *content_size_ideal = window->ContentSizeIdeal;
+ return;
+ }
+
+ content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
+ content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
+ content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : ImTrunc64(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
+ content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : ImTrunc64(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
+}
+
+static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiStyle& style = g.Style;
+ const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
+ const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
+ ImVec2 size_pad = window->WindowPadding * 2.0f;
+ ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
+
+ // Determine maximum window size
+ // Child windows are layed within their parent (unless they are also popups/menus) and thus have no restriction
+ ImVec2 size_max = ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_Popup)) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
+
+ if (window->Flags & ImGuiWindowFlags_Tooltip)
+ {
+ // Tooltip always resize (up to maximum size)
+ return ImMin(size_desired, size_max);
+ }
+ else
+ {
+ ImVec2 size_min = CalcWindowMinSize(window);
+ ImVec2 size_auto_fit = ImClamp(size_desired, ImMin(size_min, size_max), size_max);
+
+ // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars,
+ // we may need to compute/store three variants of size_auto_fit, for x/y/xy.
+ // Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well:
+ if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & (ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeY)))
+ size_auto_fit.y = window->SizeFull.y;
+ else if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && !(window->ChildFlags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_AutoResizeX)))
+ size_auto_fit.x = window->SizeFull.x;
+
+ // When the window cannot fit all contents (either because of constraints, either because screen is too small),
+ // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
+ ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
+ bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
+ bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
+ if (will_have_scrollbar_x)
+ size_auto_fit.y += style.ScrollbarSize;
+ if (will_have_scrollbar_y)
+ size_auto_fit.x += style.ScrollbarSize;
+ return size_auto_fit;
+ }
+}
+
+ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
+{
+ ImVec2 size_contents_current;
+ ImVec2 size_contents_ideal;
+ CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
+ ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
+ ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
+ return size_final;
+}
+
+static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
+{
+ if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
+ return ImGuiCol_PopupBg;
+ if (window->Flags & ImGuiWindowFlags_ChildWindow)
+ return ImGuiCol_ChildBg;
+ return ImGuiCol_WindowBg;
+}
+
+static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target_arg, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
+{
+ ImVec2 corner_target = corner_target_arg;
+ if (window->Flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
+ {
+ ImGuiWindow* parent_window = window->ParentWindow;
+ ImGuiWindowFlags parent_flags = parent_window->Flags;
+ ImRect limit_rect = parent_window->InnerRect;
+ limit_rect.Expand(ImVec2(-ImMax(parent_window->WindowPadding.x, parent_window->WindowBorderSize), -ImMax(parent_window->WindowPadding.y, parent_window->WindowBorderSize)));
+ if ((parent_flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (parent_flags & ImGuiWindowFlags_NoScrollbar))
+ corner_target.x = ImClamp(corner_target.x, limit_rect.Min.x, limit_rect.Max.x);
+ if (parent_flags & ImGuiWindowFlags_NoScrollbar)
+ corner_target.y = ImClamp(corner_target.y, limit_rect.Min.y, limit_rect.Max.y);
+ }
+ ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left
+ ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
+ ImVec2 size_expected = pos_max - pos_min;
+ ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
+ *out_pos = pos_min;
+ if (corner_norm.x == 0.0f)
+ out_pos->x -= (size_constrained.x - size_expected.x);
+ if (corner_norm.y == 0.0f)
+ out_pos->y -= (size_constrained.y - size_expected.y);
+ *out_size = size_constrained;
+}
+
+// Data for resizing from resize grip / corner
+struct ImGuiResizeGripDef
+{
+ ImVec2 CornerPosN;
+ ImVec2 InnerDir;
+ int AngleMin12, AngleMax12;
+};
+static const ImGuiResizeGripDef resize_grip_def[4] =
+{
+ { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right
+ { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left
+ { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused)
+ { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused)
+};
+
+// Data for resizing from borders
+struct ImGuiResizeBorderDef
+{
+ ImVec2 InnerDir; // Normal toward inside
+ ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left)
+ float OuterAngle; // Angle toward outside
+};
+static const ImGuiResizeBorderDef resize_border_def[4] =
+{
+ { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
+ { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
+ { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
+ { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down
+};
+
+static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
+{
+ ImRect rect = window->Rect();
+ if (thickness == 0.0f)
+ rect.Max -= ImVec2(1, 1);
+ if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); }
+ if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); }
+ if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); }
+ if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); }
+ IM_ASSERT(0);
+ return ImRect();
+}
+
+// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
+ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
+{
+ IM_ASSERT(n >= 0 && n < 4);
+ ImGuiID id = window->ID;
+ id = ImHashStr("#RESIZE", 0, id);
+ id = ImHashData(&n, sizeof(int), id);
+ return id;
+}
+
+// Borders (Left, Right, Up, Down)
+ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
+{
+ IM_ASSERT(dir >= 0 && dir < 4);
+ int n = (int)dir + 4;
+ ImGuiID id = window->ID;
+ id = ImHashStr("#RESIZE", 0, id);
+ id = ImHashData(&n, sizeof(int), id);
+ return id;
+}
+
+// Handle resize for: Resize Grips, Borders, Gamepad
+// Return true when using auto-fit (double-click on resize grip)
+static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindowFlags flags = window->Flags;
+
+ if ((flags & ImGuiWindowFlags_NoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+ return false;
+ if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && (window->ChildFlags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
+ return false;
+ if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
+ return false;
+
+ int ret_auto_fit_mask = 0x00;
+ const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
+ const float grip_hover_inner_size = (resize_grip_count > 0) ? IM_TRUNC(grip_draw_size * 0.75f) : 0.0f;
+ const float grip_hover_outer_size = g.WindowsBorderHoverPadding;
+
+ ImRect clamp_rect = visibility_rect;
+ const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
+ if (window_move_from_title_bar)
+ clamp_rect.Min.y -= window->TitleBarHeight;
+
+ ImVec2 pos_target(FLT_MAX, FLT_MAX);
+ ImVec2 size_target(FLT_MAX, FLT_MAX);
+
+ // Resize grips and borders are on layer 1
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+
+ // Manual resize grips
+ PushID("#RESIZE");
+ for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
+ {
+ const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
+ const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
+
+ // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
+ bool hovered, held;
+ ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
+ if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
+ if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
+ ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
+ ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
+ ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
+ //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
+ if (hovered || held)
+ SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE);
+
+ if (held && g.IO.MouseDoubleClicked[0])
+ {
+ // Auto-fit when double-clicking
+ size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
+ ret_auto_fit_mask = 0x03; // Both axes
+ ClearActiveID();
+ }
+ else if (held)
+ {
+ // Resize from any of the four corners
+ // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
+ ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
+ ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
+ ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
+ corner_target = ImClamp(corner_target, clamp_min, clamp_max);
+ CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
+ }
+
+ // Only lower-left grip is visible before hovering/activating
+ const bool resize_grip_visible = held || hovered || (resize_grip_n == 0 && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
+ if (resize_grip_visible)
+ resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
+ }
+
+ int resize_border_mask = 0x00;
+ if (window->Flags & ImGuiWindowFlags_ChildWindow)
+ resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0);
+ else
+ resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00;
+ for (int border_n = 0; border_n < 4; border_n++)
+ {
+ if ((resize_border_mask & (1 << border_n)) == 0)
+ continue;
+ const ImGuiResizeBorderDef& def = resize_border_def[border_n];
+ const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
+
+ bool hovered, held;
+ ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, g.WindowsBorderHoverPadding);
+ ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
+ ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
+ ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
+ //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
+ if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)
+ hovered = false;
+ if (hovered || held)
+ SetMouseCursor((axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS);
+ if (held && g.IO.MouseDoubleClicked[0])
+ {
+ // Double-clicking bottom or right border auto-fit on this axis
+ // FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars.
+ // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
+ if (border_n == 1 || border_n == 3) // Right and bottom border
+ {
+ size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis];
+ ret_auto_fit_mask |= (1 << axis);
+ hovered = held = false; // So border doesn't show highlighted at new position
+ }
+ ClearActiveID();
+ }
+ else if (held)
+ {
+ // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop.
+ // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually.
+ // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it!
+ const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false));
+ if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing)
+ {
+ g.WindowResizeBorderExpectedRect = border_rect;
+ g.WindowResizeRelativeMode = false;
+ }
+ if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0)
+ g.WindowResizeRelativeMode = true;
+
+ const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
+ const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
+ const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + g.WindowsBorderHoverPadding; // Match ButtonBehavior() padding above.
+
+ // Use absolute mode position
+ ImVec2 border_target = window->Pos;
+ border_target[axis] = border_target_abs_mode_for_axis;
+
+ // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position.
+ bool ignore_resize = false;
+ if (g.WindowResizeRelativeMode)
+ {
+ //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode");
+ border_target[axis] = border_target_rel_mode_for_axis;
+ if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis))
+ ignore_resize = true;
+ }
+
+ // Clamp, apply
+ ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
+ ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
+ border_target = ImClamp(border_target, clamp_min, clamp_max);
+ if (!ignore_resize)
+ CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
+ }
+ if (hovered)
+ *border_hovered = border_n;
+ if (held)
+ *border_held = border_n;
+ }
+ PopID();
+
+ // Restore nav layer
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+
+ // Navigation resize (keyboard/gamepad)
+ // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
+ // Not even sure the callback works here.
+ if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
+ {
+ ImVec2 nav_resize_dir;
+ if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
+ nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
+ if (g.NavInputSource == ImGuiInputSource_Gamepad)
+ nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
+ if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
+ {
+ const float NAV_RESIZE_SPEED = 600.0f;
+ const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
+ g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
+ g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
+ g.NavWindowingToggleLayer = false;
+ g.NavHighlightItemUnderNav = true;
+ resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
+ ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
+ if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
+ {
+ // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
+ size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
+ g.NavWindowingAccumDeltaSize -= accum_floored;
+ }
+ }
+ }
+
+ // Apply back modified position/size to window
+ const ImVec2 curr_pos = window->Pos;
+ const ImVec2 curr_size = window->SizeFull;
+ if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x))
+ window->Size.x = window->SizeFull.x = size_target.x;
+ if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y))
+ window->Size.y = window->SizeFull.y = size_target.y;
+ if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x))
+ window->Pos.x = ImTrunc(pos_target.x);
+ if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y))
+ window->Pos.y = ImTrunc(pos_target.y);
+ if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y)
+ MarkIniSettingsDirty(window);
+
+ // Recalculate next expected border expected coordinates
+ if (*border_held != -1)
+ g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, g.WindowsBorderHoverPadding);
+
+ return ret_auto_fit_mask;
+}
+
+static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
+{
+ ImGuiContext& g = *GImGui;
+ ImVec2 size_for_clamping = window->Size;
+ if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+ size_for_clamping.y = window->TitleBarHeight;
+ window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
+}
+
+static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size)
+{
+ const ImGuiResizeBorderDef& def = resize_border_def[border_n];
+ const float rounding = window->WindowRounding;
+ const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
+ window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
+ window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
+ window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size);
+}
+
+static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ const float border_size = window->WindowBorderSize;
+ const ImU32 border_col = GetColorU32(ImGuiCol_Border);
+ if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0)
+ window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize);
+ else if (border_size > 0.0f)
+ {
+ if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border.
+ RenderWindowOuterSingleBorder(window, 1, border_col, border_size);
+ if (window->ChildFlags & ImGuiChildFlags_ResizeY)
+ RenderWindowOuterSingleBorder(window, 3, border_col, border_size);
+ }
+ if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1)
+ {
+ const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered;
+ const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
+ RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // Thicker than usual
+ }
+ if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+ {
+ float y = window->Pos.y + window->TitleBarHeight - 1;
+ window->DrawList->AddLine(ImVec2(window->Pos.x + border_size * 0.5f, y), ImVec2(window->Pos.x + window->Size.x - border_size * 0.5f, y), border_col, g.Style.FrameBorderSize);
+ }
+}
+
+// Draw background and borders
+// Draw and handle scrollbars
+void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiStyle& style = g.Style;
+ ImGuiWindowFlags flags = window->Flags;
+
+ // Ensure that Scrollbar() doesn't read last frame's SkipItems
+ IM_ASSERT(window->BeginCount == 0);
+ window->SkipItems = false;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+
+ // Draw window + handle manual resize
+ // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
+ const float window_rounding = window->WindowRounding;
+ const float window_border_size = window->WindowBorderSize;
+ if (window->Collapsed)
+ {
+ // Title bar only
+ const float backup_border_size = style.FrameBorderSize;
+ g.Style.FrameBorderSize = window->WindowBorderSize;
+ ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? 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
+ {
+ // Window background
+ if (!(flags & ImGuiWindowFlags_NoBackground))
+ {
+ ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
+ bool override_alpha = false;
+ float alpha = 1.0f;
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasBgAlpha)
+ {
+ alpha = g.NextWindowData.BgAlphaVal;
+ override_alpha = true;
+ }
+ if (override_alpha)
+ bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
+ window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
+ }
+
+ // Title bar
+ if (!(flags & ImGuiWindowFlags_NoTitleBar))
+ {
+ ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
+ window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
+ }
+
+ // Menu bar
+ if (flags & ImGuiWindowFlags_MenuBar)
+ {
+ ImRect menu_bar_rect = window->MenuBarRect();
+ menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
+ window->DrawList->AddRectFilled(menu_bar_rect.Min, menu_bar_rect.Max, GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
+ if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
+ window->DrawList->AddLine(menu_bar_rect.GetBL() + ImVec2(window_border_size * 0.5f, 0.0f), menu_bar_rect.GetBR() - ImVec2(window_border_size * 0.5f, 0.0f), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
+ }
+
+ // Scrollbars
+ if (window->ScrollbarX)
+ Scrollbar(ImGuiAxis_X);
+ if (window->ScrollbarY)
+ Scrollbar(ImGuiAxis_Y);
+
+ // Render resize grips (after their input handling so we don't have a frame of latency)
+ if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
+ {
+ for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
+ {
+ const ImU32 col = resize_grip_col[resize_grip_n];
+ if ((col & IM_COL32_A_MASK) == 0)
+ continue;
+ const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
+ const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
+ const float border_inner = IM_ROUND(window_border_size * 0.5f);
+ window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(border_inner, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, border_inner)));
+ window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, border_inner) : ImVec2(border_inner, resize_grip_draw_size)));
+ window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + border_inner), corner.y + grip.InnerDir.y * (window_rounding + border_inner)), window_rounding, grip.AngleMin12, grip.AngleMax12);
+ window->DrawList->PathFillConvex(col);
+ }
+ }
+
+ // Borders
+ if (handle_borders_and_resize_grips)
+ RenderWindowOuterBorders(window);
+ }
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+}
+
+// Render title text, collapse button, close button
+void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiStyle& style = g.Style;
+ ImGuiWindowFlags flags = window->Flags;
+
+ const bool has_close_button = (p_open != NULL);
+ const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
+
+ // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
+ // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
+ const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
+ g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+
+ // Layout buttons
+ // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
+ float pad_l = style.FramePadding.x;
+ float pad_r = style.FramePadding.x;
+ float button_sz = g.FontSize;
+ ImVec2 close_button_pos;
+ ImVec2 collapse_button_pos;
+ if (has_close_button)
+ {
+ close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
+ pad_r += button_sz + style.ItemInnerSpacing.x;
+ }
+ if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
+ {
+ collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
+ pad_r += button_sz + style.ItemInnerSpacing.x;
+ }
+ if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
+ {
+ collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
+ pad_l += button_sz + style.ItemInnerSpacing.x;
+ }
+
+ // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
+ if (has_collapse_button)
+ if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos))
+ window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
+
+ // Close button
+ if (has_close_button)
+ {
+ ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;
+ g.CurrentItemFlags |= ImGuiItemFlags_NoFocus;
+ if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
+ *p_open = false;
+ g.CurrentItemFlags = backup_item_flags;
+ }
+
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+ g.CurrentItemFlags = item_flags_backup;
+
+ // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
+ // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
+ const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
+ const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
+
+ // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
+ // while uncentered title text will still reach edges correctly.
+ if (pad_l > style.FramePadding.x)
+ pad_l += g.Style.ItemInnerSpacing.x;
+ if (pad_r > style.FramePadding.x)
+ pad_r += g.Style.ItemInnerSpacing.x;
+ if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
+ {
+ float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
+ float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
+ pad_l = ImMax(pad_l, pad_extend * centerness);
+ pad_r = ImMax(pad_r, pad_extend * centerness);
+ }
+
+ ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
+ ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
+ if (flags & ImGuiWindowFlags_UnsavedDocument)
+ {
+ ImVec2 marker_pos;
+ marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
+ marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
+ if (marker_pos.x > layout_r.Min.x)
+ {
+ RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
+ clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
+ }
+ }
+ //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
+ //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
+ RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
+}
+
+void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
+{
+ window->ParentWindow = parent_window;
+ window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
+ if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
+ window->RootWindow = parent_window->RootWindow;
+ if (parent_window && (flags & ImGuiWindowFlags_Popup))
+ window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
+ if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
+ window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
+ while (window->RootWindowForNav->ChildFlags & ImGuiChildFlags_NavFlattened)
+ {
+ IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
+ window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
+ }
+}
+
+// [EXPERIMENTAL] Called by Begin(). NextWindowData is valid at this point.
+// This is designed as a toy/test-bed for
+void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ window->SkipRefresh = false;
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasRefreshPolicy) == 0)
+ return;
+ if (g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_TryToAvoidRefresh)
+ {
+ // FIXME-IDLE: Tests for e.g. mouse clicks or keyboard while focused.
+ if (window->Appearing) // If currently appearing
+ return;
+ if (window->Hidden) // If was hidden (previous frame)
+ return;
+ if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow)
+ if (window->RootWindow == g.HoveredWindow->RootWindow || IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, window))
+ return;
+ if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow)
+ if (window->RootWindow == g.NavWindow->RootWindow || IsWindowWithinBeginStackOf(g.NavWindow->RootWindow, window))
+ return;
+ window->DrawList = NULL;
+ window->SkipRefresh = true;
+ }
+}
+
+static void SetWindowActiveForSkipRefresh(ImGuiWindow* window)
+{
+ window->Active = true;
+ for (ImGuiWindow* child : window->DC.ChildWindows)
+ if (!child->Hidden)
+ {
+ child->Active = child->SkipRefresh = true;
+ SetWindowActiveForSkipRefresh(child);
+ }
+}
+
+// Push a new Dear ImGui window to add widgets to.
+// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
+// - Begin/End can be called multiple times during the frame with the same window name to append content.
+// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
+// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
+// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
+// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
+bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required
+ IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame()
+ IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
+
+ // Find or create
+ ImGuiWindow* window = FindWindowByName(name);
+ const bool window_just_created = (window == NULL);
+ if (window_just_created)
+ window = CreateNewWindow(name, flags);
+
+ // [DEBUG] Debug break requested by user
+ if (g.DebugBreakInWindow == window->ID)
+ IM_DEBUG_BREAK();
+
+ // Automatically disable manual moving/resizing when NoInputs is set
+ if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
+ flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
+
+ const int current_frame = g.FrameCount;
+ const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
+ window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
+
+ // Update the Appearing flag
+ bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
+ if (flags & ImGuiWindowFlags_Popup)
+ {
+ ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
+ window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
+ window_just_activated_by_user |= (window != popup_ref.Window);
+ }
+ window->Appearing = window_just_activated_by_user;
+ if (window->Appearing)
+ SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
+
+ // Update Flags, LastFrameActive, BeginOrderXXX fields
+ if (first_begin_of_the_frame)
+ {
+ UpdateWindowInFocusOrderList(window, window_just_created, flags);
+ window->Flags = (ImGuiWindowFlags)flags;
+ window->ChildFlags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
+ window->LastFrameActive = current_frame;
+ window->LastTimeActive = (float)g.Time;
+ window->BeginOrderWithinParent = 0;
+ window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
+ }
+ else
+ {
+ flags = window->Flags;
+ }
+
+ // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
+ ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
+ ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
+ IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
+
+ // We allow window memory to be compacted so recreate the base stack when needed.
+ if (window->IDStack.Size == 0)
+ window->IDStack.push_back(window->ID);
+
+ // Add to stack
+ g.CurrentWindow = window;
+ g.CurrentWindowStack.resize(g.CurrentWindowStack.Size + 1);
+ ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back();
+ window_stack_data.Window = window;
+ window_stack_data.ParentLastItemDataBackup = g.LastItemData;
+ window_stack_data.DisabledOverrideReenable = (flags & ImGuiWindowFlags_Tooltip) && (g.CurrentItemFlags & ImGuiItemFlags_Disabled);
+ window_stack_data.DisabledOverrideReenableAlphaBackup = 0.0f;
+ ErrorRecoveryStoreState(&window_stack_data.StackSizesInBegin);
+ g.StackSizesInBeginForCurrentWindow = &window_stack_data.StackSizesInBegin;
+ if (flags & ImGuiWindowFlags_ChildMenu)
+ g.BeginMenuDepth++;
+
+ // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
+ if (first_begin_of_the_frame)
+ {
+ UpdateWindowParentAndRootLinks(window, flags, parent_window);
+ window->ParentWindowInBeginStack = parent_window_in_stack;
+
+ // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack,
+ // e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798)
+ window->ParentWindowForFocusRoute = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window_in_stack : NULL;
+
+ // Inherent SetWindowFontScale() from parent until we fix this system...
+ window->FontWindowScaleParents = parent_window ? parent_window->FontWindowScaleParents * parent_window->FontWindowScale : 1.0f;
+ }
+
+ // Add to focus scope stack
+ PushFocusScope((window->ChildFlags & ImGuiChildFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID);
+ window->NavRootFocusScopeId = g.CurrentFocusScopeId;
+
+ // Add to popup stacks: update OpenPopupStack[] data, push to BeginPopupStack[]
+ if (flags & ImGuiWindowFlags_Popup)
+ {
+ ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
+ popup_ref.Window = window;
+ popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
+ g.BeginPopupStack.push_back(popup_ref);
+ window->PopupId = popup_ref.PopupId;
+ }
+
+ // Process SetNextWindow***() calls
+ // (FIXME: Consider splitting the HasXXX flags into X/Y components)
+ bool window_pos_set_by_api = false;
+ bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos)
+ {
+ window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
+ if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
+ {
+ // May be processed on the next frame if this is our first frame and we are measuring size
+ // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
+ window->SetWindowPosVal = g.NextWindowData.PosVal;
+ window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
+ window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+ }
+ else
+ {
+ SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
+ }
+ }
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize)
+ {
+ window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
+ window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
+ if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild()
+ g.NextWindowData.SizeVal.x = window->SizeFull.x;
+ if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0)
+ g.NextWindowData.SizeVal.y = window->SizeFull.y;
+ SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
+ }
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll)
+ {
+ if (g.NextWindowData.ScrollVal.x >= 0.0f)
+ {
+ window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
+ window->ScrollTargetCenterRatio.x = 0.0f;
+ }
+ if (g.NextWindowData.ScrollVal.y >= 0.0f)
+ {
+ window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
+ window->ScrollTargetCenterRatio.y = 0.0f;
+ }
+ }
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasContentSize)
+ window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
+ else if (first_begin_of_the_frame)
+ window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasCollapsed)
+ SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasFocus)
+ FocusWindow(window);
+ if (window->Appearing)
+ SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
+
+ // [EXPERIMENTAL] Skip Refresh mode
+ UpdateWindowSkipRefresh(window);
+
+ // Nested root windows (typically tooltips) override disabled state
+ if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window)
+ BeginDisabledOverrideReenable();
+
+ // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
+ g.CurrentWindow = NULL;
+
+ // When reusing window again multiple times a frame, just append content (don't need to setup again)
+ if (first_begin_of_the_frame && !window->SkipRefresh)
+ {
+ // Initialize
+ const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
+ const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
+ window->Active = true;
+ window->HasCloseButton = (p_open != NULL);
+ window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
+ window->IDStack.resize(1);
+ window->DrawList->_ResetForNewFrame();
+ window->DC.CurrentTableIdx = -1;
+
+ // Restore buffer capacity when woken from a compacted state, to avoid
+ if (window->MemoryCompacted)
+ GcAwakeTransientWindowBuffers(window);
+
+ // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
+ // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
+ bool window_title_visible_elsewhere = false;
+ if (g.NavWindowingListWindow != NULL && (flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
+ window_title_visible_elsewhere = true;
+ if (flags & ImGuiWindowFlags_ChildMenu)
+ window_title_visible_elsewhere = true;
+ if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
+ {
+ size_t buf_len = (size_t)window->NameBufLen;
+ window->Name = ImStrdupcpy(window->Name, &buf_len, name);
+ window->NameBufLen = (int)buf_len;
+ }
+
+ // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
+
+ // Update contents size from last frame for auto-fitting (or use explicit size)
+ CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
+ if (window->HiddenFramesCanSkipItems > 0)
+ window->HiddenFramesCanSkipItems--;
+ if (window->HiddenFramesCannotSkipItems > 0)
+ window->HiddenFramesCannotSkipItems--;
+ if (window->HiddenFramesForRenderOnly > 0)
+ window->HiddenFramesForRenderOnly--;
+
+ // Hide new windows for one frame until they calculate their size
+ if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
+ window->HiddenFramesCannotSkipItems = 1;
+
+ // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
+ // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
+ if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
+ {
+ window->HiddenFramesCannotSkipItems = 1;
+ if (flags & ImGuiWindowFlags_AlwaysAutoResize)
+ {
+ if (!window_size_x_set_by_api)
+ window->Size.x = window->SizeFull.x = 0.f;
+ if (!window_size_y_set_by_api)
+ window->Size.y = window->SizeFull.y = 0.f;
+ window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
+ }
+ }
+
+ // SELECT VIEWPORT
+ // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)
+
+ ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
+ SetWindowViewport(window, viewport);
+ SetCurrentWindow(window);
+
+ // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
+
+ if (flags & ImGuiWindowFlags_ChildWindow)
+ window->WindowBorderSize = style.ChildBorderSize;
+ else
+ window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
+ window->WindowPadding = style.WindowPadding;
+ if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
+ window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
+
+ // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
+ window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
+ window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
+ window->TitleBarHeight = (flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : g.FontSize + g.Style.FramePadding.y * 2.0f;
+ window->MenuBarHeight = (flags & ImGuiWindowFlags_MenuBar) ? window->DC.MenuBarOffset.y + g.FontSize + g.Style.FramePadding.y * 2.0f : 0.0f;
+ window->FontRefSize = g.FontSize; // Lock this to discourage calling window->CalcFontSize() outside of current window.
+
+ // Depending on condition we use previous or current window size to compare against contents size to decide if a scrollbar should be visible.
+ // Those flags will be altered further down in the function depending on more conditions.
+ bool use_current_size_for_scrollbar_x = window_just_created;
+ bool use_current_size_for_scrollbar_y = window_just_created;
+ if (window_size_x_set_by_api && window->ContentSizeExplicit.x != 0.0f)
+ use_current_size_for_scrollbar_x = true;
+ if (window_size_y_set_by_api && window->ContentSizeExplicit.y != 0.0f) // #7252
+ use_current_size_for_scrollbar_y = true;
+
+ // Collapse window by double-clicking on title bar
+ // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
+ if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
+ {
+ // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed),
+ // so verify that we don't have items over the title bar.
+ ImRect title_bar_rect = window->TitleBarRect();
+ if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && g.ActiveId == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max))
+ if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner)
+ window->WantCollapseToggle = true;
+ if (window->WantCollapseToggle)
+ {
+ window->Collapsed = !window->Collapsed;
+ if (!window->Collapsed)
+ use_current_size_for_scrollbar_y = true;
+ MarkIniSettingsDirty(window);
+ }
+ }
+ else
+ {
+ window->Collapsed = false;
+ }
+ window->WantCollapseToggle = false;
+
+ // SIZE
+
+ // Outer Decoration Sizes
+ // (we need to clear ScrollbarSize immediately as CalcWindowAutoFitSize() needs it and can be called from other locations).
+ const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
+ window->DecoOuterSizeX1 = 0.0f;
+ window->DecoOuterSizeX2 = 0.0f;
+ window->DecoOuterSizeY1 = window->TitleBarHeight + window->MenuBarHeight;
+ window->DecoOuterSizeY2 = 0.0f;
+ window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
+
+ // Calculate auto-fit size, handle automatic resize
+ const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
+ if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
+ {
+ // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
+ if (!window_size_x_set_by_api)
+ {
+ window->SizeFull.x = size_auto_fit.x;
+ use_current_size_for_scrollbar_x = true;
+ }
+ if (!window_size_y_set_by_api)
+ {
+ window->SizeFull.y = size_auto_fit.y;
+ use_current_size_for_scrollbar_y = true;
+ }
+ }
+ else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+ {
+ // Auto-fit may only grow window during the first few frames
+ // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
+ if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
+ {
+ window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
+ use_current_size_for_scrollbar_x = true;
+ }
+ if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
+ {
+ window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
+ use_current_size_for_scrollbar_y = true;
+ }
+ if (!window->Collapsed)
+ MarkIniSettingsDirty(window);
+ }
+
+ // Apply minimum/maximum window size constraints and final size
+ window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
+ window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
+
+ // POSITION
+
+ // Popup latch its initial position, will position itself when it appears next frame
+ if (window_just_activated_by_user)
+ {
+ window->AutoPosLastDirection = ImGuiDir_None;
+ if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
+ window->Pos = g.BeginPopupStack.back().OpenPopupPos;
+ }
+
+ // Position child window
+ if (flags & ImGuiWindowFlags_ChildWindow)
+ {
+ IM_ASSERT(parent_window && parent_window->Active);
+ window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
+ parent_window->DC.ChildWindows.push_back(window);
+ if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
+ window->Pos = parent_window->DC.CursorPos;
+ }
+
+ const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
+ if (window_pos_with_pivot)
+ SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
+ else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
+ window->Pos = FindBestWindowPosForPopup(window);
+ else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
+ window->Pos = FindBestWindowPosForPopup(window);
+ else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
+ window->Pos = FindBestWindowPosForPopup(window);
+
+ // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
+ // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
+ ImRect viewport_rect(viewport->GetMainRect());
+ ImRect viewport_work_rect(viewport->GetWorkRect());
+ ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
+ ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
+
+ // Clamp position/size so window stays visible within its viewport or monitor
+ // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+ if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
+ if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
+ ClampWindowPos(window, visibility_rect);
+ window->Pos = ImTrunc(window->Pos);
+
+ // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
+ // Large values tend to lead to variety of artifacts and are not recommended.
+ window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
+
+ // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
+ //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+ // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
+
+ // Apply window focus (new and reactivated windows are moved to front)
+ bool want_focus = false;
+ if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
+ {
+ if (flags & ImGuiWindowFlags_Popup)
+ want_focus = true;
+ else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
+ want_focus = true;
+ }
+
+ // [Test Engine] Register whole window in the item system (before submitting further decorations)
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ if (g.TestEngineHookItems)
+ {
+ IM_ASSERT(window->IDStack.Size == 1);
+ window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+ IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
+ IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
+ window->IDStack.Size = 1;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+
+ }
+#endif
+
+ // Decide if we are going to handle borders and resize grips
+ // 'window->SkipItems' is not updated yet so for child windows we rely on ParentWindow to avoid submitting decorations. (#8815)
+ // Whenever we add support for full decorated child windows we will likely make this logic more general.
+ bool handle_borders_and_resize_grips = true;
+ if ((flags & ImGuiWindowFlags_ChildWindow) && window->ParentWindow->SkipItems)
+ handle_borders_and_resize_grips = false;
+
+ // Handle manual resize: Resize Grips, Borders, Gamepad
+ // Child windows can only be resized when they have the flags set. The resize grip allows resizing in both directions, so it should appear only if both flags are set.
+ int border_hovered = -1, border_held = -1;
+ ImU32 resize_grip_col[4] = {};
+ int resize_grip_count;
+ if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
+ resize_grip_count = ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY)) ? 1 : 0;
+ else
+ resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
+
+ const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
+ if (handle_borders_and_resize_grips && !window->Collapsed)
+ if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
+ {
+ if (auto_fit_mask & (1 << ImGuiAxis_X))
+ use_current_size_for_scrollbar_x = true;
+ if (auto_fit_mask & (1 << ImGuiAxis_Y))
+ use_current_size_for_scrollbar_y = true;
+ }
+ window->ResizeBorderHovered = (signed char)border_hovered;
+ window->ResizeBorderHeld = (signed char)border_held;
+
+ // SCROLLBAR VISIBILITY
+
+ // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
+ if (!window->Collapsed)
+ {
+ // When reading the current size we need to read it after size constraints have been applied.
+ // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
+ // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
+ ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
+ ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
+ ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
+ float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
+ float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
+ bool scrollbar_x_prev = window->ScrollbarX;
+ //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
+ window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
+ window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
+
+ // Track when ScrollbarX visibility keeps toggling, which is a sign of a feedback loop, and stabilize by enforcing visibility (#3285, #8488)
+ // (Feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause.
+ // The better solution is to, either (1) enforce visibility by using ImGuiWindowFlags_AlwaysHorizontalScrollbar or (2) declare stable contents width with SetNextWindowContentSize(), if you can compute it)
+ window->ScrollbarXStabilizeToggledHistory <<= 1;
+ window->ScrollbarXStabilizeToggledHistory |= (scrollbar_x_prev != window->ScrollbarX) ? 0x01 : 0x00;
+ const bool scrollbar_x_stabilize = (window->ScrollbarXStabilizeToggledHistory != 0) && ImCountSetBits(window->ScrollbarXStabilizeToggledHistory) >= 4; // 4 == half of bits in our U8 history.
+ if (scrollbar_x_stabilize)
+ window->ScrollbarX = true;
+ //if (scrollbar_x_stabilize && !window->ScrollbarXStabilizeEnabled)
+ // IMGUI_DEBUG_LOG("[scroll] Stabilize ScrollbarX for Window '%s'\n", window->Name);
+ window->ScrollbarXStabilizeEnabled = scrollbar_x_stabilize;
+
+ if (window->ScrollbarX && !window->ScrollbarY)
+ window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
+ window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
+
+ // Amend the partially filled window->DecorationXXX values.
+ window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
+ window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
+ }
+
+ // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
+ // Update various regions. Variables they depend on should be set above in this function.
+ // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
+
+ // Outer rectangle
+ // Not affected by window border size. Used by:
+ // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
+ // - Begin() initial clipping rect for drawing window background and borders.
+ // - Begin() clipping whole child
+ const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
+ const ImRect outer_rect = window->Rect();
+ const ImRect title_bar_rect = window->TitleBarRect();
+ window->OuterRectClipped = outer_rect;
+ window->OuterRectClipped.ClipWith(host_rect);
+
+ // Inner rectangle
+ // Not affected by window border size. Used by:
+ // - InnerClipRect
+ // - ScrollToRectEx()
+ // - NavUpdatePageUpPageDown()
+ // - Scrollbar()
+ window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
+ window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
+ window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
+ window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
+
+ // Inner clipping rectangle.
+ // - Extend a outside of normal work region up to borders.
+ // - This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
+ // - It also makes clipped items be more noticeable.
+ // - And is consistent on both axis (prior to 2024/05/03 ClipRect used WindowPadding.x * 0.5f on left and right edge), see #3312
+ // - Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
+ // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
+ // Affected by window/frame border size. Used by:
+ // - Begin() initial clip rect
+ float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
+
+ // Try to match the fact that our border is drawn centered over the window rectangle, rather than inner.
+ // This is why we do a *0.5f here. We don't currently even technically support large values for WindowBorderSize,
+ // see e.g #7887 #7888, but may do after we move the window border to become an inner border (and then we can remove the 0.5f here).
+ window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize * 0.5f);
+ window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size * 0.5f);
+ window->InnerClipRect.Max.x = ImFloor(window->InnerRect.Max.x - window->WindowBorderSize * 0.5f);
+ window->InnerClipRect.Max.y = ImFloor(window->InnerRect.Max.y - window->WindowBorderSize * 0.5f);
+ window->InnerClipRect.ClipWithFull(host_rect);
+
+ // SCROLLING
+
+ // Lock down maximum scrolling
+ // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
+ // for right/bottom aligned items without creating a scrollbar.
+ window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
+ window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
+
+ // Apply scrolling
+ window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
+ window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
+ window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
+
+ // DRAWING
+
+ // Setup draw list and outer clipping rectangle
+ IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
+ window->DrawList->PushTexture(g.Font->ContainerAtlas->TexRef);
+ PushClipRect(host_rect.Min, host_rect.Max, false);
+
+ // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
+ // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
+ // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
+ {
+ bool render_decorations_in_parent = false;
+ if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
+ {
+ // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
+ // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
+ ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
+ bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
+ bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
+ if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
+ render_decorations_in_parent = true;
+ }
+ if (render_decorations_in_parent)
+ window->DrawList = parent_window->DrawList;
+
+ // Handle title bar, scrollbar, resize grips and resize borders
+ const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
+ const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
+ RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
+
+ if (render_decorations_in_parent)
+ window->DrawList = &window->DrawListInst;
+ }
+
+ // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
+
+ // Work rectangle.
+ // Affected by window padding and border size. Used by:
+ // - Columns() for right-most edge
+ // - TreeNode(), CollapsingHeader() for right-most edge
+ // - BeginTabBar() for right-most edge
+ const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
+ const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
+ const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
+ const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
+ window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
+ window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
+ window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
+ window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
+ window->ParentWorkRect = window->WorkRect;
+
+ // [LEGACY] Content Region
+ // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
+ // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
+ // Used by:
+ // - Mouse wheel scrolling + many other things
+ window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
+ window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
+ window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
+ window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
+
+ // Setup drawing context
+ // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
+ window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
+ window->DC.GroupOffset.x = 0.0f;
+ window->DC.ColumnsOffset.x = 0.0f;
+
+ // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
+ // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
+ double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
+ double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
+ window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
+ window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
+ window->DC.CursorPos = window->DC.CursorStartPos;
+ window->DC.CursorPosPrevLine = window->DC.CursorPos;
+ window->DC.CursorMaxPos = window->DC.CursorStartPos;
+ window->DC.IdealMaxPos = window->DC.CursorStartPos;
+ window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
+ window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
+ window->DC.IsSameLine = window->DC.IsSetPos = false;
+
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+ window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
+ window->DC.NavLayersActiveMaskNext = 0x00;
+ window->DC.NavIsScrollPushableX = true;
+ window->DC.NavHideHighlightOneFrame = false;
+ window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
+
+ window->DC.MenuBarAppending = false;
+ window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
+ window->DC.TreeDepth = 0;
+ window->DC.TreeHasStackDataDepthMask = window->DC.TreeRecordsClippedNodesY2Mask = 0x00;
+ window->DC.ChildWindows.resize(0);
+ window->DC.StateStorage = &window->StateStorage;
+ window->DC.CurrentColumns = NULL;
+ window->DC.LayoutType = ImGuiLayoutType_Vertical;
+ window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
+
+ // Default item width. Make it proportional to window size if window manually resizes
+ if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
+ window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
+ else
+ window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
+ window->DC.ItemWidth = window->ItemWidthDefault;
+ window->DC.TextWrapPos = -1.0f; // disabled
+ window->DC.ItemWidthStack.resize(0);
+ window->DC.TextWrapPosStack.resize(0);
+ if (flags & ImGuiWindowFlags_Modal)
+ window->DC.ModalDimBgColor = ColorConvertFloat4ToU32(GetStyleColorVec4(ImGuiCol_ModalWindowDimBg));
+
+ if (window->AutoFitFramesX > 0)
+ window->AutoFitFramesX--;
+ if (window->AutoFitFramesY > 0)
+ window->AutoFitFramesY--;
+
+ // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
+ // We ImGuiFocusRequestFlags_UnlessBelowModal to:
+ // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
+ // - Position window behind the modal that is not a begin-parent of this window.
+ if (want_focus)
+ FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
+ if (want_focus && window == g.NavWindow)
+ NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
+
+ // Pressing CTRL+C copy window content into the clipboard
+ // [EXPERIMENTAL] Breaks on nested Begin/End pairs. We need to work that out and add better logging scope.
+ // [EXPERIMENTAL] Text outputs has many issues.
+ if (g.IO.ConfigWindowsCopyContentsWithCtrlC)
+ if (g.NavWindow && g.NavWindow->RootWindow == window && g.ActiveId == 0 && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C))
+ LogToClipboard(0);
+
+ // Title bar
+ if (!(flags & ImGuiWindowFlags_NoTitleBar))
+ RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
+
+ // Clear hit test shape every frame
+ window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
+
+ if (flags & ImGuiWindowFlags_Tooltip)
+ g.TooltipPreviousWindow = window;
+
+ // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
+ // This is useful to allow creating context menus on title bar only, etc.
+ window->DC.WindowItemStatusFlags = ImGuiItemStatusFlags_None;
+ window->DC.WindowItemStatusFlags |= IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
+ SetLastItemDataForWindow(window, title_bar_rect);
+
+ // [DEBUG]
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
+ DebugLocateItemResolveWithLastItem();
+#endif
+
+ // [Test Engine] Register title bar / tab with MoveId.
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
+ {
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+ IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+ }
+#endif
+ }
+ else
+ {
+ // Skip refresh always mark active
+ if (window->SkipRefresh)
+ SetWindowActiveForSkipRefresh(window);
+
+ // Append
+ SetCurrentWindow(window);
+ SetLastItemDataForWindow(window, window->TitleBarRect());
+ }
+
+ if (!window->SkipRefresh)
+ PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
+
+ // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
+ window->WriteAccessed = false;
+ window->BeginCount++;
+ g.NextWindowData.ClearFlags();
+
+ // Update visibility
+ if (first_begin_of_the_frame && !window->SkipRefresh)
+ {
+ if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
+ {
+ // Child window can be out of sight and have "negative" clip windows.
+ // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
+ IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
+ const bool nav_request = (window->ChildFlags & ImGuiChildFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
+ if (!g.LogEnabled && !nav_request)
+ if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
+ {
+ if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
+ window->HiddenFramesCannotSkipItems = 1;
+ else
+ window->HiddenFramesCanSkipItems = 1;
+ }
+
+ // Hide along with parent or if parent is collapsed
+ if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
+ window->HiddenFramesCanSkipItems = 1;
+ if (parent_window && parent_window->HiddenFramesCannotSkipItems > 0)
+ window->HiddenFramesCannotSkipItems = 1;
+ }
+
+ // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
+ if (style.Alpha <= 0.0f)
+ window->HiddenFramesCanSkipItems = 1;
+
+ // Update the Hidden flag
+ bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
+ window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
+
+ // Disable inputs for requested number of frames
+ if (window->DisableInputsFrames > 0)
+ {
+ window->DisableInputsFrames--;
+ window->Flags |= ImGuiWindowFlags_NoInputs;
+ }
+
+ // Update the SkipItems flag, used to early out of all items functions (no layout required)
+ bool skip_items = false;
+ if (window->Collapsed || !window->Active || hidden_regular)
+ if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
+ skip_items = true;
+ window->SkipItems = skip_items;
+ }
+ else if (first_begin_of_the_frame)
+ {
+ // Skip refresh mode
+ window->SkipItems = true;
+ }
+
+ // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
+ // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (!window->IsFallbackWindow)
+ if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size))
+ {
+ if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
+ if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
+ return false;
+ }
+#endif
+
+ return !window->SkipItems;
+}
+
+void ImGui::End()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // Error checking: verify that user hasn't called End() too many times!
+ if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
+ {
+ IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
+ return;
+ }
+ ImGuiWindowStackData& window_stack_data = g.CurrentWindowStack.back();
+
+ // Error checking: verify that user doesn't directly call End() on a child window.
+ if (window->Flags & ImGuiWindowFlags_ChildWindow)
+ IM_ASSERT_USER_ERROR(g.WithinEndChildID == window->ID, "Must call EndChild() and not End()!");
+
+ // Close anything that is open
+ if (window->DC.CurrentColumns)
+ EndColumns();
+ if (!window->SkipRefresh)
+ PopClipRect(); // Inner window clip rectangle
+ PopFocusScope();
+ if (window_stack_data.DisabledOverrideReenable && window->RootWindow == window)
+ EndDisabledOverrideReenable();
+
+ if (window->SkipRefresh)
+ {
+ IM_ASSERT(window->DrawList == NULL);
+ window->DrawList = &window->DrawListInst;
+ }
+
+ // Stop logging
+ if (g.LogWindow == window) // FIXME: add more options for scope of logging
+ LogFinish();
+
+ if (window->DC.IsSetPos)
+ ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
+
+ // Pop from window stack
+ g.LastItemData = window_stack_data.ParentLastItemDataBackup;
+ if (window->Flags & ImGuiWindowFlags_ChildMenu)
+ g.BeginMenuDepth--;
+ if (window->Flags & ImGuiWindowFlags_Popup)
+ g.BeginPopupStack.pop_back();
+
+ // Error handling, state recovery
+ if (g.IO.ConfigErrorRecovery)
+ ErrorRecoveryTryToRecoverWindowState(&window_stack_data.StackSizesInBegin);
+
+ g.CurrentWindowStack.pop_back();
+ SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
+}
+
+void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiItemFlags item_flags = g.CurrentItemFlags;
+ IM_ASSERT(item_flags == g.ItemFlagsStack.back());
+ if (enabled)
+ item_flags |= option;
+ else
+ item_flags &= ~option;
+ g.CurrentItemFlags = item_flags;
+ g.ItemFlagsStack.push_back(item_flags);
+}
+
+void ImGui::PopItemFlag()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.ItemFlagsStack.Size <= 1)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PopItemFlag() too many times!");
+ return;
+ }
+ g.ItemFlagsStack.pop_back();
+ g.CurrentItemFlags = g.ItemFlagsStack.back();
+}
+
+// BeginDisabled()/EndDisabled()
+// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
+// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
+// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
+// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions.
+// (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)
+// - Note: mixing up BeginDisabled() and PushItemFlag(ImGuiItemFlags_Disabled) is currently NOT SUPPORTED.
+void ImGui::BeginDisabled(bool disabled)
+{
+ ImGuiContext& g = *GImGui;
+ bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
+ if (!was_disabled && disabled)
+ {
+ g.DisabledAlphaBackup = g.Style.Alpha;
+ g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
+ }
+ if (was_disabled || disabled)
+ g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
+ g.ItemFlagsStack.push_back(g.CurrentItemFlags); // FIXME-OPT: can we simply skip this and use DisabledStackSize?
+ g.DisabledStackSize++;
+}
+
+void ImGui::EndDisabled()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.DisabledStackSize <= 0)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling EndDisabled() too many times!");
+ return;
+ }
+ g.DisabledStackSize--;
+ bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
+ //PopItemFlag();
+ g.ItemFlagsStack.pop_back();
+ g.CurrentItemFlags = g.ItemFlagsStack.back();
+ if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
+ g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
+}
+
+// Could have been called BeginDisabledDisable() but it didn't want to be award nominated for most awkward function name.
+// Ideally we would use a shared e.g. BeginDisabled()->BeginDisabledEx() but earlier needs to be optimal.
+// The whole code for this is awkward, will reevaluate if we find a way to implement SetNextItemDisabled().
+void ImGui::BeginDisabledOverrideReenable()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.CurrentItemFlags & ImGuiItemFlags_Disabled);
+ g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup = g.Style.Alpha;
+ g.Style.Alpha = g.DisabledAlphaBackup;
+ g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled;
+ g.ItemFlagsStack.push_back(g.CurrentItemFlags);
+ g.DisabledStackSize++;
+}
+
+void ImGui::EndDisabledOverrideReenable()
+{
+ ImGuiContext& g = *GImGui;
+ g.DisabledStackSize--;
+ IM_ASSERT(g.DisabledStackSize > 0);
+ g.ItemFlagsStack.pop_back();
+ g.CurrentItemFlags = g.ItemFlagsStack.back();
+ g.Style.Alpha = g.CurrentWindowStack.back().DisabledOverrideReenableAlphaBackup;
+}
+
+void ImGui::PushTextWrapPos(float wrap_pos_x)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
+ window->DC.TextWrapPos = wrap_pos_x;
+}
+
+void ImGui::PopTextWrapPos()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->DC.TextWrapPosStack.Size <= 0)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PopTextWrapPos() too many times!");
+ return;
+ }
+ window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
+ window->DC.TextWrapPosStack.pop_back();
+}
+
+static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy)
+{
+ ImGuiWindow* last_window = NULL;
+ while (last_window != window)
+ {
+ last_window = window;
+ window = window->RootWindow;
+ if (popup_hierarchy)
+ window = window->RootWindowPopupTree;
+ }
+ return window;
+}
+
+bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy)
+{
+ ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy);
+ if (window_root == potential_parent)
+ return true;
+ while (window != NULL)
+ {
+ if (window == potential_parent)
+ return true;
+ if (window == window_root) // end of chain
+ return false;
+ window = window->ParentWindow;
+ }
+ return false;
+}
+
+bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
+{
+ if (window->RootWindow == potential_parent)
+ return true;
+ while (window != NULL)
+ {
+ if (window == potential_parent)
+ return true;
+ window = window->ParentWindowInBeginStack;
+ }
+ return false;
+}
+
+bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
+{
+ ImGuiContext& g = *GImGui;
+
+ // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
+ const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
+ if (display_layer_delta != 0)
+ return display_layer_delta > 0;
+
+ for (int i = g.Windows.Size - 1; i >= 0; i--)
+ {
+ ImGuiWindow* candidate_window = g.Windows[i];
+ if (candidate_window == potential_above)
+ return true;
+ if (candidate_window == potential_below)
+ return false;
+ }
+ return false;
+}
+
+// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options.
+// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
+// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
+// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
+bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0, "Invalid flags for IsWindowHovered()!");
+
+ ImGuiWindow* ref_window = g.HoveredWindow;
+ ImGuiWindow* cur_window = g.CurrentWindow;
+ if (ref_window == NULL)
+ return false;
+
+ if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
+ {
+ IM_ASSERT(cur_window); // Not inside a Begin()/End()
+ const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
+ if (flags & ImGuiHoveredFlags_RootWindow)
+ cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
+
+ bool result;
+ if (flags & ImGuiHoveredFlags_ChildWindows)
+ result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
+ else
+ result = (ref_window == cur_window);
+ if (!result)
+ return false;
+ }
+
+ if (!IsWindowContentHoverable(ref_window, flags))
+ return false;
+ if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+ if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
+ return false;
+
+ // When changing hovered window we requires a bit of stationary delay before activating hover timer.
+ // FIXME: We don't support delay other than stationary one for now, other delay would need a way
+ // to fulfill the possibility that multiple IsWindowHovered() with varying flag could return true
+ // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
+ // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
+ if (flags & ImGuiHoveredFlags_ForTooltip)
+ flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
+ if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
+ return false;
+
+ return true;
+}
+
+float ImGui::GetWindowWidth()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->Size.x;
+}
+
+float ImGui::GetWindowHeight()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->Size.y;
+}
+
+ImVec2 ImGui::GetWindowPos()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ return window->Pos;
+}
+
+void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
+{
+ // Test condition (NB: bit 0 is always true) and clear flags for next time
+ if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
+ return;
+
+ IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+ window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+ window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
+
+ // Set
+ const ImVec2 old_pos = window->Pos;
+ window->Pos = ImTrunc(pos);
+ ImVec2 offset = window->Pos - old_pos;
+ if (offset.x == 0.0f && offset.y == 0.0f)
+ return;
+ MarkIniSettingsDirty(window);
+ window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
+ window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
+ window->DC.IdealMaxPos += offset;
+ window->DC.CursorStartPos += offset;
+}
+
+void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ SetWindowPos(window, pos, cond);
+}
+
+void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
+{
+ if (ImGuiWindow* window = FindWindowByName(name))
+ SetWindowPos(window, pos, cond);
+}
+
+ImVec2 ImGui::GetWindowSize()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->Size;
+}
+
+void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
+{
+ // Test condition (NB: bit 0 is always true) and clear flags for next time
+ if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
+ return;
+
+ IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+ window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+
+ // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize)
+ if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
+ window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
+ if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
+ window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
+
+ // Set
+ ImVec2 old_size = window->SizeFull;
+ if (size.x <= 0.0f)
+ window->AutoFitOnlyGrows = false;
+ else
+ window->SizeFull.x = IM_TRUNC(size.x);
+ if (size.y <= 0.0f)
+ window->AutoFitOnlyGrows = false;
+ else
+ window->SizeFull.y = IM_TRUNC(size.y);
+ if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
+ MarkIniSettingsDirty(window);
+}
+
+void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
+{
+ SetWindowSize(GImGui->CurrentWindow, size, cond);
+}
+
+void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
+{
+ if (ImGuiWindow* window = FindWindowByName(name))
+ SetWindowSize(window, size, cond);
+}
+
+void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
+{
+ // Test condition (NB: bit 0 is always true) and clear flags for next time
+ if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
+ return;
+ window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
+
+ // Queue applying in Begin()
+ if (window->WantCollapseToggle)
+ window->Collapsed ^= 1;
+ window->WantCollapseToggle = (window->Collapsed != collapsed);
+}
+
+void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
+{
+ IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters
+ window->HitTestHoleSize = ImVec2ih(size);
+ window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
+}
+
+void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window)
+{
+ window->Hidden = window->SkipItems = true;
+ window->HiddenFramesCanSkipItems = 1;
+}
+
+void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
+{
+ SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
+}
+
+bool ImGui::IsWindowCollapsed()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->Collapsed;
+}
+
+bool ImGui::IsWindowAppearing()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->Appearing;
+}
+
+void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
+{
+ if (ImGuiWindow* window = FindWindowByName(name))
+ SetWindowCollapsed(window, collapsed, cond);
+}
+
+void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasPos;
+ 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;
+ IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSize;
+ g.NextWindowData.SizeVal = size;
+ g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
+}
+
+// For each axis:
+// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width.
+// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint.
+// - See "Demo->Examples->Constrained-resizing window" for examples.
+void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
+{
+ ImGuiContext& g = *GImGui;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
+ g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
+ g.NextWindowData.SizeCallback = custom_callback;
+ g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
+}
+
+// Content size = inner scrollable rectangle, padded with WindowPadding.
+// SetNextWindowContentSize(ImVec2(100,100)) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
+void ImGui::SetNextWindowContentSize(const ImVec2& size)
+{
+ ImGuiContext& g = *GImGui;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasContentSize;
+ g.NextWindowData.ContentSizeVal = ImTrunc(size);
+}
+
+void ImGui::SetNextWindowScroll(const ImVec2& scroll)
+{
+ ImGuiContext& g = *GImGui;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasScroll;
+ g.NextWindowData.ScrollVal = scroll;
+}
+
+void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasCollapsed;
+ g.NextWindowData.CollapsedVal = collapsed;
+ g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
+}
+
+void ImGui::SetNextWindowBgAlpha(float alpha)
+{
+ ImGuiContext& g = *GImGui;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasBgAlpha;
+ g.NextWindowData.BgAlphaVal = alpha;
+}
+
+// This is experimental and meant to be a toy for exploring a future/wider range of features.
+void ImGui::SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasRefreshPolicy;
+ g.NextWindowData.RefreshFlagsVal = flags;
+}
+
+ImDrawList* ImGui::GetWindowDrawList()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->DrawList;
+}
+
+ImFont* ImGui::GetFont()
+{
+ return GImGui->Font;
+}
+
+ImFontBaked* ImGui::GetFontBaked()
+{
+ return GImGui->FontBaked;
+}
+
+// Get current font size (= height in pixels) of current font, with global scale factors applied.
+// - Use style.FontSizeBase to get value before global scale factors.
+// - recap: ImGui::GetFontSize() == style.FontSizeBase * (style.FontScaleMain * style.FontScaleDpi * other_scaling_factors)
+float ImGui::GetFontSize()
+{
+ return GImGui->FontSize;
+}
+
+ImVec2 ImGui::GetFontTexUvWhitePixel()
+{
+ return GImGui->DrawListSharedData.TexUvWhitePixel;
+}
+
+// Prefer using PushFont(NULL, style.FontSizeBase * factor), or use style.FontScaleMain to scale all windows.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+void ImGui::SetWindowFontScale(float scale)
+{
+ IM_ASSERT(scale > 0.0f);
+ ImGuiWindow* window = GetCurrentWindow();
+ window->FontWindowScale = scale;
+ UpdateCurrentFontSize(0.0f);
+}
+#endif
+
+void ImGui::PushFocusScope(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiFocusScopeData data;
+ data.ID = id;
+ data.WindowID = g.CurrentWindow->ID;
+ g.FocusScopeStack.push_back(data);
+ g.CurrentFocusScopeId = id;
+}
+
+void ImGui::PopFocusScope()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.FocusScopeStack.Size <= g.StackSizesInBeginForCurrentWindow->SizeOfFocusScopeStack)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PopFocusScope() too many times!");
+ return;
+ }
+ g.FocusScopeStack.pop_back();
+ g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0;
+}
+
+void ImGui::SetNavFocusScope(ImGuiID focus_scope_id)
+{
+ ImGuiContext& g = *GImGui;
+ g.NavFocusScopeId = focus_scope_id;
+ g.NavFocusRoute.resize(0); // Invalidate
+ if (focus_scope_id == 0)
+ return;
+ IM_ASSERT(g.NavWindow != NULL);
+
+ // Store current path (in reverse order)
+ if (focus_scope_id == g.CurrentFocusScopeId)
+ {
+ // Top of focus stack contains local focus scopes inside current window
+ for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--)
+ g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]);
+ }
+ else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId)
+ g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID });
+ else
+ return;
+
+ // Then follow on manually set ParentWindowForFocusRoute field (#6798)
+ for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute)
+ g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID });
+ IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3
+}
+
+// Focus = move navigation cursor, set scrolling, set focus window.
+void ImGui::FocusItem()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
+ if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
+ {
+ IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
+ return;
+ }
+
+ ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible | ImGuiNavMoveFlags_NoSelect;
+ ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
+ SetNavWindow(window);
+ NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
+ NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
+}
+
+void ImGui::ActivateItemByID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ g.NavNextActivateId = id;
+ g.NavNextActivateFlags = ImGuiActivateFlags_None;
+}
+
+// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
+// But ActivateItem() should function without altering scroll/focus?
+void ImGui::SetKeyboardFocusHere(int offset)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT(offset >= -1); // -1 is allowed but not below
+ IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
+
+ // It makes sense in the vast majority of cases to never interrupt a drag and drop.
+ // When we refactor this function into ActivateItem() we may want to make this an option.
+ // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
+ // is also automatically dropped in the event g.ActiveId is stolen.
+ if (g.DragDropActive || g.MovingWindow != NULL)
+ {
+ IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
+ return;
+ }
+
+ SetNavWindow(window);
+
+ ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavCursorVisible;
+ ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
+ NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
+ if (offset == -1)
+ {
+ NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
+ }
+ else
+ {
+ g.NavTabbingDir = 1;
+ g.NavTabbingCounter = offset + 1;
+ }
+}
+
+void ImGui::SetItemDefaultFocus()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (!window->Appearing)
+ return;
+ if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
+ return;
+
+ g.NavInitRequest = false;
+ NavApplyItemToResult(&g.NavInitResult);
+ NavUpdateAnyRequestFlag();
+
+ // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
+ if (!window->ClipRect.Contains(g.LastItemData.Rect))
+ ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
+}
+
+void ImGui::SetStateStorage(ImGuiStorage* tree)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ window->DC.StateStorage = tree ? tree : &window->StateStorage;
+}
+
+ImGuiStorage* ImGui::GetStateStorage()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->DC.StateStorage;
+}
+
+bool ImGui::IsRectVisible(const ImVec2& size)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
+}
+
+bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] FONTS, TEXTURES
+//-----------------------------------------------------------------------------
+// Most of the relevant font logic is in imgui_draw.cpp.
+// Those are high-level support functions.
+//-----------------------------------------------------------------------------
+// - UpdateTexturesNewFrame() [Internal]
+// - UpdateTexturesEndFrame() [Internal]
+// - UpdateFontsNewFrame() [Internal]
+// - UpdateFontsEndFrame() [Internal]
+// - GetDefaultFont() [Internal]
+// - RegisterUserTexture() [Internal]
+// - UnregisterUserTexture() [Internal]
+// - RegisterFontAtlas() [Internal]
+// - UnregisterFontAtlas() [Internal]
+// - SetCurrentFont() [Internal]
+// - UpdateCurrentFontSize() [Internal]
+// - SetFontRasterizerDensity() [Internal]
+// - PushFont()
+// - PopFont()
+//-----------------------------------------------------------------------------
+
+static void ImGui::UpdateTexturesNewFrame()
+{
+ // Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count.
+ ImGuiContext& g = *GImGui;
+ const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0;
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ {
+ if (atlas->OwnerContext == &g)
+ {
+ ImFontAtlasUpdateNewFrame(atlas, g.FrameCount, has_textures);
+ }
+ else
+ {
+ // (1) If you manage font atlases yourself, e.g. create a ImFontAtlas yourself you need to call ImFontAtlasUpdateNewFrame() on it.
+ // Otherwise, calling ImGui::CreateContext() without parameter will create an atlas owned by the context.
+ // (2) If you have multiple font atlases, make sure the 'atlas->RendererHasTextures' as specified in the ImFontAtlasUpdateNewFrame() call matches for that.
+ // (3) If you have multiple imgui contexts, they also need to have a matching value for ImGuiBackendFlags_RendererHasTextures.
+ IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1);
+ IM_ASSERT(atlas->RendererHasTextures == has_textures);
+ }
+ }
+}
+
+// Build a single texture list
+static void ImGui::UpdateTexturesEndFrame()
+{
+ ImGuiContext& g = *GImGui;
+ g.PlatformIO.Textures.resize(0);
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ for (ImTextureData* tex : atlas->TexList)
+ {
+ // We provide this information so backends can decide whether to destroy textures.
+ // This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized.
+ tex->RefCount = (unsigned short)atlas->RefCount;
+ g.PlatformIO.Textures.push_back(tex);
+ }
+ for (ImTextureData* tex : g.UserTextures)
+ g.PlatformIO.Textures.push_back(tex);
+}
+
+void ImGui::UpdateFontsNewFrame()
+{
+ ImGuiContext& g = *GImGui;
+ if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ atlas->Locked = true;
+
+ if (g.Style._NextFrameFontSizeBase != 0.0f)
+ {
+ g.Style.FontSizeBase = g.Style._NextFrameFontSizeBase;
+ g.Style._NextFrameFontSizeBase = 0.0f;
+ }
+
+ // Apply default font size the first time
+ ImFont* font = ImGui::GetDefaultFont();
+ if (g.Style.FontSizeBase <= 0.0f)
+ g.Style.FontSizeBase = (font->LegacySize > 0.0f ? font->LegacySize : FONT_DEFAULT_SIZE);
+
+ // Set initial font
+ g.Font = font;
+ g.FontSizeBase = g.Style.FontSizeBase;
+ g.FontSize = 0.0f;
+ ImFontStackData font_stack_data = { font, g.Style.FontSizeBase, g.Style.FontSizeBase }; // <--- Will restore FontSize
+ SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, 0.0f); // <--- but use 0.0f to enable scale
+ g.FontStack.push_back(font_stack_data);
+ IM_ASSERT(g.Font->IsLoaded());
+}
+
+void ImGui::UpdateFontsEndFrame()
+{
+ PopFont();
+}
+
+ImFont* ImGui::GetDefaultFont()
+{
+ ImGuiContext& g = *GImGui;
+ ImFontAtlas* atlas = g.IO.Fonts;
+ if (atlas->Builder == NULL || atlas->Fonts.Size == 0)
+ ImFontAtlasBuildMain(atlas);
+ return g.IO.FontDefault ? g.IO.FontDefault : atlas->Fonts[0];
+}
+
+// EXPERIMENTAL: DO NOT USE YET.
+void ImGui::RegisterUserTexture(ImTextureData* tex)
+{
+ ImGuiContext& g = *GImGui;
+ tex->RefCount++;
+ g.UserTextures.push_back(tex);
+}
+
+void ImGui::UnregisterUserTexture(ImTextureData* tex)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(tex->RefCount > 0);
+ tex->RefCount--;
+ g.UserTextures.find_erase(tex);
+}
+
+void ImGui::RegisterFontAtlas(ImFontAtlas* atlas)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.FontAtlases.Size == 0)
+ IM_ASSERT(atlas == g.IO.Fonts);
+ atlas->RefCount++;
+ g.FontAtlases.push_back(atlas);
+ ImFontAtlasAddDrawListSharedData(atlas, &g.DrawListSharedData);
+ for (ImTextureData* tex : atlas->TexList)
+ tex->RefCount = (unsigned short)atlas->RefCount;
+}
+
+void ImGui::UnregisterFontAtlas(ImFontAtlas* atlas)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(atlas->RefCount > 0);
+ ImFontAtlasRemoveDrawListSharedData(atlas, &g.DrawListSharedData);
+ g.FontAtlases.find_erase(atlas);
+ atlas->RefCount--;
+ for (ImTextureData* tex : atlas->TexList)
+ tex->RefCount = (unsigned short)atlas->RefCount;
+}
+
+// Use ImDrawList::_SetTexture(), making our shared g.FontStack[] authoritative against window-local ImDrawList.
+// - Whereas ImDrawList::PushTexture()/PopTexture() is not to be used across Begin() calls.
+// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did...
+// - Some code paths never really fully worked with multiple atlas textures.
+// - The right-ish solution may be to remove _SetTexture() and make AddText/RenderText lazily call PushTexture()/PopTexture()
+// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem
+// because we have a concrete need and a test bed for multiple atlas textures.
+// FIXME-NEWATLAS-V2: perhaps we can now leverage ImFontAtlasUpdateDrawListsTextures() ?
+void ImGui::SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling)
+{
+ ImGuiContext& g = *GImGui;
+ g.Font = font;
+ g.FontSizeBase = font_size_before_scaling;
+ UpdateCurrentFontSize(font_size_after_scaling);
+
+ if (font != NULL)
+ {
+ IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ IM_ASSERT(font->Scale > 0.0f);
+#endif
+ ImFontAtlas* atlas = font->ContainerAtlas;
+ g.DrawListSharedData.FontAtlas = atlas;
+ g.DrawListSharedData.Font = font;
+ ImFontAtlasUpdateDrawListsSharedData(atlas);
+ if (g.CurrentWindow != NULL)
+ g.CurrentWindow->DrawList->_SetTexture(atlas->TexRef);
+ }
+}
+
+void ImGui::UpdateCurrentFontSize(float restore_font_size_after_scaling)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ g.Style.FontSizeBase = g.FontSizeBase;
+
+ // Early out to avoid hidden window keeping bakes referenced and out of GC reach.
+ // However this would leave a pretty subtle and damning error surface area if g.FontBaked was mismatching.
+ // FIXME: perhaps g.FontSize should be updated?
+ if (window != NULL && window->SkipItems)
+ {
+ ImGuiTable* table = g.CurrentTable;
+ if (table == NULL || (table->CurrentColumn != -1 && table->Columns[table->CurrentColumn].IsSkipItems == false)) // See 8465#issuecomment-2951509561 and #8865. Ideally the SkipItems=true in tables would be amended with extra data.
+ return;
+ }
+
+ // Restoring is pretty much only used by PopFont()
+ float final_size = (restore_font_size_after_scaling > 0.0f) ? restore_font_size_after_scaling : 0.0f;
+ if (final_size == 0.0f)
+ {
+ final_size = g.FontSizeBase;
+
+ // Global scale factors
+ final_size *= g.Style.FontScaleMain; // Main global scale factor
+ final_size *= g.Style.FontScaleDpi; // Per-monitor/viewport DPI scale factor, automatically updated when io.ConfigDpiScaleFonts is enabled.
+
+ // Window scale (mostly obsolete now)
+ if (window != NULL)
+ final_size *= window->FontWindowScale;
+
+ // Legacy scale factors
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ final_size *= g.IO.FontGlobalScale; // Use style.FontScaleMain instead!
+ if (g.Font != NULL)
+ final_size *= g.Font->Scale; // Was never really useful.
+#endif
+ }
+
+ // Round font size
+ // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet.
+ // - We may support it better later and remove this rounding.
+ final_size = GetRoundedFontSize(final_size);
+ final_size = ImClamp(final_size, 1.0f, IMGUI_FONT_SIZE_MAX);
+ if (g.Font != NULL && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures))
+ g.Font->CurrentRasterizerDensity = g.FontRasterizerDensity;
+ g.FontSize = final_size;
+ g.FontBaked = (g.Font != NULL && window != NULL) ? g.Font->GetFontBaked(final_size) : NULL;
+ g.FontBakedScale = (g.Font != NULL && window != NULL) ? (g.FontSize / g.FontBaked->Size) : 0.0f;
+ g.DrawListSharedData.FontSize = g.FontSize;
+ g.DrawListSharedData.FontScale = g.FontBakedScale;
+}
+
+// Exposed in case user may want to override setting density.
+// IMPORTANT: Begin()/End() is overriding density. Be considerate of this you change it.
+void ImGui::SetFontRasterizerDensity(float rasterizer_density)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures);
+ if (g.FontRasterizerDensity == rasterizer_density)
+ return;
+ g.FontRasterizerDensity = rasterizer_density;
+ UpdateCurrentFontSize(0.0f);
+}
+
+// If you want to scale an existing font size! Read comments in imgui.h!
+void ImGui::PushFont(ImFont* font, float font_size_base)
+{
+ ImGuiContext& g = *GImGui;
+ if (font == NULL) // Before 1.92 (June 2025), PushFont(NULL) == PushFont(GetDefaultFont())
+ font = g.Font;
+ IM_ASSERT(font != NULL);
+ IM_ASSERT(font_size_base >= 0.0f);
+
+ g.FontStack.push_back({ g.Font, g.FontSizeBase, g.FontSize });
+ if (font_size_base == 0.0f)
+ font_size_base = g.FontSizeBase; // Keep current font size
+ SetCurrentFont(font, font_size_base, 0.0f);
+}
+
+void ImGui::PopFont()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.FontStack.Size <= 0)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!");
+ return;
+ }
+ ImFontStackData* font_stack_data = &g.FontStack.back();
+ SetCurrentFont(font_stack_data->Font, font_stack_data->FontSizeBeforeScaling, font_stack_data->FontSizeAfterScaling);
+ g.FontStack.pop_back();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ID STACK
+//-----------------------------------------------------------------------------
+
+// This is one of the very rare legacy case where we use ImGuiWindow methods,
+// it should ideally be flattened at some point but it's been used a lots by widgets.
+IM_MSVC_RUNTIME_CHECKS_OFF
+ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
+{
+ ImGuiID seed = IDStack.back();
+ ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ ImGuiContext& g = *Ctx;
+ if (g.DebugHookIdInfoId == id)
+ ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
+#endif
+ return id;
+}
+
+ImGuiID ImGuiWindow::GetID(const void* ptr)
+{
+ ImGuiID seed = IDStack.back();
+ ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ ImGuiContext& g = *Ctx;
+ if (g.DebugHookIdInfoId == id)
+ ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
+#endif
+ return id;
+}
+
+ImGuiID ImGuiWindow::GetID(int n)
+{
+ ImGuiID seed = IDStack.back();
+ ImGuiID id = ImHashData(&n, sizeof(n), seed);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ ImGuiContext& g = *Ctx;
+ if (g.DebugHookIdInfoId == id)
+ ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
+#endif
+ return id;
+}
+
+// This is only used in rare/specific situations to manufacture an ID out of nowhere.
+// FIXME: Consider instead storing last non-zero ID + count of successive zero-ID, and combine those?
+ImGuiID ImGuiWindow::GetIDFromPos(const ImVec2& p_abs)
+{
+ ImGuiID seed = IDStack.back();
+ ImVec2 p_rel = ImGui::WindowPosAbsToRel(this, p_abs);
+ ImGuiID id = ImHashData(&p_rel, sizeof(p_rel), seed);
+ return id;
+}
+
+// "
+ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
+{
+ ImGuiID seed = IDStack.back();
+ ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
+ ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
+ return id;
+}
+
+void ImGui::PushID(const char* str_id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiID id = window->GetID(str_id);
+ window->IDStack.push_back(id);
+}
+
+void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiID id = window->GetID(str_id_begin, str_id_end);
+ window->IDStack.push_back(id);
+}
+
+void ImGui::PushID(const void* ptr_id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiID id = window->GetID(ptr_id);
+ window->IDStack.push_back(id);
+}
+
+void ImGui::PushID(int int_id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiID id = window->GetID(int_id);
+ window->IDStack.push_back(id);
+}
+
+// Push a given id value ignoring the ID stack as a seed.
+void ImGui::PushOverrideID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (g.DebugHookIdInfoId == id)
+ DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
+#endif
+ window->IDStack.push_back(id);
+}
+
+// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
+// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level.
+// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
+ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
+{
+ ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ ImGuiContext& g = *GImGui;
+ if (g.DebugHookIdInfoId == id)
+ DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
+#endif
+ return id;
+}
+
+ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
+{
+ ImGuiID id = ImHashData(&n, sizeof(n), seed);
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ ImGuiContext& g = *GImGui;
+ if (g.DebugHookIdInfoId == id)
+ DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
+#endif
+ return id;
+}
+
+void ImGui::PopID()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ if (window->IDStack.Size <= 1)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PopID() too many times!");
+ return;
+ }
+ window->IDStack.pop_back();
+}
+
+ImGuiID ImGui::GetID(const char* str_id)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(str_id);
+}
+
+ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(str_id_begin, str_id_end);
+}
+
+ImGuiID ImGui::GetID(const void* ptr_id)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(ptr_id);
+}
+
+ImGuiID ImGui::GetID(int int_id)
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(int_id);
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+//-----------------------------------------------------------------------------
+// [SECTION] INPUTS
+//-----------------------------------------------------------------------------
+// - GetModForLRModKey() [Internal]
+// - FixupKeyChord() [Internal]
+// - GetKeyData() [Internal]
+// - GetKeyIndex() [Internal]
+// - GetKeyName()
+// - GetKeyChordName() [Internal]
+// - CalcTypematicRepeatAmount() [Internal]
+// - GetTypematicRepeatRate() [Internal]
+// - GetKeyPressedAmount() [Internal]
+// - GetKeyMagnitude2d() [Internal]
+//-----------------------------------------------------------------------------
+// - UpdateKeyRoutingTable() [Internal]
+// - GetRoutingIdFromOwnerId() [Internal]
+// - GetShortcutRoutingData() [Internal]
+// - CalcRoutingScore() [Internal]
+// - SetShortcutRouting() [Internal]
+// - TestShortcutRouting() [Internal]
+//-----------------------------------------------------------------------------
+// - IsKeyDown()
+// - IsKeyPressed()
+// - IsKeyReleased()
+//-----------------------------------------------------------------------------
+// - IsMouseDown()
+// - IsMouseClicked()
+// - IsMouseReleased()
+// - IsMouseDoubleClicked()
+// - GetMouseClickedCount()
+// - IsMouseHoveringRect() [Internal]
+// - IsMouseDragPastThreshold() [Internal]
+// - IsMouseDragging()
+// - GetMousePos()
+// - SetMousePos() [Internal]
+// - GetMousePosOnOpeningCurrentPopup()
+// - IsMousePosValid()
+// - IsAnyMouseDown()
+// - GetMouseDragDelta()
+// - ResetMouseDragDelta()
+// - GetMouseCursor()
+// - SetMouseCursor()
+//-----------------------------------------------------------------------------
+// - UpdateAliasKey()
+// - GetMergedModsFromKeys()
+// - UpdateKeyboardInputs()
+// - UpdateMouseInputs()
+//-----------------------------------------------------------------------------
+// - LockWheelingWindow [Internal]
+// - FindBestWheelingWindow [Internal]
+// - UpdateMouseWheel() [Internal]
+//-----------------------------------------------------------------------------
+// - SetNextFrameWantCaptureKeyboard()
+// - SetNextFrameWantCaptureMouse()
+//-----------------------------------------------------------------------------
+// - GetInputSourceName() [Internal]
+// - DebugPrintInputEvent() [Internal]
+// - UpdateInputEvents() [Internal]
+//-----------------------------------------------------------------------------
+// - GetKeyOwner() [Internal]
+// - TestKeyOwner() [Internal]
+// - SetKeyOwner() [Internal]
+// - SetItemKeyOwner() [Internal]
+// - Shortcut() [Internal]
+//-----------------------------------------------------------------------------
+
+static ImGuiKeyChord GetModForLRModKey(ImGuiKey key)
+{
+ if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl)
+ return ImGuiMod_Ctrl;
+ if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift)
+ return ImGuiMod_Shift;
+ if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt)
+ return ImGuiMod_Alt;
+ if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper)
+ return ImGuiMod_Super;
+ return ImGuiMod_None;
+}
+
+ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord)
+{
+ // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
+ ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+ if (IsLRModKey(key))
+ key_chord |= GetModForLRModKey(key);
+ return key_chord;
+}
+
+ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
+{
+ ImGuiContext& g = *ctx;
+
+ // Special storage location for mods
+ if (key & ImGuiMod_Mask_)
+ key = ConvertSingleModFlagToKey(key);
+
+ IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
+ return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN];
+}
+
+// Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
+static const char* const GKeyNames[] =
+{
+ "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
+ "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
+ "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
+ "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
+ "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
+ "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
+ "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24",
+ "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
+ "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
+ "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
+ "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
+ "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
+ "AppBack", "AppForward", "Oem102",
+ "GamepadStart", "GamepadBack",
+ "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
+ "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
+ "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
+ "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
+ "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
+ "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
+ "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
+};
+IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
+
+const char* ImGui::GetKeyName(ImGuiKey key)
+{
+ if (key == ImGuiKey_None)
+ return "None";
+ IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
+ if (key & ImGuiMod_Mask_)
+ key = ConvertSingleModFlagToKey(key);
+ if (!IsNamedKey(key))
+ return "Unknown";
+
+ return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
+}
+
+// Return untranslated names: on macOS, Cmd key will show as Ctrl, Ctrl key will show as super.
+// Lifetime of return value: valid until next call to same function.
+const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord)
+{
+ ImGuiContext& g = *GImGui;
+
+ const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+ if (IsLRModKey(key))
+ key_chord &= ~GetModForLRModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift"
+ ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s",
+ (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
+ (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
+ (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
+ (key_chord & ImGuiMod_Super) ? "Super+" : "",
+ (key != ImGuiKey_None || key_chord == ImGuiKey_None) ? GetKeyName(key) : "");
+ size_t len;
+ if (key == ImGuiKey_None && key_chord != 0)
+ if ((len = ImStrlen(g.TempKeychordName)) != 0) // Remove trailing '+'
+ g.TempKeychordName[len - 1] = 0;
+ return g.TempKeychordName;
+}
+
+// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
+// t1 = current time (e.g.: g.Time)
+// An event is triggered at:
+// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N
+int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
+{
+ if (t1 == 0.0f)
+ return 1;
+ if (t0 >= t1)
+ return 0;
+ if (repeat_rate <= 0.0f)
+ return (t0 < repeat_delay) && (t1 >= repeat_delay);
+ const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
+ const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
+ const int count = count_t1 - count_t0;
+ return count;
+}
+
+void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
+{
+ ImGuiContext& g = *GImGui;
+ switch (flags & ImGuiInputFlags_RepeatRateMask_)
+ {
+ case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
+ case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
+ case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
+ }
+}
+
+// Return value representing the number of presses in the last time period, for the given repeat rate
+// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
+int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
+{
+ ImGuiContext& g = *GImGui;
+ const ImGuiKeyData* key_data = GetKeyData(key);
+ if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
+ return 0;
+ const float t = key_data->DownDuration;
+ return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
+}
+
+// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
+ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
+{
+ return ImVec2(
+ GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
+ GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
+}
+
+// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
+// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D
+// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6
+// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
+static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
+{
+ ImGuiContext& g = *GImGui;
+ rt->EntriesNext.resize(0);
+ for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+ {
+ const int new_routing_start_idx = rt->EntriesNext.Size;
+ ImGuiKeyRoutingData* routing_entry;
+ for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
+ {
+ routing_entry = &rt->Entries[old_routing_idx];
+ routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore;
+ routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
+ routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner;
+ routing_entry->RoutingNextScore = 255;
+ if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner)
+ continue;
+ rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
+
+ // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
+ // This is the result of previous frame's SetShortcutRouting() call.
+ if (routing_entry->Mods == g.IO.KeyMods)
+ {
+ ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
+ if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner)
+ {
+ owner_data->OwnerCurr = routing_entry->RoutingCurr;
+ //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr);
+ }
+ }
+ }
+
+ // Rewrite linked-list
+ rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
+ for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
+ rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
+ }
+ rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
+}
+
+// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
+static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
+{
+ ImGuiContext& g = *GImGui;
+ return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
+}
+
+ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
+{
+ // Majority of shortcuts will be Key + any number of Mods
+ // We accept _Single_ mod with ImGuiKey_None.
+ // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal
+ // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal
+ // - Shortcut(ImGuiMod_Ctrl); // Legal
+ // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal
+ ImGuiContext& g = *GImGui;
+ ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
+ ImGuiKeyRoutingData* routing_data;
+ ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+ ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
+ if (key == ImGuiKey_None)
+ key = ConvertSingleModFlagToKey(mods);
+ IM_ASSERT(IsNamedKey(key));
+
+ // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
+ // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
+ for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
+ {
+ routing_data = &rt->Entries[idx];
+ if (routing_data->Mods == mods)
+ return routing_data;
+ }
+
+ // Add to linked-list
+ ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
+ rt->Entries.push_back(ImGuiKeyRoutingData());
+ routing_data = &rt->Entries[routing_data_idx];
+ routing_data->Mods = (ImU16)mods;
+ routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
+ rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
+ return routing_data;
+}
+
+// Current score encoding (lower is highest priority):
+// - 0: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverActive
+// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active)
+// - 2: ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused
+// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
+// - 254: ImGuiInputFlags_RouteGlobal
+// - 255: never route
+// 'flags' should include an explicit routing policy
+static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (flags & ImGuiInputFlags_RouteFocused)
+ {
+ // ActiveID gets top priority
+ // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
+ if (owner_id != 0 && g.ActiveId == owner_id)
+ return 1;
+
+ // Score based on distance to focused window (lower is better)
+ // Assuming both windows are submitting a routing request,
+ // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
+ // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best)
+ // Assuming only WindowA is submitting a routing request,
+ // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
+ // This essentially follow the window->ParentWindowForFocusRoute chain.
+ if (focus_scope_id == 0)
+ return 255;
+ for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++)
+ if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id)
+ return 3 + index_in_focus_path;
+ return 255;
+ }
+ else if (flags & ImGuiInputFlags_RouteActive)
+ {
+ if (owner_id != 0 && g.ActiveId == owner_id)
+ return 1;
+ return 255;
+ }
+ else if (flags & ImGuiInputFlags_RouteGlobal)
+ {
+ if (flags & ImGuiInputFlags_RouteOverActive)
+ return 0;
+ if (flags & ImGuiInputFlags_RouteOverFocused)
+ return 2;
+ return 254;
+ }
+ IM_ASSERT(0);
+ return 0;
+}
+
+// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active
+// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be.
+// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character.
+static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
+{
+ // Mimic 'ignore_char_inputs' logic in InputText()
+ ImGuiContext& g = *GImGui;
+
+ // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out.
+ ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
+ const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl));
+ if (ignore_char_inputs)
+ return false;
+
+ // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered.
+ ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+ if (key == ImGuiKey_None)
+ return false;
+ return g.KeysMayBeCharInput.TestBit(key);
+}
+
+// Request a desired route for an input chord (key + mods).
+// Return true if the route is available this frame.
+// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
+// (Conceptually this does a "Submit for next frame" + "Test for current frame".
+// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
+bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
+{
+ ImGuiContext& g = *GImGui;
+ if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0)
+ flags |= ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
+ else
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used
+ IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner);
+ if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused))
+ IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal);
+
+ // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
+ key_chord = FixupKeyChord(key_chord);
+
+ // [DEBUG] Debug break requested by user
+ if (g.DebugBreakInShortcutRouting == key_chord)
+ IM_DEBUG_BREAK();
+
+ if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
+ if (g.NavWindow == NULL)
+ return false;
+
+ // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this?
+ if (flags & ImGuiInputFlags_RouteAlways)
+ {
+ IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> always, no register\n", GetKeyChordName(key_chord), flags, owner_id);
+ return true;
+ }
+
+ // Specific culling when there's an active item.
+ if (g.ActiveId != 0 && g.ActiveId != owner_id)
+ {
+ if (flags & ImGuiInputFlags_RouteActive)
+ return false;
+
+ // Cull shortcuts with no modifiers when it could generate a character.
+ // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active.
+ // but Shortcut(Ctrl+G) should generally trigger when InputText() is active.
+ // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active.
+ // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined)
+ if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord))
+ {
+ IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> filtered as potential char input\n", GetKeyChordName(key_chord), flags, owner_id);
+ return false;
+ }
+
+ // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId
+ if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys)
+ {
+ ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+ if (key == ImGuiKey_None)
+ key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_));
+ if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
+ return false;
+ }
+ }
+
+ // Where do we evaluate route for?
+ ImGuiID focus_scope_id = g.CurrentFocusScopeId;
+ if (flags & ImGuiInputFlags_RouteFromRootWindow)
+ focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin()
+
+ const int score = CalcRoutingScore(focus_scope_id, owner_id, flags);
+ IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score);
+ if (score == 255)
+ return false;
+
+ // Submit routing for NEXT frame (assuming score is sufficient)
+ // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
+ ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
+ //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
+ if (score < routing_data->RoutingNextScore)
+ {
+ routing_data->RoutingNext = owner_id;
+ routing_data->RoutingNextScore = (ImU8)score;
+ }
+
+ // Return routing state for CURRENT frame
+ if (routing_data->RoutingCurr == owner_id)
+ IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n");
+ return routing_data->RoutingCurr == owner_id;
+}
+
+// Currently unused by core (but used by tests)
+// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
+bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
+{
+ const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
+ key_chord = FixupKeyChord(key_chord);
+ ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
+ return routing_data->RoutingCurr == routing_id;
+}
+
+// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
+// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
+bool ImGui::IsKeyDown(ImGuiKey key)
+{
+ return IsKeyDown(key, ImGuiKeyOwner_Any);
+}
+
+bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
+{
+ const ImGuiKeyData* key_data = GetKeyData(key);
+ if (!key_data->Down)
+ return false;
+ if (!TestKeyOwner(key, owner_id))
+ return false;
+ return true;
+}
+
+bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
+{
+ return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any);
+}
+
+// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
+bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id)
+{
+ const ImGuiKeyData* key_data = GetKeyData(key);
+ if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
+ return false;
+ const float t = key_data->DownDuration;
+ if (t < 0.0f)
+ return false;
+ IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
+ if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat
+ flags |= ImGuiInputFlags_Repeat;
+
+ bool pressed = (t == 0.0f);
+ if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0)
+ {
+ float repeat_delay, repeat_rate;
+ GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
+ pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
+ if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_))
+ {
+ // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value.
+ // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code.
+ ImGuiContext& g = *GImGui;
+ double key_pressed_time = g.Time - t + 0.00001f;
+ if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time))
+ pressed = false;
+ if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time))
+ pressed = false;
+ if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time))
+ pressed = false;
+ }
+ }
+ if (!pressed)
+ return false;
+ if (!TestKeyOwner(key, owner_id))
+ return false;
+ return true;
+}
+
+bool ImGui::IsKeyReleased(ImGuiKey key)
+{
+ return IsKeyReleased(key, ImGuiKeyOwner_Any);
+}
+
+bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
+{
+ const ImGuiKeyData* key_data = GetKeyData(key);
+ if (key_data->DownDurationPrev < 0.0f || key_data->Down)
+ return false;
+ if (!TestKeyOwner(key, owner_id))
+ return false;
+ return true;
+}
+
+bool ImGui::IsMouseDown(ImGuiMouseButton button)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
+}
+
+bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
+}
+
+bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
+{
+ return IsMouseClicked(button, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any);
+}
+
+bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
+ return false;
+ const float t = g.IO.MouseDownDuration[button];
+ if (t < 0.0f)
+ return false;
+ IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here.
+
+ const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
+ const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
+ if (!pressed)
+ return false;
+
+ if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
+ return false;
+
+ return true;
+}
+
+bool ImGui::IsMouseReleased(ImGuiMouseButton button)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
+}
+
+bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
+}
+
+// Use if you absolutely need to distinguish single-click from double-click by introducing a delay.
+// Generally use with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount == 1' test.
+// This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
+bool ImGui::IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ const float time_since_release = (float)(g.Time - g.IO.MouseReleasedTime[button]);
+ return !IsMouseDown(button) && (time_since_release - g.IO.DeltaTime < delay) && (time_since_release >= delay);
+}
+
+bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
+}
+
+bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id);
+}
+
+int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ return g.IO.MouseClickedCount[button];
+}
+
+// Test if mouse cursor is hovering given rectangle
+// NB- Rectangle is clipped by our current clip setting
+// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
+bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
+{
+ ImGuiContext& g = *GImGui;
+
+ // Clip
+ ImRect rect_clipped(r_min, r_max);
+ if (clip)
+ rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
+
+ // Hit testing, expanded for touch input
+ if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
+ return false;
+ return true;
+}
+
+// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
+// [Internal] This doesn't test if the button is pressed
+bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ if (lock_threshold < 0.0f)
+ lock_threshold = g.IO.MouseDragThreshold;
+ return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
+}
+
+bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ if (!g.IO.MouseDown[button])
+ return false;
+ return IsMouseDragPastThreshold(button, lock_threshold);
+}
+
+ImVec2 ImGui::GetMousePos()
+{
+ ImGuiContext& g = *GImGui;
+ return g.IO.MousePos;
+}
+
+// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
+// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
+void ImGui::TeleportMousePos(const ImVec2& pos)
+{
+ ImGuiContext& g = *GImGui;
+ g.IO.MousePos = g.IO.MousePosPrev = pos;
+ g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
+ g.IO.WantSetMousePos = true;
+ //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
+}
+
+// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
+ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.BeginPopupStack.Size > 0)
+ return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
+ return g.IO.MousePos;
+}
+
+// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
+bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
+{
+ // The assert is only to silence a false-positive in XCode Static Analysis.
+ // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
+ IM_ASSERT(GImGui != NULL);
+ const float MOUSE_INVALID = -256000.0f;
+ ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
+ return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
+}
+
+// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
+bool ImGui::IsAnyMouseDown()
+{
+ ImGuiContext& g = *GImGui;
+ for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
+ if (g.IO.MouseDown[n])
+ return true;
+ return false;
+}
+
+// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
+// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
+// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
+ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ if (lock_threshold < 0.0f)
+ lock_threshold = g.IO.MouseDragThreshold;
+ if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
+ if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
+ if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
+ return g.IO.MousePos - g.IO.MouseClickedPos[button];
+ return ImVec2(0.0f, 0.0f);
+}
+
+void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
+ // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
+ g.IO.MouseClickedPos[button] = g.IO.MousePos;
+}
+
+// Get desired mouse cursor shape.
+// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
+// updated during the frame, and locked in EndFrame()/Render().
+// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
+ImGuiMouseCursor ImGui::GetMouseCursor()
+{
+ ImGuiContext& g = *GImGui;
+ return g.MouseCursor;
+}
+
+// We intentionally accept values of ImGuiMouseCursor that are outside our bounds, in case users needs to hack-in a custom cursor value.
+// Custom cursors may be handled by custom backends. If you are using a standard backend and want to hack in a custom cursor, you may
+// handle it before the backend _NewFrame() call and temporarily set ImGuiConfigFlags_NoMouseCursorChange during the backend _NewFrame() call.
+void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
+{
+ ImGuiContext& g = *GImGui;
+ g.MouseCursor = cursor_type;
+}
+
+static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
+{
+ IM_ASSERT(ImGui::IsAliasKey(key));
+ ImGuiKeyData* key_data = ImGui::GetKeyData(key);
+ key_data->Down = v;
+ key_data->AnalogValue = analog_value;
+}
+
+// [Internal] Do not use directly
+static ImGuiKeyChord GetMergedModsFromKeys()
+{
+ ImGuiKeyChord mods = 0;
+ if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; }
+ if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; }
+ if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; }
+ if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; }
+ return mods;
+}
+
+static void ImGui::UpdateKeyboardInputs()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = g.IO;
+
+ if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)
+ io.ClearInputKeys();
+
+ // Update aliases
+ for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
+ UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
+ UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
+ UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
+
+ // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values.
+ // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array.
+ // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
+ // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
+ const ImGuiKeyChord prev_key_mods = io.KeyMods;
+ io.KeyMods = GetMergedModsFromKeys();
+ io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
+ io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
+ io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
+ io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
+ if (prev_key_mods != io.KeyMods)
+ g.LastKeyModsChangeTime = g.Time;
+ if (prev_key_mods != io.KeyMods && prev_key_mods == 0)
+ g.LastKeyModsChangeFromNoneTime = g.Time;
+
+ // Clear gamepad data if disabled
+ if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
+ for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++)
+ {
+ io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false;
+ io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f;
+ }
+
+ // Update keys
+ for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++)
+ {
+ ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN];
+ key_data->DownDurationPrev = key_data->DownDuration;
+ key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
+ if (key_data->DownDuration == 0.0f)
+ {
+ if (IsKeyboardKey((ImGuiKey)key))
+ g.LastKeyboardKeyPressTime = g.Time;
+ else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper)
+ g.LastKeyboardKeyPressTime = g.Time;
+ }
+ }
+
+ // Update keys/input owner (named keys only): one entry per key
+ for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+ {
+ ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN];
+ ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
+ owner_data->OwnerCurr = owner_data->OwnerNext;
+ if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
+ owner_data->OwnerNext = ImGuiKeyOwner_NoOwner;
+ owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore
+ }
+
+ // Update key routing (for e.g. shortcuts)
+ UpdateKeyRoutingTable(&g.KeysRoutingTable);
+}
+
+static void ImGui::UpdateMouseInputs()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = g.IO;
+
+ // Mouse Wheel swapping flag
+ // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
+ // - We avoid doing it on OSX as it the OS input layer handles this already.
+ // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
+ // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
+ io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
+
+ // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
+ if (IsMousePosValid(&io.MousePos))
+ io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
+
+ // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
+ if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
+ io.MouseDelta = io.MousePos - io.MousePosPrev;
+ else
+ io.MouseDelta = ImVec2(0.0f, 0.0f);
+
+ // Update stationary timer.
+ // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
+ const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
+ const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
+ g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
+ //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
+
+ // If mouse moved we re-enable mouse hovering in case it was disabled by keyboard/gamepad. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
+ if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
+ g.NavHighlightItemUnderNav = false;
+
+ for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
+ {
+ io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
+ io.MouseClickedCount[i] = 0; // Will be filled below
+ io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
+ if (io.MouseReleased[i])
+ io.MouseReleasedTime[i] = g.Time;
+ io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
+ io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
+ if (io.MouseClicked[i])
+ {
+ bool is_repeated_click = false;
+ if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
+ {
+ ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
+ if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
+ is_repeated_click = true;
+ }
+ if (is_repeated_click)
+ io.MouseClickedLastCount[i]++;
+ else
+ io.MouseClickedLastCount[i] = 1;
+ io.MouseClickedTime[i] = g.Time;
+ io.MouseClickedPos[i] = io.MousePos;
+ io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
+ io.MouseDragMaxDistanceSqr[i] = 0.0f;
+ }
+ else if (io.MouseDown[i])
+ {
+ // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
+ float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f;
+ io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos);
+ }
+
+ // We provide io.MouseDoubleClicked[] as a legacy service
+ io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
+
+ // Clicking any mouse button reactivate mouse hovering which may have been deactivated by keyboard/gamepad navigation
+ if (io.MouseClicked[i])
+ g.NavHighlightItemUnderNav = false;
+ }
+}
+
+static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
+{
+ ImGuiContext& g = *GImGui;
+ if (window)
+ g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
+ else
+ g.WheelingWindowReleaseTimer = 0.0f;
+ if (g.WheelingWindow == window)
+ return;
+ IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
+ g.WheelingWindow = window;
+ g.WheelingWindowRefMousePos = g.IO.MousePos;
+ if (window == NULL)
+ {
+ g.WheelingWindowStartFrame = -1;
+ g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
+ }
+}
+
+static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
+{
+ // For each axis, find window in the hierarchy that may want to use scrolling
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* windows[2] = { NULL, NULL };
+ for (int axis = 0; axis < 2; axis++)
+ if (wheel[axis] != 0.0f)
+ for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
+ {
+ // Bubble up into parent window if:
+ // - a child window doesn't allow any scrolling.
+ // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
+ //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
+ const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
+ const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
+ //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
+ if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
+ break; // select this window
+ }
+ if (windows[0] == NULL && windows[1] == NULL)
+ return NULL;
+
+ // If there's only one window or only one axis then there's no ambiguity
+ if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
+ return windows[1] ? windows[1] : windows[0];
+
+ // If candidate are different windows we need to decide which one to prioritize
+ // - First frame: only find a winner if one axis is zero.
+ // - Subsequent frames: only find a winner when one is more than the other.
+ if (g.WheelingWindowStartFrame == -1)
+ g.WheelingWindowStartFrame = g.FrameCount;
+ if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
+ {
+ g.WheelingWindowWheelRemainder = wheel;
+ return NULL;
+ }
+ return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
+}
+
+// Called by NewFrame()
+void ImGui::UpdateMouseWheel()
+{
+ // Reset the locked window if we move the mouse or after the timer elapses.
+ // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
+ ImGuiContext& g = *GImGui;
+ if (g.WheelingWindow != NULL)
+ {
+ g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
+ if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
+ g.WheelingWindowReleaseTimer = 0.0f;
+ if (g.WheelingWindowReleaseTimer <= 0.0f)
+ LockWheelingWindow(NULL, 0.0f);
+ }
+
+ ImVec2 wheel;
+ wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f;
+ wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f;
+
+ //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
+ ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
+ if (!mouse_window || mouse_window->Collapsed)
+ return;
+
+ // Zoom / Scale window
+ // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
+ if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
+ {
+ LockWheelingWindow(mouse_window, wheel.y);
+ ImGuiWindow* window = mouse_window;
+ const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
+ const float scale = new_font_scale / window->FontWindowScale;
+ window->FontWindowScale = new_font_scale;
+ if (window == window->RootWindow)
+ {
+ const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
+ SetWindowPos(window, window->Pos + offset, 0);
+ window->Size = ImTrunc(window->Size * scale);
+ window->SizeFull = ImTrunc(window->SizeFull * scale);
+ }
+ return;
+ }
+ if (g.IO.KeyCtrl)
+ return;
+
+ // Mouse wheel scrolling
+ // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
+ if (g.IO.MouseWheelRequestAxisSwap)
+ wheel = ImVec2(wheel.y, 0.0f);
+
+ // Maintain a rough average of moving magnitude on both axes
+ // FIXME: should by based on wall clock time rather than frame-counter
+ g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
+ g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
+
+ // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
+ wheel += g.WheelingWindowWheelRemainder;
+ g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
+ if (wheel.x == 0.0f && wheel.y == 0.0f)
+ return;
+
+ // Mouse wheel scrolling: find target and apply
+ // - don't renew lock if axis doesn't apply on the window.
+ // - select a main axis when both axes are being moved.
+ if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
+ if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
+ {
+ bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
+ if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
+ do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
+ if (do_scroll[ImGuiAxis_X])
+ {
+ LockWheelingWindow(window, wheel.x);
+ float max_step = window->InnerRect.GetWidth() * 0.67f;
+ float scroll_step = ImTrunc(ImMin(2 * window->FontRefSize, max_step));
+ SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
+ g.WheelingWindowScrolledFrame = g.FrameCount;
+ }
+ if (do_scroll[ImGuiAxis_Y])
+ {
+ LockWheelingWindow(window, wheel.y);
+ float max_step = window->InnerRect.GetHeight() * 0.67f;
+ float scroll_step = ImTrunc(ImMin(5 * window->FontRefSize, max_step));
+ SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
+ g.WheelingWindowScrolledFrame = g.FrameCount;
+ }
+ }
+}
+
+void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
+{
+ ImGuiContext& g = *GImGui;
+ g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
+}
+
+void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
+{
+ ImGuiContext& g = *GImGui;
+ g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
+}
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+static const char* GetInputSourceName(ImGuiInputSource source)
+{
+ const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad" };
+ IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
+ if (source < 0 || source >= ImGuiInputSource_COUNT)
+ return "Unknown";
+ return input_source_names[source];
+}
+static const char* GetMouseSourceName(ImGuiMouseSource source)
+{
+ const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
+ IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT);
+ if (source < 0 || source >= ImGuiMouseSource_COUNT)
+ return "Unknown";
+ return mouse_source_names[source];
+}
+static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
+{
+ ImGuiContext& g = *GImGui;
+ if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
+ if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
+ if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
+ if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
+ if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
+ if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
+}
+#endif
+
+// Process input queue
+// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
+// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
+// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
+void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = g.IO;
+
+ // Only trickle chars<>key when working with InputText()
+ // FIXME: InputText() could parse event trail?
+ // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
+ const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
+
+ bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false;
+ int mouse_button_changed = 0x00;
+ ImBitArray key_changed_mask;
+
+ int event_n = 0;
+ for (; event_n < g.InputEventsQueue.Size; event_n++)
+ {
+ ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
+ if (e->Type == ImGuiInputEventType_MousePos)
+ {
+ if (g.IO.WantSetMousePos)
+ continue;
+ // Trickling Rule: Stop processing queued events if we already handled a mouse button change
+ ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
+ if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
+ break;
+ io.MousePos = event_pos;
+ io.MouseSource = e->MousePos.MouseSource;
+ mouse_moved = true;
+ }
+ else if (e->Type == ImGuiInputEventType_MouseButton)
+ {
+ // Trickling Rule: Stop processing queued events if we got multiple action on the same button
+ const ImGuiMouseButton button = e->MouseButton.Button;
+ IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
+ if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
+ break;
+ if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
+ break;
+ io.MouseDown[button] = e->MouseButton.Down;
+ io.MouseSource = e->MouseButton.MouseSource;
+ mouse_button_changed |= (1 << button);
+ }
+ else if (e->Type == ImGuiInputEventType_MouseWheel)
+ {
+ // Trickling Rule: Stop processing queued events if we got multiple action on the event
+ if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
+ break;
+ io.MouseWheelH += e->MouseWheel.WheelX;
+ io.MouseWheel += e->MouseWheel.WheelY;
+ io.MouseSource = e->MouseWheel.MouseSource;
+ mouse_wheeled = true;
+ }
+ else if (e->Type == ImGuiInputEventType_Key)
+ {
+ // Trickling Rule: Stop processing queued events if we got multiple action on the same button
+ if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)
+ continue;
+ ImGuiKey key = e->Key.Key;
+ IM_ASSERT(key != ImGuiKey_None);
+ ImGuiKeyData* key_data = GetKeyData(key);
+ const int key_data_index = (int)(key_data - g.IO.KeysData);
+ if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0))
+ break;
+
+ const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key);
+ if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input))
+ break;
+
+ if (key_data->Down != e->Key.Down) // Analog change only do not trigger this, so it won't block e.g. further mouse pos events testing key_changed.
+ {
+ key_changed = true;
+ key_changed_mask.SetBit(key_data_index);
+ if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
+ key_changed_nonchar = true;
+ }
+
+ key_data->Down = e->Key.Down;
+ key_data->AnalogValue = e->Key.AnalogValue;
+ }
+ else if (e->Type == ImGuiInputEventType_Text)
+ {
+ if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)
+ continue;
+ // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
+ if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
+ break;
+ if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar)
+ break;
+ unsigned int c = e->Text.Char;
+ io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
+ if (trickle_interleaved_nonchar_keys_and_text)
+ text_inputted = true;
+ }
+ else if (e->Type == ImGuiInputEventType_Focus)
+ {
+ // We intentionally overwrite this and process in NewFrame(), in order to give a chance
+ // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
+ const bool focus_lost = !e->AppFocused.Focused;
+ io.AppFocusLost = focus_lost;
+ }
+ else
+ {
+ IM_ASSERT(0 && "Unknown event!");
+ }
+ }
+
+ // Record trail (for domain-specific applications wanting to access a precise trail)
+ //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
+ for (int n = 0; n < event_n; n++)
+ g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
+
+ // [DEBUG]
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
+ for (int n = 0; n < g.InputEventsQueue.Size; n++)
+ DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
+#endif
+
+ // Remaining events will be processed on the next frame
+ if (event_n == g.InputEventsQueue.Size)
+ g.InputEventsQueue.resize(0);
+ else
+ g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
+
+ // Clear buttons state when focus is lost
+ // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
+ // - we clear in EndFrame() and not now in order allow application/user code polling this flag
+ // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
+ if (g.IO.AppFocusLost)
+ {
+ g.IO.ClearInputKeys();
+ g.IO.ClearInputMouse();
+ }
+}
+
+ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
+{
+ if (!IsNamedKeyOrMod(key))
+ return ImGuiKeyOwner_NoOwner;
+
+ ImGuiContext& g = *GImGui;
+ ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
+ ImGuiID owner_id = owner_data->OwnerCurr;
+
+ if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
+ if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
+ return ImGuiKeyOwner_NoOwner;
+
+ return owner_id;
+}
+
+// TestKeyOwner(..., ID) : (owner == None || owner == ID)
+// TestKeyOwner(..., None) : (owner == None)
+// TestKeyOwner(..., Any) : no owner test
+// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
+bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
+{
+ if (!IsNamedKeyOrMod(key))
+ return true;
+
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
+ if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
+ return false;
+
+ ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
+ if (owner_id == ImGuiKeyOwner_Any)
+ return (owner_data->LockThisFrame == false);
+
+ // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
+ // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
+ // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
+ if (owner_data->OwnerCurr != owner_id)
+ {
+ if (owner_data->LockThisFrame)
+ return false;
+ if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner)
+ return false;
+ }
+
+ return true;
+}
+
+// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
+// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
+// - SetKeyOwner(..., None) : clears owner
+// - SetKeyOwner(..., Any, !Lock) : illegal (assert)
+// - SetKeyOwner(..., Any or None, Lock) : set lock
+void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(IsNamedKeyOrMod(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
+ IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
+ //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags);
+
+ ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
+ owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
+
+ // We cannot lock by default as it would likely break lots of legacy code.
+ // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
+ owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
+ owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
+}
+
+// Rarely used helper
+void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
+{
+ if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
+ if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
+ if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
+ if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
+ if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
+}
+
+// This is more or less equivalent to:
+// if (IsItemHovered() || IsItemActive())
+// SetKeyOwner(key, GetItemID());
+// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
+// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
+// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
+void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiID id = g.LastItemData.ID;
+ if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
+ return;
+ if ((flags & ImGuiInputFlags_CondMask_) == 0)
+ flags |= ImGuiInputFlags_CondDefault_;
+ if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
+ {
+ IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
+ SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
+ }
+}
+
+void ImGui::SetItemKeyOwner(ImGuiKey key)
+{
+ SetItemKeyOwner(key, ImGuiInputFlags_None);
+}
+
+// This is the only public API until we expose owner_id versions of the API as replacements.
+bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
+{
+ return IsKeyChordPressed(key_chord, ImGuiInputFlags_None, ImGuiKeyOwner_Any);
+}
+
+// This is equivalent to comparing KeyMods + doing a IsKeyPressed()
+bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
+{
+ ImGuiContext& g = *GImGui;
+ key_chord = FixupKeyChord(key_chord);
+ ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
+ if (g.IO.KeyMods != mods)
+ return false;
+
+ // Special storage location for mods
+ ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+ if (key == ImGuiKey_None)
+ key = ConvertSingleModFlagToKey(mods);
+ if (!IsKeyPressed(key, (flags & ImGuiInputFlags_RepeatMask_), owner_id))
+ return false;
+ return true;
+}
+
+void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasShortcut;
+ g.NextItemData.Shortcut = key_chord;
+ g.NextItemData.ShortcutFlags = flags;
+}
+
+// Called from within ItemAdd: at this point we can read from NextItemData and write to LastItemData
+void ImGui::ItemHandleShortcut(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiInputFlags flags = g.NextItemData.ShortcutFlags;
+ IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetNextItemShortcut) == 0); // Passing flags not supported by SetNextItemShortcut()!
+
+ if (g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled)
+ return;
+ if (flags & ImGuiInputFlags_Tooltip)
+ {
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasShortcut;
+ g.LastItemData.Shortcut = g.NextItemData.Shortcut;
+ }
+ if (!Shortcut(g.NextItemData.Shortcut, flags & ImGuiInputFlags_SupportedByShortcut, id) || g.NavActivateId != 0)
+ return;
+
+ // FIXME: Generalize Activation queue?
+ g.NavActivateId = id; // Will effectively disable clipping.
+ g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut;
+ //if (g.ActiveId == 0 || g.ActiveId == id)
+ g.NavActivateDownId = g.NavActivatePressedId = id;
+ NavHighlightActivated(id);
+}
+
+bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags)
+{
+ return Shortcut(key_chord, flags, ImGuiKeyOwner_Any);
+}
+
+bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
+{
+ ImGuiContext& g = *GImGui;
+ //IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id);
+
+ // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
+ if ((flags & ImGuiInputFlags_RouteTypeMask_) == 0)
+ flags |= ImGuiInputFlags_RouteFocused;
+
+ // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
+ // Effectively makes Shortcut() always input-owner aware.
+ if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner)
+ owner_id = GetRoutingIdFromOwnerId(owner_id);
+
+ if (g.CurrentItemFlags & ImGuiItemFlags_Disabled)
+ return false;
+
+ // Submit route
+ if (!SetShortcutRouting(key_chord, flags, owner_id))
+ return false;
+
+ // Default repeat behavior for Shortcut()
+ // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut.
+ if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0)
+ flags |= ImGuiInputFlags_RepeatUntilKeyModsChange;
+
+ if (!IsKeyChordPressed(key_chord, flags, owner_id))
+ return false;
+
+ // Claim mods during the press
+ SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id);
+
+ IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ERROR CHECKING, STATE RECOVERY
+//-----------------------------------------------------------------------------
+// - DebugCheckVersionAndDataLayout() (called via IMGUI_CHECKVERSION() macros)
+// - ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
+// - ErrorCheckNewFrameSanityChecks()
+// - ErrorCheckEndFrameSanityChecks()
+// - ErrorRecoveryStoreState()
+// - ErrorRecoveryTryToRecoverState()
+// - ErrorRecoveryTryToRecoverWindowState()
+// - ErrorLog()
+//-----------------------------------------------------------------------------
+
+// Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues.
+// Called by IMGUI_CHECKVERSION().
+// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
+// If this triggers you have mismatched headers and compiled code versions.
+// - It could be because of a build issue (using new headers with old compiled code)
+// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc.
+// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI.
+// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h).
+// Otherwise it is possible that different compilation units would see different structure layout.
+// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename.
+bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
+{
+ bool error = false;
+ if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
+ if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
+ if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
+ if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
+ if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
+ if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
+ if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
+ return !error;
+}
+
+// Until 1.89 (August 2022, IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos()/SetCursorScreenPos()
+// to extend contents size of our parent container (e.g. window contents size, which is used for auto-resizing
+// windows, table column contents size used for auto-resizing columns, group size).
+// This was causing issues and ambiguities and we needed to retire that.
+// From 1.89, extending contents size boundaries REQUIRES AN ITEM TO BE SUBMITTED.
+//
+// Previously this would make the window content size ~200x200:
+// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK ANYMORE
+// Instead, please submit an item:
+// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
+// Alternative:
+// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
+//
+// The assert below detects when the _last_ call in a window was a SetCursorPos() not followed by an Item,
+// and with a position that would grow the parent contents size.
+//
+// Advanced:
+// - For reference, old logic was causing issues because it meant that SetCursorScreenPos(GetCursorScreenPos())
+// had a side-effect on layout! In particular this caused problem to compute group boundaries.
+// e.g. BeginGroup() + SomeItem() + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() would cause the
+// group to be taller because auto-sizing generally adds padding on bottom and right side.
+// - While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect.
+// Using vertical alignment patterns would frequently trigger this sorts of issue.
+// - See https://github.com/ocornut/imgui/issues/5548 for more details.
+void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT(window->DC.IsSetPos);
+ window->DC.IsSetPos = false;
+ if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
+ return;
+ if (window->SkipItems)
+ return;
+ IM_ASSERT_USER_ERROR(0, "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries.\nPlease submit an item e.g. Dummy() afterwards in order to grow window/parent boundaries.");
+
+ // For reference, the old behavior was essentially:
+ //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+}
+
+static void ImGui::ErrorCheckNewFrameSanityChecks()
+{
+ ImGuiContext& g = *GImGui;
+
+ // Check user IM_ASSERT macro
+ // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
+ // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
+ // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
+ // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong!
+ // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct!
+ if (true) IM_ASSERT(1); else IM_ASSERT(0);
+
+ // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
+ // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
+#ifdef __EMSCRIPTEN__
+ if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
+ g.IO.DeltaTime = 0.00001f;
+#endif
+
+ // Check user data
+ // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
+ IM_ASSERT(g.Initialized);
+ IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
+ IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
+ IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
+ IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
+ IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
+ IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
+ IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting!");
+ IM_ASSERT(g.Style.WindowBorderHoverPadding > 0.0f && "Invalid style setting!"); // Required otherwise cannot resize from borders.
+ IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
+ IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
+ IM_ASSERT(g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesNone || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesFull || g.Style.TreeLinesFlags == ImGuiTreeNodeFlags_DrawLinesToNodes);
+
+ // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way.
+ if (g.IO.ConfigErrorRecovery)
+ IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL);
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ if (g.IO.FontGlobalScale > 1.0f)
+ IM_ASSERT(g.Style.FontScaleMain == 1.0f && "Since 1.92: use style.FontScaleMain instead of g.IO.FontGlobalScale!");
+
+ // Remap legacy names
+ if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)
+ {
+ g.IO.ConfigNavMoveSetMousePos = true;
+ g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavEnableSetMousePos;
+ }
+ if (g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)
+ {
+ g.IO.ConfigNavCaptureKeyboard = false;
+ g.IO.ConfigFlags &= ~ImGuiConfigFlags_NavNoCaptureKeyboard;
+ }
+
+ // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024)
+ if (g.IO.GetClipboardTextFn != NULL && (g.PlatformIO.Platform_GetClipboardTextFn == NULL || g.PlatformIO.Platform_GetClipboardTextFn == Platform_GetClipboardTextFn_DefaultImpl))
+ g.PlatformIO.Platform_GetClipboardTextFn = [](ImGuiContext* ctx) { return ctx->IO.GetClipboardTextFn(ctx->IO.ClipboardUserData); };
+ if (g.IO.SetClipboardTextFn != NULL && (g.PlatformIO.Platform_SetClipboardTextFn == NULL || g.PlatformIO.Platform_SetClipboardTextFn == Platform_SetClipboardTextFn_DefaultImpl))
+ g.PlatformIO.Platform_SetClipboardTextFn = [](ImGuiContext* ctx, const char* text) { return ctx->IO.SetClipboardTextFn(ctx->IO.ClipboardUserData, text); };
+#endif
+}
+
+static void ImGui::ErrorCheckEndFrameSanityChecks()
+{
+ // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
+ // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
+ // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
+ // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
+ // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
+ // while still correctly asserting on mid-frame key press events.
+ ImGuiContext& g = *GImGui;
+ const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
+ IM_UNUSED(g);
+ IM_UNUSED(key_mods);
+ IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
+ IM_UNUSED(key_mods);
+
+ IM_ASSERT(g.CurrentWindowStack.Size == 1);
+ IM_ASSERT(g.CurrentWindowStack[0].Window->IsFallbackWindow);
+}
+
+// Save current stack sizes. Called e.g. by NewFrame() and by Begin() but may be called for manual recovery.
+void ImGui::ErrorRecoveryStoreState(ImGuiErrorRecoveryState* state_out)
+{
+ ImGuiContext& g = *GImGui;
+ state_out->SizeOfWindowStack = (short)g.CurrentWindowStack.Size;
+ state_out->SizeOfIDStack = (short)g.CurrentWindow->IDStack.Size;
+ state_out->SizeOfTreeStack = (short)g.CurrentWindow->DC.TreeDepth; // NOT g.TreeNodeStack.Size which is a partial stack!
+ state_out->SizeOfColorStack = (short)g.ColorStack.Size;
+ state_out->SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
+ state_out->SizeOfFontStack = (short)g.FontStack.Size;
+ state_out->SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
+ state_out->SizeOfGroupStack = (short)g.GroupStack.Size;
+ state_out->SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
+ state_out->SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
+ state_out->SizeOfDisabledStack = (short)g.DisabledStackSize;
+}
+
+// Chosen name "Try to recover" over e.g. "Restore" to suggest this is not a 100% guaranteed recovery.
+// Called by e.g. EndFrame() but may be called for manual recovery.
+// Attempt to recover full window stack.
+void ImGui::ErrorRecoveryTryToRecoverState(const ImGuiErrorRecoveryState* state_in)
+{
+ // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
+ ImGuiContext& g = *GImGui;
+ while (g.CurrentWindowStack.Size > state_in->SizeOfWindowStack) //-V1044
+ {
+ // Recap:
+ // - Begin()/BeginChild() return false to indicate the window is collapsed or fully clipped.
+ // - Always call a matching End() for each Begin() call, regardless of its return value!
+ // - Begin/End and BeginChild/EndChild logic is KNOWN TO BE INCONSISTENT WITH ALL OTHER BEGIN/END FUNCTIONS.
+ // - We will fix that in a future major update.
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->Flags & ImGuiWindowFlags_ChildWindow)
+ {
+ if (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow)
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing EndTable()");
+ EndTable();
+ }
+ else
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing EndChild()");
+ EndChild();
+ }
+ }
+ else
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing End()");
+ End();
+ }
+ }
+ if (g.CurrentWindowStack.Size == state_in->SizeOfWindowStack)
+ ErrorRecoveryTryToRecoverWindowState(state_in);
+}
+
+// Called by e.g. End() but may be called for manual recovery.
+// Read '// Error Handling [BETA]' block in imgui_internal.h for details.
+// Attempt to recover from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
+void ImGui::ErrorRecoveryTryToRecoverWindowState(const ImGuiErrorRecoveryState* state_in)
+{
+ ImGuiContext& g = *GImGui;
+
+ while (g.CurrentTable != NULL && g.CurrentTable->InnerWindow == g.CurrentWindow) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing EndTable()");
+ EndTable();
+ }
+
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
+ while (g.CurrentTabBar != NULL && g.CurrentTabBar->Window == window) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing EndTabBar()");
+ EndTabBar();
+ }
+ while (g.CurrentMultiSelect != NULL && g.CurrentMultiSelect->Storage->Window == window) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing EndMultiSelect()");
+ EndMultiSelect();
+ }
+ if (window->DC.MenuBarAppending) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing EndMenuBar()");
+ EndMenuBar();
+ }
+ while (window->DC.TreeDepth > state_in->SizeOfTreeStack) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing TreePop()");
+ TreePop();
+ }
+ while (g.GroupStack.Size > state_in->SizeOfGroupStack) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing EndGroup()");
+ EndGroup();
+ }
+ IM_ASSERT(g.GroupStack.Size == state_in->SizeOfGroupStack);
+ while (window->IDStack.Size > state_in->SizeOfIDStack) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing PopID()");
+ PopID();
+ }
+ while (g.DisabledStackSize > state_in->SizeOfDisabledStack) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing EndDisabled()");
+ if (g.CurrentItemFlags & ImGuiItemFlags_Disabled)
+ EndDisabled();
+ else
+ {
+ EndDisabledOverrideReenable();
+ g.CurrentWindowStack.back().DisabledOverrideReenable = false;
+ }
+ }
+ IM_ASSERT(g.DisabledStackSize == state_in->SizeOfDisabledStack);
+ while (g.ColorStack.Size > state_in->SizeOfColorStack) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing PopStyleColor()");
+ PopStyleColor();
+ }
+ while (g.ItemFlagsStack.Size > state_in->SizeOfItemFlagsStack) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing PopItemFlag()");
+ PopItemFlag();
+ }
+ while (g.StyleVarStack.Size > state_in->SizeOfStyleVarStack) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing PopStyleVar()");
+ PopStyleVar();
+ }
+ while (g.FontStack.Size > state_in->SizeOfFontStack) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing PopFont()");
+ PopFont();
+ }
+ while (g.FocusScopeStack.Size > state_in->SizeOfFocusScopeStack) //-V1044
+ {
+ IM_ASSERT_USER_ERROR(0, "Missing PopFocusScope()");
+ PopFocusScope();
+ }
+ //IM_ASSERT(g.FocusScopeStack.Size == state_in->SizeOfFocusScopeStack);
+}
+
+bool ImGui::ErrorLog(const char* msg)
+{
+ ImGuiContext& g = *GImGui;
+
+ // Output to debug log
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (g.IO.ConfigErrorRecoveryEnableDebugLog)
+ {
+ if (g.ErrorFirst)
+ IMGUI_DEBUG_LOG_ERROR("[imgui-error] (current settings: Assert=%d, Log=%d, Tooltip=%d)\n",
+ g.IO.ConfigErrorRecoveryEnableAssert, g.IO.ConfigErrorRecoveryEnableDebugLog, g.IO.ConfigErrorRecoveryEnableTooltip);
+ IMGUI_DEBUG_LOG_ERROR("[imgui-error] In window '%s': %s\n", window ? window->Name : "NULL", msg);
+ }
+ g.ErrorFirst = false;
+
+ // Output to tooltip
+ if (g.IO.ConfigErrorRecoveryEnableTooltip)
+ {
+ if (g.WithinFrameScope && BeginErrorTooltip())
+ {
+ if (g.ErrorCountCurrentFrame < 20)
+ {
+ Text("In window '%s': %s", window ? window->Name : "NULL", msg);
+ if (window && (!window->IsFallbackWindow || window->WasActive))
+ GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 0, 0, 255));
+ }
+ if (g.ErrorCountCurrentFrame == 20)
+ Text("(and more errors)");
+ // EndFrame() will amend debug buttons to this window, after all errors have been submitted.
+ EndErrorTooltip();
+ }
+ g.ErrorCountCurrentFrame++;
+ }
+#endif
+
+ // Output to callback
+ if (g.ErrorCallback != NULL)
+ g.ErrorCallback(&g, g.ErrorCallbackUserData, msg);
+
+ // Return whether we should assert
+ return g.IO.ConfigErrorRecoveryEnableAssert;
+}
+
+void ImGui::ErrorCheckEndFrameFinalizeErrorTooltip()
+{
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ ImGuiContext& g = *GImGui;
+ if (g.DebugDrawIdConflictsId != 0 && g.IO.KeyCtrl == false)
+ g.DebugDrawIdConflictsCount = g.HoveredIdPreviousFrameItemCount;
+ if (g.DebugDrawIdConflictsId != 0 && g.DebugItemPickerActive == false && BeginErrorTooltip())
+ {
+ Text("Programmer error: %d visible items with conflicting ID!", g.DebugDrawIdConflictsCount);
+ BulletText("Code should use PushID()/PopID() in loops, or append \"##xx\" to same-label identifiers!");
+ BulletText("Empty label e.g. Button(\"\") == same ID as parent widget/node. Use Button(\"##xx\") instead!");
+ //BulletText("Code intending to use duplicate ID may use e.g. PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()"); // Not making this too visible for fear of it being abused.
+ BulletText("Set io.ConfigDebugHighlightIdConflicts=false to disable this warning in non-programmers builds.");
+ Separator();
+ if (g.IO.ConfigDebugHighlightIdConflictsShowItemPicker)
+ {
+ Text("(Hold CTRL to: use ");
+ SameLine(0.0f, 0.0f);
+ if (SmallButton("Item Picker"))
+ DebugStartItemPicker();
+ SameLine(0.0f, 0.0f);
+ Text(" to break in item call-stack, or ");
+ }
+ else
+ {
+ Text("(Hold CTRL to ");
+ }
+ SameLine(0.0f, 0.0f);
+ if (SmallButton("Open FAQ->About ID Stack System") && g.PlatformIO.Platform_OpenInShellFn != NULL)
+ g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage");
+ SameLine(0.0f, 0.0f);
+ Text(")");
+ EndErrorTooltip();
+ }
+
+ if (g.ErrorCountCurrentFrame > 0 && BeginErrorTooltip()) // Amend at end of frame
+ {
+ Separator();
+ Text("(Hold CTRL to:");
+ SameLine();
+ if (SmallButton("Enable Asserts"))
+ g.IO.ConfigErrorRecoveryEnableAssert = true;
+ //SameLine();
+ //if (SmallButton("Hide Error Tooltips"))
+ // g.IO.ConfigErrorRecoveryEnableTooltip = false; // Too dangerous
+ SameLine(0, 0);
+ Text(")");
+ EndErrorTooltip();
+ }
+#endif
+}
+
+// Pseudo-tooltip. Follow mouse until CTRL is held. When CTRL is held we lock position, allowing to click it.
+bool ImGui::BeginErrorTooltip()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = FindWindowByName("##Tooltip_Error");
+ const bool use_locked_pos = (g.IO.KeyCtrl && window && window->WasActive);
+ PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.15f));
+ if (use_locked_pos)
+ SetNextWindowPos(g.ErrorTooltipLockedPos);
+ bool is_visible = Begin("##Tooltip_Error", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
+ PopStyleColor();
+ if (is_visible && g.CurrentWindow->BeginCount == 1)
+ {
+ SeparatorText("MESSAGE FROM DEAR IMGUI");
+ BringWindowToDisplayFront(g.CurrentWindow);
+ BringWindowToFocusFront(g.CurrentWindow);
+ g.ErrorTooltipLockedPos = GetWindowPos();
+ }
+ else if (!is_visible)
+ {
+ End();
+ }
+ return is_visible;
+}
+
+void ImGui::EndErrorTooltip()
+{
+ End();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ITEM SUBMISSION
+//-----------------------------------------------------------------------------
+// - KeepAliveID()
+// - ItemAdd()
+//-----------------------------------------------------------------------------
+
+// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
+void ImGui::KeepAliveID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveId == id)
+ g.ActiveIdIsAlive = id;
+ if (g.DeactivatedItemData.ID == id)
+ g.DeactivatedItemData.IsAlive = true;
+}
+
+// Declare item bounding box for clipping and interaction.
+// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
+// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
+// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN)
+IM_MSVC_RUNTIME_CHECKS_OFF
+bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // Set item data
+ // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
+ g.LastItemData.ID = id;
+ g.LastItemData.Rect = bb;
+ g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
+ g.LastItemData.ItemFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
+ g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
+ // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
+
+ if (id != 0)
+ {
+ KeepAliveID(id);
+
+ // Directional navigation processing
+ // Runs prior to clipping early-out
+ // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
+ // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
+ // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
+ // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
+ // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
+ // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
+ // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
+ // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
+ if (!(g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav))
+ {
+ // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test.
+ window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
+ if (g.NavId == id || g.NavAnyRequest)
+ if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
+ if (window == g.NavWindow || ((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened))
+ NavProcessItem();
+ }
+
+ if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasShortcut)
+ ItemHandleShortcut(id);
+ }
+
+ // Lightweight clear of SetNextItemXXX data.
+ g.NextItemData.HasFlags = ImGuiNextItemDataFlags_None;
+ g.NextItemData.ItemFlags = ImGuiItemFlags_None;
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ if (id != 0)
+ IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
+#endif
+
+ // Clipping test
+ // (this is an inline copy of IsClippedEx() so we can reuse the is_rect_visible value, otherwise we'd do 'if (IsClippedEx(bb, id)) return false')
+ // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts)
+ const bool is_rect_visible = bb.Overlaps(window->ClipRect);
+ if (!is_rect_visible)
+ if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
+ if (!g.ItemUnclipByLog)
+ return false;
+
+ // [DEBUG]
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ if (id != 0)
+ {
+ if (id == g.DebugLocateId)
+ DebugLocateItemResolveWithLastItem();
+
+ // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
+ // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
+ // READ THE FAQ: https://dearimgui.com/faq
+ IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
+
+ // [DEBUG] Highlight all conflicts WITHOUT needing to hover. THIS WILL SLOW DOWN DEAR IMGUI. DON'T KEEP ACTIVATED.
+ // This will only work for items submitted with ItemAdd(). Some very rare/odd/unrecommended code patterns are calling ButtonBehavior() without ItemAdd().
+#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
+ if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowDuplicateId) == 0)
+ {
+ int* p_alive = g.DebugDrawIdConflictsAliveCount.GetIntRef(id, -1); // Could halve lookups if we knew ImGuiStorage can store 64-bit, or by storing FrameCount as 30-bits + highlight as 2-bits. But the point is that we should not pretend that this is fast.
+ int* p_highlight = g.DebugDrawIdConflictsHighlightSet.GetIntRef(id, -1);
+ if (*p_alive == g.FrameCount)
+ *p_highlight = g.FrameCount;
+ *p_alive = g.FrameCount;
+ if (*p_highlight >= g.FrameCount - 1)
+ window->DrawList->AddRect(bb.Min - ImVec2(1, 1), bb.Max + ImVec2(1, 1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f);
+ }
+#endif
+ }
+ //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
+ //if ((g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav) == 0)
+ // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
+#endif
+
+ if (id != 0 && g.DeactivatedItemData.ID == id)
+ g.DeactivatedItemData.ElapseFrame = g.FrameCount;
+
+ // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
+ if (is_rect_visible)
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
+ if (IsMouseHoveringRect(bb.Min, bb.Max))
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
+ return true;
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+//-----------------------------------------------------------------------------
+// [SECTION] LAYOUT
+//-----------------------------------------------------------------------------
+// - ItemSize()
+// - SameLine()
+// - GetCursorScreenPos()
+// - SetCursorScreenPos()
+// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
+// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
+// - GetCursorStartPos()
+// - Indent()
+// - Unindent()
+// - SetNextItemWidth()
+// - PushItemWidth()
+// - PushMultiItemsWidths()
+// - PopItemWidth()
+// - CalcItemWidth()
+// - CalcItemSize()
+// - GetTextLineHeight()
+// - GetTextLineHeightWithSpacing()
+// - GetFrameHeight()
+// - GetFrameHeightWithSpacing()
+// - GetContentRegionMax()
+// - GetContentRegionAvail(),
+// - BeginGroup()
+// - EndGroup()
+// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
+//-----------------------------------------------------------------------------
+
+// Advance cursor given item size for layout.
+// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
+// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
+// THIS IS IN THE PERFORMANCE CRITICAL PATH.
+IM_MSVC_RUNTIME_CHECKS_OFF
+void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return;
+
+ // We increase the height in this function to accommodate for baseline offset.
+ // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
+ // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
+ const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
+
+ const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
+ const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
+
+ // Always align ourselves on pixel boundaries
+ //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
+ window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
+ window->DC.CursorPosPrevLine.y = line_y1;
+ window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
+ window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line
+ window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
+ window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
+ //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
+
+ window->DC.PrevLineSize.y = line_height;
+ window->DC.CurrLineSize.y = 0.0f;
+ window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
+ window->DC.CurrLineTextBaseOffset = 0.0f;
+ window->DC.IsSameLine = window->DC.IsSetPos = false;
+
+ // Horizontal layout mode
+ if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+ SameLine();
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+// Gets back to previous line and continue with horizontal layout
+// offset_from_start_x == 0 : follow right after previous item
+// offset_from_start_x != 0 : align to specified x position (relative to window/group left)
+// spacing_w < 0 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
+// spacing_w >= 0 : enforce spacing amount
+void ImGui::SameLine(float offset_from_start_x, float spacing_w)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return;
+
+ if (offset_from_start_x != 0.0f)
+ {
+ if (spacing_w < 0.0f)
+ spacing_w = 0.0f;
+ window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
+ window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
+ }
+ else
+ {
+ if (spacing_w < 0.0f)
+ spacing_w = g.Style.ItemSpacing.x;
+ window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
+ window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
+ }
+ window->DC.CurrLineSize = window->DC.PrevLineSize;
+ window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
+ window->DC.IsSameLine = true;
+}
+
+ImVec2 ImGui::GetCursorScreenPos()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->DC.CursorPos;
+}
+
+void ImGui::SetCursorScreenPos(const ImVec2& pos)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.CursorPos = pos;
+ //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+ window->DC.IsSetPos = true;
+}
+
+// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
+// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
+ImVec2 ImGui::GetCursorPos()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->DC.CursorPos - window->Pos + window->Scroll;
+}
+
+float ImGui::GetCursorPosX()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
+}
+
+float ImGui::GetCursorPosY()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
+}
+
+void ImGui::SetCursorPos(const ImVec2& local_pos)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
+ //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
+ window->DC.IsSetPos = true;
+}
+
+void ImGui::SetCursorPosX(float x)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
+ //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
+ window->DC.IsSetPos = true;
+}
+
+void ImGui::SetCursorPosY(float y)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
+ //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
+ window->DC.IsSetPos = true;
+}
+
+ImVec2 ImGui::GetCursorStartPos()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->DC.CursorStartPos - window->Pos;
+}
+
+void ImGui::Indent(float indent_w)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
+ window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
+}
+
+void ImGui::Unindent(float indent_w)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
+ window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
+}
+
+// Affect large frame+labels widgets only.
+void ImGui::SetNextItemWidth(float item_width)
+{
+ ImGuiContext& g = *GImGui;
+ g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasWidth;
+ g.NextItemData.Width = item_width;
+}
+
+// FIXME: Remove the == 0.0f behavior?
+void ImGui::PushItemWidth(float item_width)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
+ window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
+ g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth;
+}
+
+void ImGui::PushMultiItemsWidths(int components, float w_full)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT(components > 0);
+ const ImGuiStyle& style = g.Style;
+ window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
+ float w_items = w_full - style.ItemInnerSpacing.x * (components - 1);
+ float prev_split = w_items;
+ for (int i = components - 1; i > 0; i--)
+ {
+ float next_split = IM_TRUNC(w_items * i / components);
+ window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f));
+ prev_split = next_split;
+ }
+ window->DC.ItemWidth = ImMax(prev_split, 1.0f);
+ g.NextItemData.HasFlags &= ~ImGuiNextItemDataFlags_HasWidth;
+}
+
+void ImGui::PopItemWidth()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->DC.ItemWidthStack.Size <= 0)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling PopItemWidth() too many times!");
+ return;
+ }
+ window->DC.ItemWidth = window->DC.ItemWidthStack.back();
+ window->DC.ItemWidthStack.pop_back();
+}
+
+// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
+// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
+float ImGui::CalcItemWidth()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ float w;
+ if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth)
+ w = g.NextItemData.Width;
+ else
+ w = window->DC.ItemWidth;
+ if (w < 0.0f)
+ {
+ float region_avail_x = GetContentRegionAvail().x;
+ w = ImMax(1.0f, region_avail_x + w);
+ }
+ w = IM_TRUNC(w);
+ return w;
+}
+
+// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
+// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
+// Note that only CalcItemWidth() is publicly exposed.
+// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
+ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
+{
+ ImVec2 avail;
+ if (size.x < 0.0f || size.y < 0.0f)
+ avail = GetContentRegionAvail();
+
+ if (size.x == 0.0f)
+ size.x = default_w;
+ else if (size.x < 0.0f)
+ size.x = ImMax(4.0f, avail.x + size.x); // <-- size.x is negative here so we are subtracting
+
+ if (size.y == 0.0f)
+ size.y = default_h;
+ else if (size.y < 0.0f)
+ size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting
+
+ return size;
+}
+
+float ImGui::GetTextLineHeight()
+{
+ ImGuiContext& g = *GImGui;
+ return g.FontSize;
+}
+
+float ImGui::GetTextLineHeightWithSpacing()
+{
+ ImGuiContext& g = *GImGui;
+ return g.FontSize + g.Style.ItemSpacing.y;
+}
+
+float ImGui::GetFrameHeight()
+{
+ ImGuiContext& g = *GImGui;
+ return g.FontSize + g.Style.FramePadding.y * 2.0f;
+}
+
+float ImGui::GetFrameHeightWithSpacing()
+{
+ ImGuiContext& g = *GImGui;
+ return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
+}
+
+ImVec2 ImGui::GetContentRegionAvail()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
+ return mx - window->DC.CursorPos;
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+// You should never need those functions. Always use GetCursorScreenPos() and GetContentRegionAvail()!
+// They are bizarre local-coordinates which don't play well with scrolling.
+ImVec2 ImGui::GetContentRegionMax()
+{
+ return GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos();
+}
+
+ImVec2 ImGui::GetWindowContentRegionMin()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->ContentRegionRect.Min - window->Pos;
+}
+
+ImVec2 ImGui::GetWindowContentRegionMax()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->ContentRegionRect.Max - window->Pos;
+}
+#endif
+
+// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
+// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
+// FIXME-OPT: Could we safely early out on ->SkipItems?
+void ImGui::BeginGroup()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ g.GroupStack.resize(g.GroupStack.Size + 1);
+ ImGuiGroupData& group_data = g.GroupStack.back();
+ group_data.WindowID = window->ID;
+ group_data.BackupCursorPos = window->DC.CursorPos;
+ group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
+ group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
+ group_data.BackupIndent = window->DC.Indent;
+ group_data.BackupGroupOffset = window->DC.GroupOffset;
+ group_data.BackupCurrLineSize = window->DC.CurrLineSize;
+ group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
+ group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
+ group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
+ group_data.BackupIsSameLine = window->DC.IsSameLine;
+ group_data.BackupDeactivatedIdIsAlive = g.DeactivatedItemData.IsAlive;
+ group_data.EmitItem = true;
+
+ window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
+ window->DC.Indent = window->DC.GroupOffset;
+ window->DC.CursorMaxPos = window->DC.CursorPos;
+ window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
+ if (g.LogEnabled)
+ g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
+}
+
+void ImGui::EndGroup()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
+
+ ImGuiGroupData& group_data = g.GroupStack.back();
+ IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
+
+ if (window->DC.IsSetPos)
+ ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
+
+ // Include LastItemData.Rect.Max as a workaround for e.g. EndTable() undershooting with CursorMaxPos report. (#7543)
+ ImRect group_bb(group_data.BackupCursorPos, ImMax(ImMax(window->DC.CursorMaxPos, g.LastItemData.Rect.Max), group_data.BackupCursorPos));
+ window->DC.CursorPos = group_data.BackupCursorPos;
+ window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine;
+ window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, group_bb.Max);
+ window->DC.Indent = group_data.BackupIndent;
+ window->DC.GroupOffset = group_data.BackupGroupOffset;
+ window->DC.CurrLineSize = group_data.BackupCurrLineSize;
+ window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
+ window->DC.IsSameLine = group_data.BackupIsSameLine;
+ if (g.LogEnabled)
+ g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
+
+ if (!group_data.EmitItem)
+ {
+ g.GroupStack.pop_back();
+ return;
+ }
+
+ window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
+ ItemSize(group_bb.GetSize());
+ ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
+
+ // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
+ // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
+ // Also if you grep for LastItemId you'll notice it is only used in that context.
+ // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
+ const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
+ const bool group_contains_deactivated_id = (group_data.BackupDeactivatedIdIsAlive == false) && (g.DeactivatedItemData.IsAlive == true);
+ if (group_contains_curr_active_id)
+ g.LastItemData.ID = g.ActiveId;
+ else if (group_contains_deactivated_id)
+ g.LastItemData.ID = g.DeactivatedItemData.ID;
+ g.LastItemData.Rect = group_bb;
+
+ // Forward Hovered flag
+ const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
+ if (group_contains_curr_hovered_id)
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
+
+ // Forward Edited flag
+ if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
+
+ // Forward Deactivated flag
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
+ if (group_contains_deactivated_id)
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
+
+ g.GroupStack.pop_back();
+ if (g.DebugShowGroupRects)
+ window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] SCROLLING
+//-----------------------------------------------------------------------------
+
+// Helper to snap on edges when aiming at an item very close to the edge,
+// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
+// When we refactor the scrolling API this may be configurable with a flag?
+// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
+static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
+{
+ if (target <= snap_min + snap_threshold)
+ return ImLerp(snap_min, target, center_ratio);
+ if (target >= snap_max - snap_threshold)
+ return ImLerp(target, snap_max, center_ratio);
+ return target;
+}
+
+static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
+{
+ ImVec2 scroll = window->Scroll;
+ ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
+ for (int axis = 0; axis < 2; axis++)
+ {
+ if (window->ScrollTarget[axis] < FLT_MAX)
+ {
+ float center_ratio = window->ScrollTargetCenterRatio[axis];
+ float scroll_target = window->ScrollTarget[axis];
+ if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
+ {
+ float snap_min = 0.0f;
+ float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
+ scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
+ }
+ scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
+ }
+ scroll[axis] = ImRound64(ImMax(scroll[axis], 0.0f));
+ if (!window->Collapsed && !window->SkipItems)
+ scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
+ }
+ return scroll;
+}
+
+void ImGui::ScrollToItem(ImGuiScrollFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ScrollToRectEx(window, g.LastItemData.NavRect, flags);
+}
+
+void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
+{
+ ScrollToRectEx(window, item_rect, flags);
+}
+
+// Scroll to keep newly navigated item fully into view
+ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
+ scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
+ scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
+ //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
+ //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
+
+ // Check that only one behavior is selected per axis
+ IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
+ IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
+
+ // Defaults
+ ImGuiScrollFlags in_flags = flags;
+ if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
+ flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
+ if ((flags & ImGuiScrollFlags_MaskY_) == 0)
+ flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
+
+ const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
+ const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
+ const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
+ const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
+
+ if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
+ {
+ if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
+ SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
+ else if (item_rect.Max.x >= scroll_rect.Max.x)
+ SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
+ }
+ else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
+ {
+ if (can_be_fully_visible_x)
+ SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
+ else
+ SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
+ }
+
+ if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
+ {
+ if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
+ SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
+ else if (item_rect.Max.y >= scroll_rect.Max.y)
+ SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
+ }
+ else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
+ {
+ if (can_be_fully_visible_y)
+ SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
+ else
+ SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
+ }
+
+ ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
+ ImVec2 delta_scroll = next_scroll - window->Scroll;
+
+ // Also scroll parent window to keep us into view if necessary
+ if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
+ {
+ // FIXME-SCROLL: May be an option?
+ if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
+ in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
+ if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
+ in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
+ delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
+ }
+
+ return delta_scroll;
+}
+
+float ImGui::GetScrollX()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->Scroll.x;
+}
+
+float ImGui::GetScrollY()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->Scroll.y;
+}
+
+float ImGui::GetScrollMaxX()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->ScrollMax.x;
+}
+
+float ImGui::GetScrollMaxY()
+{
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->ScrollMax.y;
+}
+
+void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
+{
+ window->ScrollTarget.x = scroll_x;
+ window->ScrollTargetCenterRatio.x = 0.0f;
+ window->ScrollTargetEdgeSnapDist.x = 0.0f;
+}
+
+void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
+{
+ window->ScrollTarget.y = scroll_y;
+ window->ScrollTargetCenterRatio.y = 0.0f;
+ window->ScrollTargetEdgeSnapDist.y = 0.0f;
+}
+
+void ImGui::SetScrollX(float scroll_x)
+{
+ ImGuiContext& g = *GImGui;
+ SetScrollX(g.CurrentWindow, scroll_x);
+}
+
+void ImGui::SetScrollY(float scroll_y)
+{
+ ImGuiContext& g = *GImGui;
+ SetScrollY(g.CurrentWindow, scroll_y);
+}
+
+// Note that a local position will vary depending on initial scroll value,
+// This is a little bit confusing so bear with us:
+// - local_pos = (absolution_pos - window->Pos)
+// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
+// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
+// - They mostly exist because of legacy API.
+// Following the rules above, when trying to work with scrolling code, consider that:
+// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
+// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
+// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
+void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
+{
+ IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
+ window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
+ window->ScrollTargetCenterRatio.x = center_x_ratio;
+ window->ScrollTargetEdgeSnapDist.x = 0.0f;
+}
+
+void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
+{
+ IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
+ window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
+ window->ScrollTargetCenterRatio.y = center_y_ratio;
+ window->ScrollTargetEdgeSnapDist.y = 0.0f;
+}
+
+void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
+{
+ ImGuiContext& g = *GImGui;
+ SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
+}
+
+void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
+{
+ ImGuiContext& g = *GImGui;
+ SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
+}
+
+// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
+void ImGui::SetScrollHereX(float center_x_ratio)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
+ float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
+ SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
+
+ // Tweak: snap on edges when aiming at an item very close to the edge
+ window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
+}
+
+// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
+void ImGui::SetScrollHereY(float center_y_ratio)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
+ float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
+ SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
+
+ // Tweak: snap on edges when aiming at an item very close to the edge
+ window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] TOOLTIPS
+//-----------------------------------------------------------------------------
+
+bool ImGui::BeginTooltip()
+{
+ return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
+}
+
+bool ImGui::BeginItemTooltip()
+{
+ if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+ return false;
+ return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
+}
+
+bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
+{
+ ImGuiContext& g = *GImGui;
+
+ const bool is_dragdrop_tooltip = g.DragDropWithinSource || g.DragDropWithinTarget;
+ if (is_dragdrop_tooltip)
+ {
+ // Drag and Drop tooltips are positioning differently than other tooltips:
+ // - offset visibility to increase visibility around mouse.
+ // - never clamp within outer viewport boundary.
+ // We call SetNextWindowPos() to enforce position and disable clamping.
+ // See FindBestWindowPosForPopup() for positioning logic of other tooltips (not drag and drop ones).
+ //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
+ const bool is_touchscreen = (g.IO.MouseSource == ImGuiMouseSource_TouchScreen);
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0)
+ {
+ ImVec2 tooltip_pos = is_touchscreen ? (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_TOUCH * g.Style.MouseCursorScale) : (g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET_MOUSE * g.Style.MouseCursorScale);
+ ImVec2 tooltip_pivot = is_touchscreen ? TOOLTIP_DEFAULT_PIVOT_TOUCH : ImVec2(0.0f, 0.0f);
+ SetNextWindowPos(tooltip_pos, ImGuiCond_None, tooltip_pivot);
+ }
+
+ SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
+ //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
+ tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
+ }
+
+ const char* window_name_template = is_dragdrop_tooltip ? "##Tooltip_DragDrop_%02d" : "##Tooltip_%02d";
+ char window_name[32];
+ ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, g.TooltipOverrideCount);
+ if ((tooltip_flags & ImGuiTooltipFlags_OverridePrevious) && g.TooltipPreviousWindow != NULL && g.TooltipPreviousWindow->Active)
+ {
+ // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
+ //IMGUI_DEBUG_LOG("[tooltip] '%s' already active, using +1 for this frame\n", window_name);
+ SetWindowHiddenAndSkipItemsForCurrentFrame(g.TooltipPreviousWindow);
+ ImFormatString(window_name, IM_ARRAYSIZE(window_name), window_name_template, ++g.TooltipOverrideCount);
+ }
+ ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
+ Begin(window_name, NULL, flags | extra_window_flags);
+ // 2023-03-09: Added bool return value to the API, but currently always returning true.
+ // If this ever returns false we need to update BeginDragDropSource() accordingly.
+ //if (!ret)
+ // End();
+ //return ret;
+ return true;
+}
+
+void ImGui::EndTooltip()
+{
+ IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls
+ End();
+}
+
+void ImGui::SetTooltip(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ SetTooltipV(fmt, args);
+ va_end(args);
+}
+
+void ImGui::SetTooltipV(const char* fmt, va_list args)
+{
+ if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
+ return;
+ TextV(fmt, args);
+ EndTooltip();
+}
+
+// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
+// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
+void ImGui::SetItemTooltip(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+ SetTooltipV(fmt, args);
+ va_end(args);
+}
+
+void ImGui::SetItemTooltipV(const char* fmt, va_list args)
+{
+ if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+ SetTooltipV(fmt, args);
+}
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] POPUPS
+//-----------------------------------------------------------------------------
+
+// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
+bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (popup_flags & ImGuiPopupFlags_AnyPopupId)
+ {
+ // Return true if any popup is open at the current BeginPopup() level of the popup stack
+ // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
+ IM_ASSERT(id == 0);
+ if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
+ return g.OpenPopupStack.Size > 0;
+ else
+ return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
+ }
+ else
+ {
+ if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
+ {
+ // Return true if the popup is open anywhere in the popup stack
+ for (int n = 0; n < g.OpenPopupStack.Size; n++)
+ if (g.OpenPopupStack[n].PopupId == id)
+ return true;
+ return false;
+ }
+ else
+ {
+ // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
+ return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
+ }
+ }
+}
+
+bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
+ if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
+ IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
+ return IsPopupOpen(id, popup_flags);
+}
+
+// Also see FindBlockingModal(NULL)
+ImGuiWindow* ImGui::GetTopMostPopupModal()
+{
+ ImGuiContext& g = *GImGui;
+ for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
+ if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
+ if (popup->Flags & ImGuiWindowFlags_Modal)
+ return popup;
+ return NULL;
+}
+
+// See Demo->Stacked Modal to confirm what this is for.
+ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
+{
+ ImGuiContext& g = *GImGui;
+ for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
+ if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
+ if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
+ return popup;
+ return NULL;
+}
+
+
+// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
+// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
+// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
+// - WindowA // FindBlockingModal() returns Modal1
+// - WindowB // .. returns Modal1
+// - Modal1 // .. returns Modal2
+// - WindowC // .. returns Modal2
+// - WindowD // .. returns Modal2
+// - Modal2 // .. returns Modal2
+// - WindowE // .. returns NULL
+// Notes:
+// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
+// Only difference is here we check for ->Active/WasActive but it may be unnecessary.
+ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.OpenPopupStack.Size <= 0)
+ return NULL;
+
+ // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
+ for (ImGuiPopupData& popup_data : g.OpenPopupStack)
+ {
+ ImGuiWindow* popup_window = popup_data.Window;
+ if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
+ continue;
+ if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
+ continue;
+ if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
+ return popup_window;
+ if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal
+ continue;
+ return popup_window; // Place window right below first block modal
+ }
+ return NULL;
+}
+
+void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiID id = g.CurrentWindow->GetID(str_id);
+ IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
+ OpenPopupEx(id, popup_flags);
+}
+
+void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
+{
+ OpenPopupEx(id, popup_flags);
+}
+
+// Mark popup as open (toggle toward open state).
+// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
+// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
+// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
+void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* parent_window = g.CurrentWindow;
+ const int current_stack_size = g.BeginPopupStack.Size;
+
+ if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
+ if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
+ return;
+
+ ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
+ popup_ref.PopupId = id;
+ popup_ref.Window = NULL;
+ popup_ref.RestoreNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type).
+ popup_ref.OpenFrameCount = g.FrameCount;
+ popup_ref.OpenParentId = parent_window->IDStack.back();
+ popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
+ popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
+
+ IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
+ if (g.OpenPopupStack.Size < current_stack_size + 1)
+ {
+ g.OpenPopupStack.push_back(popup_ref);
+ }
+ else
+ {
+ // Gently handle the user mistakenly calling OpenPopup() every frames: it is likely a programming mistake!
+ // However, if we were to run the regular code path, the ui would become completely unusable because the popup will always be
+ // in hidden-while-calculating-size state _while_ claiming focus. Which is extremely confusing situation for the programmer.
+ // Instead, for successive frames calls to OpenPopup(), we silently avoid reopening even if ImGuiPopupFlags_NoReopen is not specified.
+ bool keep_existing = false;
+ if (g.OpenPopupStack[current_stack_size].PopupId == id)
+ if ((g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) || (popup_flags & ImGuiPopupFlags_NoReopen))
+ keep_existing = true;
+ if (keep_existing)
+ {
+ // No reopen
+ g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
+ }
+ else
+ {
+ // Reopen: close child popups if any, then flag popup for open/reopen (set position, focus, init navigation)
+ ClosePopupToLevel(current_stack_size, true);
+ g.OpenPopupStack.push_back(popup_ref);
+ }
+
+ // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
+ // This is equivalent to what ClosePopupToLevel() does.
+ //if (g.OpenPopupStack[current_stack_size].PopupId == id)
+ // FocusWindow(parent_window);
+ }
+}
+
+// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
+// This function closes any popups that are over 'ref_window'.
+void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.OpenPopupStack.Size == 0)
+ return;
+
+ // Don't close our own child popup windows.
+ //IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\") restore_under=%d\n", ref_window ? ref_window->Name : "", restore_focus_to_window_under_popup);
+ int popup_count_to_keep = 0;
+ if (ref_window)
+ {
+ // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
+ for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
+ {
+ ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
+ if (!popup.Window)
+ continue;
+ IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
+
+ // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
+ // - Clicking/Focusing Window2 won't close Popup1:
+ // Window -> Popup1 -> Window2(Ref)
+ // - Clicking/focusing Popup1 will close Popup2 and Popup3:
+ // Window -> Popup1(Ref) -> Popup2 -> Popup3
+ // - Each popups may contain child windows, which is why we compare ->RootWindow!
+ // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
+ // We step through every popup from bottom to top to validate their position relative to reference window.
+ bool ref_window_is_descendent_of_popup = false;
+ for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
+ if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
+ if (IsWindowWithinBeginStackOf(ref_window, popup_window))
+ {
+ ref_window_is_descendent_of_popup = true;
+ break;
+ }
+ if (!ref_window_is_descendent_of_popup)
+ break;
+ }
+ }
+ if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
+ {
+ IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "");
+ ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
+ }
+}
+
+void ImGui::ClosePopupsExceptModals()
+{
+ ImGuiContext& g = *GImGui;
+
+ int popup_count_to_keep;
+ for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
+ {
+ ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
+ if (!window || (window->Flags & ImGuiWindowFlags_Modal))
+ break;
+ }
+ if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
+ ClosePopupToLevel(popup_count_to_keep, true);
+}
+
+void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
+{
+ ImGuiContext& g = *GImGui;
+ IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_under=%d\n", remaining, restore_focus_to_window_under_popup);
+ IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
+ if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup)
+ for (int n = remaining; n < g.OpenPopupStack.Size; n++)
+ IMGUI_DEBUG_LOG_POPUP("[popup] - Closing PopupID 0x%08X Window \"%s\"\n", g.OpenPopupStack[n].PopupId, g.OpenPopupStack[n].Window ? g.OpenPopupStack[n].Window->Name : NULL);
+
+ // Trim open popup stack
+ ImGuiPopupData prev_popup = g.OpenPopupStack[remaining];
+ g.OpenPopupStack.resize(remaining);
+
+ // Restore focus (unless popup window was not yet submitted, and didn't have a chance to take focus anyhow. See #7325 for an edge case)
+ if (restore_focus_to_window_under_popup && prev_popup.Window)
+ {
+ ImGuiWindow* popup_window = prev_popup.Window;
+ ImGuiWindow* focus_window = (popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : prev_popup.RestoreNavWindow;
+ if (focus_window && !focus_window->WasActive)
+ FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
+ else
+ FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
+ }
+}
+
+// Close the popup we have begin-ed into.
+void ImGui::CloseCurrentPopup()
+{
+ ImGuiContext& g = *GImGui;
+ int popup_idx = g.BeginPopupStack.Size - 1;
+ if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
+ return;
+
+ // Closing a menu closes its top-most parent popup (unless a modal)
+ while (popup_idx > 0)
+ {
+ ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
+ ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
+ bool close_parent = false;
+ if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
+ if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
+ close_parent = true;
+ if (!close_parent)
+ break;
+ popup_idx--;
+ }
+ IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
+ ClosePopupToLevel(popup_idx, true);
+
+ // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
+ // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
+ // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
+ if (ImGuiWindow* window = g.NavWindow)
+ window->DC.NavHideHighlightOneFrame = true;
+}
+
+// Attention! BeginPopup() adds default flags when calling BeginPopupEx()!
+bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_window_flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (!IsPopupOpen(id, ImGuiPopupFlags_None))
+ {
+ g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+ return false;
+ }
+
+ char name[20];
+ IM_ASSERT((extra_window_flags & ImGuiWindowFlags_ChildMenu) == 0); // Use BeginPopupMenuEx()
+ ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // No recycling, so we can close/open during the same frame
+
+ bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup);
+ if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
+ EndPopup();
+ //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack;
+ return is_open;
+}
+
+bool ImGui::BeginPopupMenuEx(ImGuiID id, const char* label, ImGuiWindowFlags extra_window_flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (!IsPopupOpen(id, ImGuiPopupFlags_None))
+ {
+ g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+ return false;
+ }
+
+ char name[128];
+ IM_ASSERT(extra_window_flags & ImGuiWindowFlags_ChildMenu);
+ ImFormatString(name, IM_ARRAYSIZE(name), "%s###Menu_%02d", label, g.BeginMenuDepth); // Recycle windows based on depth
+ bool is_open = Begin(name, NULL, extra_window_flags | ImGuiWindowFlags_Popup);
+ if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
+ EndPopup();
+ //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack;
+ return is_open;
+}
+
+bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
+ {
+ g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+ return false;
+ }
+ flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
+ ImGuiID id = g.CurrentWindow->GetID(str_id);
+ return BeginPopupEx(id, flags);
+}
+
+// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
+// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup).
+// - *p_open set back to false in BeginPopupModal() when popup is not open.
+// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup.
+bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ const ImGuiID id = window->GetID(name);
+ if (!IsPopupOpen(id, ImGuiPopupFlags_None))
+ {
+ g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+ if (p_open && *p_open)
+ *p_open = false;
+ return false;
+ }
+
+ // Center modal windows by default for increased visibility
+ // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
+ // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasPos) == 0)
+ {
+ const ImGuiViewport* viewport = GetMainViewport();
+ SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
+ }
+
+ flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;
+ const bool is_open = Begin(name, p_open, flags);
+ if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+ {
+ EndPopup();
+ if (is_open)
+ ClosePopupToLevel(g.BeginPopupStack.Size, true);
+ return false;
+ }
+ return is_open;
+}
+
+void ImGui::EndPopup()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || g.BeginPopupStack.Size == 0)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling EndPopup() too many times or in wrong window!");
+ return;
+ }
+
+ // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
+ if (g.NavWindow == window)
+ NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
+
+ // Child-popups don't need to be laid out
+ const ImGuiID backup_within_end_child_id = g.WithinEndChildID;
+ if (window->Flags & ImGuiWindowFlags_ChildWindow)
+ g.WithinEndChildID = window->ID;
+ End();
+ g.WithinEndChildID = backup_within_end_child_id;
+}
+
+// Helper to open a popup if mouse button is released over the item
+// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
+void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+ if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ {
+ ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
+ IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
+ OpenPopupEx(id, popup_flags);
+ }
+}
+
+// This is a helper to handle the simplest case of associating one named popup to one given widget.
+// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
+// - To create a popup with a specific identifier, pass it in str_id.
+// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
+// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
+// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
+// This is essentially the same as:
+// id = str_id ? GetID(str_id) : GetItemID();
+// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
+// return BeginPopup(id);
+// Which is essentially the same as:
+// id = str_id ? GetID(str_id) : GetItemID();
+// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
+// OpenPopup(id);
+// return BeginPopup(id);
+// The main difference being that this is tweaked to avoid computing the ID twice.
+bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return false;
+ ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
+ IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
+ int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+ if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ OpenPopupEx(id, popup_flags);
+ return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
+}
+
+bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (!str_id)
+ str_id = "window_context";
+ ImGuiID id = window->GetID(str_id);
+ int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+ if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
+ OpenPopupEx(id, popup_flags);
+ return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
+}
+
+bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (!str_id)
+ str_id = "void_context";
+ ImGuiID id = window->GetID(str_id);
+ int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
+ if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
+ if (GetTopMostPopupModal() == NULL)
+ OpenPopupEx(id, popup_flags);
+ return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
+}
+
+// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
+// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
+// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
+// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
+// this allows us to have tooltips/popups displayed out of the parent viewport.)
+ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
+{
+ ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
+ //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
+ //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
+
+ // Combo Box policy (we want a connecting edge)
+ if (policy == ImGuiPopupPositionPolicy_ComboBox)
+ {
+ const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
+ for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+ {
+ const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+ if (n != -1 && dir == *last_dir) // Already tried this direction?
+ continue;
+ ImVec2 pos;
+ if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default)
+ if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
+ if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
+ if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
+ if (!r_outer.Contains(ImRect(pos, pos + size)))
+ continue;
+ *last_dir = dir;
+ return pos;
+ }
+ }
+
+ // Tooltip and Default popup policy
+ // (Always first try the direction we used on the last frame, if any)
+ if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
+ {
+ const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
+ for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
+ {
+ const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+ if (n != -1 && dir == *last_dir) // Already tried this direction?
+ continue;
+
+ const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
+ const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
+
+ // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
+ if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
+ continue;
+ if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
+ continue;
+
+ ImVec2 pos;
+ pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
+ pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
+
+ // Clamp top-left corner of popup
+ pos.x = ImMax(pos.x, r_outer.Min.x);
+ pos.y = ImMax(pos.y, r_outer.Min.y);
+
+ *last_dir = dir;
+ return pos;
+ }
+ }
+
+ // Fallback when not enough room:
+ *last_dir = ImGuiDir_None;
+
+ // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
+ if (policy == ImGuiPopupPositionPolicy_Tooltip)
+ return ref_pos + ImVec2(2, 2);
+
+ // Otherwise try to keep within display
+ ImVec2 pos = ref_pos;
+ pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
+ pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
+ return pos;
+}
+
+// Note that this is used for popups, which can overlap the non work-area of individual viewports.
+ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ IM_UNUSED(window);
+ ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();
+ ImVec2 padding = g.Style.DisplaySafeAreaPadding;
+ r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
+ return r_screen;
+}
+
+ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+
+ ImRect r_outer = GetPopupAllowedExtentRect(window);
+ if (window->Flags & ImGuiWindowFlags_ChildMenu)
+ {
+ // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
+ // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
+ IM_ASSERT(g.CurrentWindow == window);
+ ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;
+ float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
+ ImRect r_avoid;
+ if (parent_window->DC.MenuBarAppending)
+ r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
+ else
+ r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
+ return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
+ }
+ if (window->Flags & ImGuiWindowFlags_Popup)
+ {
+ return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
+ }
+ if (window->Flags & ImGuiWindowFlags_Tooltip)
+ {
+ // Position tooltip (always follows mouse + clamp within outer boundaries)
+ // FIXME:
+ // - Too many paths. One problem is that FindBestWindowPosForPopupEx() doesn't allow passing a suggested position (so touch screen path doesn't use it by default).
+ // - Drag and drop tooltips are not using this path either: BeginTooltipEx() manually sets their position.
+ // - Require some tidying up. In theory we could handle both cases in same location, but requires a bit of shuffling
+ // as drag and drop tooltips are calling SetNextWindowPos() leading to 'window_pos_set_by_api' being set in Begin().
+ IM_ASSERT(g.CurrentWindow == window);
+ const float scale = g.Style.MouseCursorScale;
+ const ImVec2 ref_pos = NavCalcPreferredRefPos();
+
+ if (g.IO.MouseSource == ImGuiMouseSource_TouchScreen && NavCalcPreferredRefPosSource() == ImGuiInputSource_Mouse)
+ {
+ ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_TOUCH * scale - (TOOLTIP_DEFAULT_PIVOT_TOUCH * window->Size);
+ if (r_outer.Contains(ImRect(tooltip_pos, tooltip_pos + window->Size)))
+ return tooltip_pos;
+ }
+
+ ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale;
+ ImRect r_avoid;
+ if (g.NavCursorVisible && g.NavHighlightItemUnderNav && !g.IO.ConfigNavMoveSetMousePos)
+ r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
+ else
+ r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
+ //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
+
+ return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
+ }
+ IM_ASSERT(0);
+ return window->Pos;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] WINDOW FOCUS
+//----------------------------------------------------------------------------
+// - SetWindowFocus()
+// - SetNextWindowFocus()
+// - IsWindowFocused()
+// - UpdateWindowInFocusOrderList() [Internal]
+// - BringWindowToFocusFront() [Internal]
+// - BringWindowToDisplayFront() [Internal]
+// - BringWindowToDisplayBack() [Internal]
+// - BringWindowToDisplayBehind() [Internal]
+// - FindWindowDisplayIndex() [Internal]
+// - FocusWindow() [Internal]
+// - FocusTopMostWindowUnderOne() [Internal]
+//-----------------------------------------------------------------------------
+
+void ImGui::SetWindowFocus()
+{
+ FocusWindow(GImGui->CurrentWindow);
+}
+
+void ImGui::SetWindowFocus(const char* name)
+{
+ if (name)
+ {
+ if (ImGuiWindow* window = FindWindowByName(name))
+ FocusWindow(window);
+ }
+ else
+ {
+ FocusWindow(NULL);
+ }
+}
+
+void ImGui::SetNextWindowFocus()
+{
+ ImGuiContext& g = *GImGui;
+ g.NextWindowData.HasFlags |= ImGuiNextWindowDataFlags_HasFocus;
+}
+
+// Similar to IsWindowHovered()
+bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* ref_window = g.NavWindow;
+ ImGuiWindow* cur_window = g.CurrentWindow;
+
+ if (ref_window == NULL)
+ return false;
+ if (flags & ImGuiFocusedFlags_AnyWindow)
+ return true;
+
+ IM_ASSERT(cur_window); // Not inside a Begin()/End()
+ const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
+ if (flags & ImGuiFocusedFlags_RootWindow)
+ cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
+
+ if (flags & ImGuiFocusedFlags_ChildWindows)
+ return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
+ else
+ return (ref_window == cur_window);
+}
+
+static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ IM_UNUSED(g);
+ int order = window->FocusOrder;
+ IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
+ IM_ASSERT(g.WindowsFocusOrder[order] == window);
+ return order;
+}
+
+static void ImGui::UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
+{
+ ImGuiContext& g = *GImGui;
+
+ const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
+ const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
+ if ((just_created || child_flag_changed) && !new_is_explicit_child)
+ {
+ IM_ASSERT(!g.WindowsFocusOrder.contains(window));
+ g.WindowsFocusOrder.push_back(window);
+ window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
+ }
+ else if (!just_created && child_flag_changed && new_is_explicit_child)
+ {
+ IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
+ for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
+ g.WindowsFocusOrder[n]->FocusOrder--;
+ g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
+ window->FocusOrder = -1;
+ }
+ window->IsExplicitChild = new_is_explicit_child;
+}
+
+void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(window == window->RootWindow);
+
+ const int cur_order = window->FocusOrder;
+ IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
+ if (g.WindowsFocusOrder.back() == window)
+ return;
+
+ const int new_order = g.WindowsFocusOrder.Size - 1;
+ for (int n = cur_order; n < new_order; n++)
+ {
+ g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
+ g.WindowsFocusOrder[n]->FocusOrder--;
+ IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
+ }
+ g.WindowsFocusOrder[new_order] = window;
+ window->FocusOrder = (short)new_order;
+}
+
+// Note technically focus related but rather adjacent and close to BringWindowToFocusFront()
+void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* current_front_window = g.Windows.back();
+ if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)
+ return;
+ for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
+ if (g.Windows[i] == window)
+ {
+ memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
+ g.Windows[g.Windows.Size - 1] = window;
+ break;
+ }
+}
+
+void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.Windows[0] == window)
+ return;
+ for (int i = 0; i < g.Windows.Size; i++)
+ if (g.Windows[i] == window)
+ {
+ memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
+ g.Windows[0] = window;
+ break;
+ }
+}
+
+void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
+{
+ IM_ASSERT(window != NULL && behind_window != NULL);
+ ImGuiContext& g = *GImGui;
+ window = window->RootWindow;
+ behind_window = behind_window->RootWindow;
+ int pos_wnd = FindWindowDisplayIndex(window);
+ int pos_beh = FindWindowDisplayIndex(behind_window);
+ if (pos_wnd < pos_beh)
+ {
+ size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
+ memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
+ g.Windows[pos_beh - 1] = window;
+ }
+ else
+ {
+ size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
+ memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
+ g.Windows[pos_beh] = window;
+ }
+}
+
+int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ return g.Windows.index_from_ptr(g.Windows.find(window));
+}
+
+// Moving window to front of display and set focus (which happens to be back of our sorted list)
+void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+
+ // Modal check?
+ if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
+ if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
+ {
+ // This block would typically be reached in two situations:
+ // - API call to FocusWindow() with a window under a modal and ImGuiFocusRequestFlags_UnlessBelowModal flag.
+ // - User clicking on void or anything behind a modal while a modal is open (window == NULL)
+ IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name);
+ if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
+ BringWindowToDisplayBehind(window, blocking_modal); // Still bring right under modal. (FIXME: Could move in focus list too?)
+ ClosePopupsOverWindow(GetTopMostPopupModal(), false); // Note how we need to use GetTopMostPopupModal() aad NOT blocking_modal, to handle nested modals
+ return;
+ }
+
+ // Find last focused child (if any) and focus it instead.
+ if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
+ window = NavRestoreLastChildNavWindow(window);
+
+ // Apply focus
+ if (g.NavWindow != window)
+ {
+ SetNavWindow(window);
+ if (window && g.NavHighlightItemUnderNav)
+ g.NavMousePosDirty = true;
+ g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
+ g.NavLayer = ImGuiNavLayer_Main;
+ SetNavFocusScope(window ? window->NavRootFocusScopeId : 0);
+ g.NavIdIsAlive = false;
+ g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
+
+ // Close popups if any
+ ClosePopupsOverWindow(window, false);
+ }
+
+ // Move the root window to the top of the pile
+ IM_ASSERT(window == NULL || window->RootWindow != NULL);
+ ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop
+ ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;
+
+ // Steal active widgets. Some of the cases it triggers includes:
+ // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
+ // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
+ if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
+ if (!g.ActiveIdNoClearOnFocusLoss)
+ ClearActiveID();
+
+ // Passing NULL allow to disable keyboard focus
+ if (!window)
+ return;
+
+ // Bring to front
+ BringWindowToFocusFront(focus_front_window);
+ if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
+ BringWindowToDisplayFront(display_front_window);
+}
+
+void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ IM_UNUSED(filter_viewport); // Unused in master branch.
+ int start_idx = g.WindowsFocusOrder.Size - 1;
+ if (under_this_window != NULL)
+ {
+ // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
+ int offset = -1;
+ while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
+ {
+ under_this_window = under_this_window->ParentWindow;
+ offset = 0;
+ }
+ start_idx = FindWindowFocusIndex(under_this_window) + offset;
+ }
+ for (int i = start_idx; i >= 0; i--)
+ {
+ // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
+ ImGuiWindow* window = g.WindowsFocusOrder[i];
+ if (window == ignore_window || !window->WasActive)
+ continue;
+ if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
+ {
+ FocusWindow(window, flags);
+ return;
+ }
+ }
+ FocusWindow(NULL, flags);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
+//-----------------------------------------------------------------------------
+
+// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
+// In our terminology those should be interchangeable, yet right now this is super confusing.
+// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
+
+void ImGui::SetNavCursorVisible(bool visible)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.IO.ConfigNavCursorVisibleAlways)
+ visible = true;
+ g.NavCursorVisible = visible;
+}
+
+// (was called NavRestoreHighlightAfterMove() before 1.91.4)
+void ImGui::SetNavCursorVisibleAfterMove()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.IO.ConfigNavCursorVisibleAuto)
+ g.NavCursorVisible = true;
+ g.NavHighlightItemUnderNav = g.NavMousePosDirty = true;
+}
+
+void ImGui::SetNavWindow(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.NavWindow != window)
+ {
+ IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "");
+ g.NavWindow = window;
+ g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
+ }
+ g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
+ NavUpdateAnyRequestFlag();
+}
+
+void ImGui::NavHighlightActivated(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ g.NavHighlightActivatedId = id;
+ g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER;
+}
+
+void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
+{
+ ImGuiContext& g = *GImGui;
+ g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
+}
+
+void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.NavWindow != NULL);
+ IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
+ g.NavId = id;
+ g.NavLayer = nav_layer;
+ SetNavFocusScope(focus_scope_id);
+ g.NavWindow->NavLastIds[nav_layer] = id;
+ g.NavWindow->NavRectRel[nav_layer] = rect_rel;
+
+ // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
+ NavClearPreferredPosForAxis(ImGuiAxis_X);
+ NavClearPreferredPosForAxis(ImGuiAxis_Y);
+}
+
+void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(id != 0);
+
+ if (g.NavWindow != window)
+ SetNavWindow(window);
+
+ // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
+ // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
+ const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
+ g.NavId = id;
+ g.NavLayer = nav_layer;
+ SetNavFocusScope(g.CurrentFocusScopeId);
+ window->NavLastIds[nav_layer] = id;
+ if (g.LastItemData.ID == id)
+ window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
+
+ if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
+ g.NavHighlightItemUnderNav = true;
+ else if (g.IO.ConfigNavCursorVisibleAuto)
+ g.NavCursorVisible = false;
+
+ // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
+ NavClearPreferredPosForAxis(ImGuiAxis_X);
+ NavClearPreferredPosForAxis(ImGuiAxis_Y);
+}
+
+static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
+{
+ if (ImFabs(dx) > ImFabs(dy))
+ return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
+ return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
+}
+
+static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
+{
+ if (cand_max < curr_min)
+ return cand_max - curr_min;
+ if (curr_max < cand_min)
+ return cand_min - curr_max;
+ return 0.0f;
+}
+
+// Scoring function for keyboard/gamepad directional navigation. Based on https://gist.github.com/rygorous/6981057
+static bool ImGui::NavScoreItem(ImGuiNavItemData* result, const ImRect& nav_bb)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (g.NavLayer != window->DC.NavLayerCurrent)
+ return false;
+
+ // FIXME: Those are not good variables names
+ ImRect cand = nav_bb; // Current item nav rectangle
+ const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
+ g.NavScoringDebugCount++;
+
+ // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
+ if (window->ParentWindow == g.NavWindow)
+ {
+ IM_ASSERT((window->ChildFlags | g.NavWindow->ChildFlags) & ImGuiChildFlags_NavFlattened);
+ if (!window->ClipRect.Overlaps(cand))
+ return false;
+ cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
+ }
+
+ // Compute distance between boxes
+ // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
+ float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
+ float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
+ if (dby != 0.0f && dbx != 0.0f)
+ dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
+ float dist_box = ImFabs(dbx) + ImFabs(dby);
+
+ // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
+ float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
+ float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
+ float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
+
+ // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
+ ImGuiDir quadrant;
+ float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
+ if (dbx != 0.0f || dby != 0.0f)
+ {
+ // For non-overlapping boxes, use distance between boxes
+ // FIXME-NAV: Quadrant may be incorrect because of (1) dbx bias and (2) curr.Max.y bias applied by NavBiasScoringRect() where typically curr.Max.y==curr.Min.y
+ // One typical case where this happens, with style.WindowMenuButtonPosition == ImGuiDir_Right, pressing Left to navigate from Close to Collapse tends to fail.
+ // Also see #6344. Calling ImGetDirQuadrantFromDelta() with unbiased values may be good but side-effects are plenty.
+ dax = dbx;
+ day = dby;
+ dist_axial = dist_box;
+ quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
+ }
+ else if (dcx != 0.0f || dcy != 0.0f)
+ {
+ // For overlapping boxes with different centers, use distance between centers
+ dax = dcx;
+ day = dcy;
+ dist_axial = dist_center;
+ quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
+ }
+ else
+ {
+ // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
+ quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
+ }
+
+ const ImGuiDir move_dir = g.NavMoveDir;
+#if IMGUI_DEBUG_NAV_SCORING
+ char buf[200];
+ if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
+ {
+ if (quadrant == move_dir)
+ {
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
+ ImDrawList* draw_list = GetForegroundDrawList(window);
+ draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
+ draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
+ draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
+ }
+ }
+ const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
+ const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
+ if (debug_hovering || debug_tty)
+ {
+ ImFormatString(buf, IM_ARRAYSIZE(buf),
+ "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
+ dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
+ if (debug_hovering)
+ {
+ ImDrawList* draw_list = GetForegroundDrawList(window);
+ draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
+ draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
+ draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
+ draw_list->AddText(cand.Max, ~0U, buf);
+ }
+ if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
+ }
+#endif
+
+ // Is it in the quadrant we're interested in moving to?
+ bool new_best = false;
+ if (quadrant == move_dir)
+ {
+ // Does it beat the current best candidate?
+ if (dist_box < result->DistBox)
+ {
+ result->DistBox = dist_box;
+ result->DistCenter = dist_center;
+ return true;
+ }
+ if (dist_box == result->DistBox)
+ {
+ // Try using distance between center points to break ties
+ if (dist_center < result->DistCenter)
+ {
+ result->DistCenter = dist_center;
+ new_best = true;
+ }
+ else if (dist_center == result->DistCenter)
+ {
+ // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
+ // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
+ // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
+ if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
+ new_best = true;
+ }
+ }
+ }
+
+ // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
+ // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
+ // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
+ // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
+ // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
+ if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match
+ if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
+ if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
+ {
+ result->DistAxial = dist_axial;
+ new_best = true;
+ }
+
+ return new_best;
+}
+
+static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ result->Window = window;
+ result->ID = g.LastItemData.ID;
+ result->FocusScopeId = g.CurrentFocusScopeId;
+ result->ItemFlags = g.LastItemData.ItemFlags;
+ result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
+ if (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData)
+ {
+ IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
+ result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
+ }
+}
+
+// True when current work location may be scrolled horizontally when moving left / right.
+// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
+void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
+}
+
+// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
+// This is called after LastItemData is set, but NextItemData is also still valid.
+static void ImGui::NavProcessItem()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ const ImGuiID id = g.LastItemData.ID;
+ const ImGuiItemFlags item_flags = g.LastItemData.ItemFlags;
+
+ // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221, #8816)
+ ImRect nav_bb = g.LastItemData.NavRect;
+ if (window->DC.NavIsScrollPushableX == false)
+ {
+ nav_bb.Min.x = ImClamp(nav_bb.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
+ nav_bb.Max.x = ImClamp(nav_bb.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
+ }
+
+ // Process Init Request
+ if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
+ {
+ // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
+ const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
+ if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
+ {
+ NavApplyItemToResult(&g.NavInitResult);
+ }
+ if (candidate_for_nav_default_focus)
+ {
+ g.NavInitRequest = false; // Found a match, clear request
+ NavUpdateAnyRequestFlag();
+ }
+ }
+
+ // Process Move Request (scoring for navigation)
+ // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
+ if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
+ {
+ if ((g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi) || (window->Flags & ImGuiWindowFlags_NoNavInputs) == 0)
+ {
+ const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
+ if (is_tabbing)
+ {
+ NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
+ }
+ else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
+ {
+ ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
+ if (NavScoreItem(result, nav_bb))
+ NavApplyItemToResult(result);
+
+ // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
+ const float VISIBLE_RATIO = 0.70f;
+ if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
+ if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
+ if (NavScoreItem(&g.NavMoveResultLocalVisible, nav_bb))
+ NavApplyItemToResult(&g.NavMoveResultLocalVisible);
+ }
+ }
+ }
+
+ // Update information for currently focused/navigated item
+ if (g.NavId == id)
+ {
+ if (g.NavWindow != window)
+ SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
+ g.NavLayer = window->DC.NavLayerCurrent;
+ SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath
+ g.NavFocusScopeId = g.CurrentFocusScopeId;
+ g.NavIdIsAlive = true;
+ if (g.LastItemData.ItemFlags & ImGuiItemFlags_HasSelectionUserData)
+ {
+ IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
+ g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
+ }
+ window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
+ }
+}
+
+// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
+// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
+// - Case 1: no nav/active id: set result to first eligible item, stop storing.
+// - Case 2: tab forward: on ref id set counter, on counter elapse store result
+// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
+// - Case 4: tab backward: store all results, on ref id pick prev, stop storing
+// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
+void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
+{
+ ImGuiContext& g = *GImGui;
+
+ if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
+ {
+ if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
+ return;
+ if (g.NavFocusScopeId != g.CurrentFocusScopeId)
+ return;
+ }
+
+ // - Can always land on an item when using API call.
+ // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
+ // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
+ bool can_stop;
+ if (move_flags & ImGuiNavMoveFlags_FocusApi)
+ can_stop = true;
+ else
+ can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
+
+ // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
+ ImGuiNavItemData* result = &g.NavMoveResultLocal;
+ if (g.NavTabbingDir == +1)
+ {
+ // Tab Forward or SetKeyboardFocusHere() with >= 0
+ if (can_stop && g.NavTabbingResultFirst.ID == 0)
+ NavApplyItemToResult(&g.NavTabbingResultFirst);
+ if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
+ NavMoveRequestResolveWithLastItem(result);
+ else if (g.NavId == id)
+ g.NavTabbingCounter = 1;
+ }
+ else if (g.NavTabbingDir == -1)
+ {
+ // Tab Backward
+ if (g.NavId == id)
+ {
+ if (result->ID)
+ {
+ g.NavMoveScoringItems = false;
+ NavUpdateAnyRequestFlag();
+ }
+ }
+ else if (can_stop)
+ {
+ // Keep applying until reaching NavId
+ NavApplyItemToResult(result);
+ }
+ }
+ else if (g.NavTabbingDir == 0)
+ {
+ if (can_stop && g.NavId == id)
+ NavMoveRequestResolveWithLastItem(result);
+ if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
+ NavApplyItemToResult(&g.NavTabbingResultFirst);
+ }
+}
+
+bool ImGui::NavMoveRequestButNoResultYet()
+{
+ ImGuiContext& g = *GImGui;
+ return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
+}
+
+// FIXME: ScoringRect is not set
+void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.NavWindow != NULL);
+ //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestSubmit: dir %c, window \"%s\"\n", "-WENS"[move_dir + 1], g.NavWindow->Name);
+
+ if (move_flags & ImGuiNavMoveFlags_IsTabbing)
+ move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
+
+ g.NavMoveSubmitted = g.NavMoveScoringItems = true;
+ g.NavMoveDir = move_dir;
+ g.NavMoveDirForDebug = move_dir;
+ g.NavMoveClipDir = clip_dir;
+ g.NavMoveFlags = move_flags;
+ g.NavMoveScrollFlags = scroll_flags;
+ g.NavMoveForwardToNextFrame = false;
+ g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods;
+ g.NavMoveResultLocal.Clear();
+ g.NavMoveResultLocalVisible.Clear();
+ g.NavMoveResultOther.Clear();
+ g.NavTabbingCounter = 0;
+ g.NavTabbingResultFirst.Clear();
+ NavUpdateAnyRequestFlag();
+}
+
+void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
+{
+ ImGuiContext& g = *GImGui;
+ g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
+ NavApplyItemToResult(result);
+ NavUpdateAnyRequestFlag();
+}
+
+// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsToParent
+void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, const ImGuiTreeNodeStackData* tree_node_data)
+{
+ ImGuiContext& g = *GImGui;
+ g.NavMoveScoringItems = false;
+ g.LastItemData.ID = tree_node_data->ID;
+ g.LastItemData.ItemFlags = tree_node_data->ItemFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
+ g.LastItemData.NavRect = tree_node_data->NavRect;
+ NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
+ NavClearPreferredPosForAxis(ImGuiAxis_Y);
+ NavUpdateAnyRequestFlag();
+}
+
+void ImGui::NavMoveRequestCancel()
+{
+ ImGuiContext& g = *GImGui;
+ g.NavMoveSubmitted = g.NavMoveScoringItems = false;
+ NavUpdateAnyRequestFlag();
+}
+
+// Forward will reuse the move request again on the next frame (generally with modifications done to it)
+void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.NavMoveForwardToNextFrame == false);
+ NavMoveRequestCancel();
+ g.NavMoveForwardToNextFrame = true;
+ g.NavMoveDir = move_dir;
+ g.NavMoveClipDir = clip_dir;
+ g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
+ g.NavMoveScrollFlags = scroll_flags;
+}
+
+// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
+// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
+void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
+
+ // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
+ // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
+ if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
+ g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
+}
+
+// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
+// This way we could find the last focused window among our children. It would be much less confusing this way?
+static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
+{
+ ImGuiWindow* parent = nav_window;
+ while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+ parent = parent->ParentWindow;
+ if (parent && parent != nav_window)
+ parent->NavLastChildNavWindow = nav_window;
+}
+
+// Restore the last focused child.
+// Call when we are expected to land on the Main Layer (0) after FocusWindow()
+static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
+{
+ if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
+ return window->NavLastChildNavWindow;
+ return window;
+}
+
+void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
+{
+ ImGuiContext& g = *GImGui;
+ if (layer == ImGuiNavLayer_Main)
+ {
+ ImGuiWindow* prev_nav_window = g.NavWindow;
+ g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests?
+ g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
+ if (prev_nav_window)
+ IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
+ }
+ ImGuiWindow* window = g.NavWindow;
+ if (window->NavLastIds[layer] != 0)
+ {
+ SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
+ }
+ else
+ {
+ g.NavLayer = layer;
+ NavInitWindow(window, true);
+ }
+}
+
+static inline void ImGui::NavUpdateAnyRequestFlag()
+{
+ ImGuiContext& g = *GImGui;
+ g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
+ if (g.NavAnyRequest)
+ IM_ASSERT(g.NavWindow != NULL);
+}
+
+// This needs to be called before we submit any widget (aka in or before Begin)
+void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(window == g.NavWindow);
+
+ if (window->Flags & ImGuiWindowFlags_NoNavInputs)
+ {
+ g.NavId = 0;
+ SetNavFocusScope(window->NavRootFocusScopeId);
+ return;
+ }
+
+ bool init_for_nav = false;
+ if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
+ init_for_nav = true;
+ IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
+ if (init_for_nav)
+ {
+ SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
+ g.NavInitRequest = true;
+ g.NavInitRequestFromMove = false;
+ g.NavInitResult.ID = 0;
+ NavUpdateAnyRequestFlag();
+ }
+ else
+ {
+ g.NavId = window->NavLastIds[0];
+ SetNavFocusScope(window->NavRootFocusScopeId);
+ }
+}
+
+static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.NavWindow;
+ const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID;
+
+ // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag.
+ if ((!g.NavCursorVisible || !g.NavHighlightItemUnderNav || !window) && !activated_shortcut)
+ return ImGuiInputSource_Mouse;
+ else
+ return ImGuiInputSource_Keyboard; // or Nav in general
+}
+
+static ImVec2 ImGui::NavCalcPreferredRefPos()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.NavWindow;
+ ImGuiInputSource source = NavCalcPreferredRefPosSource();
+
+ const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID;
+
+ if (source != ImGuiInputSource_Mouse && !activated_shortcut && window == NULL)
+ source = ImGuiInputSource_Mouse;
+
+ // Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag.
+ if (source == ImGuiInputSource_Mouse)
+ {
+ // Mouse (we need a fallback in case the mouse becomes invalid after being used)
+ // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
+ // In theory we could move that +1.0f offset in OpenPopupEx()
+ ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
+ return ImVec2(p.x + 1.0f, p.y);
+ }
+ else
+ {
+ // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
+ ImRect ref_rect;
+ if (activated_shortcut)
+ ref_rect = g.LastItemData.NavRect;
+ else if (window != NULL)
+ ref_rect = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
+
+ // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
+ if (window != NULL && window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
+ {
+ ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
+ ref_rect.Translate(window->Scroll - next_scroll);
+ }
+ ImVec2 pos = ImVec2(ref_rect.Min.x + ImMin(g.Style.FramePadding.x * 4, ref_rect.GetWidth()), ref_rect.Max.y - ImMin(g.Style.FramePadding.y, ref_rect.GetHeight()));
+ ImGuiViewport* viewport = GetMainViewport();
+ return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
+ }
+}
+
+float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
+{
+ ImGuiContext& g = *GImGui;
+ float repeat_delay, repeat_rate;
+ GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
+
+ ImGuiKey key_less, key_more;
+ if (g.NavInputSource == ImGuiInputSource_Gamepad)
+ {
+ key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
+ key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
+ }
+ else
+ {
+ key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
+ key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
+ }
+ float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
+ if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
+ amount = 0.0f;
+ return amount;
+}
+
+static void ImGui::NavUpdate()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = g.IO;
+
+ io.WantSetMousePos = false;
+ //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
+
+ // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
+ // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
+ const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+ const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
+ if (nav_gamepad_active)
+ for (ImGuiKey key : nav_gamepad_keys_to_change_source)
+ if (IsKeyDown(key))
+ g.NavInputSource = ImGuiInputSource_Gamepad;
+ const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+ const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
+ if (nav_keyboard_active)
+ for (ImGuiKey key : nav_keyboard_keys_to_change_source)
+ if (IsKeyDown(key))
+ g.NavInputSource = ImGuiInputSource_Keyboard;
+
+ // Process navigation init request (select first/default focus)
+ g.NavJustMovedToId = 0;
+ g.NavJustMovedToFocusScopeId = g.NavJustMovedFromFocusScopeId = 0;
+ if (g.NavInitResult.ID != 0)
+ NavInitRequestApplyResult();
+ g.NavInitRequest = false;
+ g.NavInitRequestFromMove = false;
+ g.NavInitResult.ID = 0;
+
+ // Process navigation move request
+ if (g.NavMoveSubmitted)
+ NavMoveRequestApplyResult();
+ g.NavTabbingCounter = 0;
+ g.NavMoveSubmitted = g.NavMoveScoringItems = false;
+ if (g.NavCursorHideFrames > 0)
+ if (--g.NavCursorHideFrames == 0)
+ g.NavCursorVisible = true;
+
+ // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
+ bool set_mouse_pos = false;
+ if (g.NavMousePosDirty && g.NavIdIsAlive)
+ if (g.NavCursorVisible && g.NavHighlightItemUnderNav && g.NavWindow)
+ set_mouse_pos = true;
+ g.NavMousePosDirty = false;
+ IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
+
+ // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
+ if (g.NavWindow)
+ NavSaveLastChildNavWindowIntoParent(g.NavWindow);
+ if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
+ g.NavWindow->NavLastChildNavWindow = NULL;
+
+ // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
+ NavUpdateWindowing();
+
+ // Set output flags for user application
+ io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
+ io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL);
+
+ // Process NavCancel input (to close a popup, get back to parent, clear focus)
+ NavUpdateCancelRequest();
+
+ // Process manual activation request
+ g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
+ g.NavActivateFlags = ImGuiActivateFlags_None;
+ if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+ {
+ const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner));
+ const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner)));
+ const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner));
+ const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, 0, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, 0, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, 0, ImGuiKeyOwner_NoOwner)));
+ if (g.ActiveId == 0 && activate_pressed)
+ {
+ g.NavActivateId = g.NavId;
+ g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
+ }
+ if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
+ {
+ g.NavActivateId = g.NavId;
+ g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
+ }
+ if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
+ g.NavActivateDownId = g.NavId;
+ if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
+ {
+ g.NavActivatePressedId = g.NavId;
+ NavHighlightActivated(g.NavId);
+ }
+ }
+ if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+ g.NavCursorVisible = false;
+ else if (g.IO.ConfigNavCursorVisibleAlways && g.NavCursorHideFrames == 0)
+ g.NavCursorVisible = true;
+ if (g.NavActivateId != 0)
+ IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
+
+ // Highlight
+ if (g.NavHighlightActivatedTimer > 0.0f)
+ g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime);
+ if (g.NavHighlightActivatedTimer == 0.0f)
+ g.NavHighlightActivatedId = 0;
+
+ // Process programmatic activation request
+ // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
+ if (g.NavNextActivateId != 0)
+ {
+ g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
+ g.NavActivateFlags = g.NavNextActivateFlags;
+ }
+ g.NavNextActivateId = 0;
+
+ // Process move requests
+ NavUpdateCreateMoveRequest();
+ if (g.NavMoveDir == ImGuiDir_None)
+ NavUpdateCreateTabbingRequest();
+ NavUpdateAnyRequestFlag();
+ g.NavIdIsAlive = false;
+
+ // Scrolling
+ if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
+ {
+ // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
+ ImGuiWindow* window = g.NavWindow;
+ const float scroll_speed = IM_ROUND(window->FontRefSize * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
+ const ImGuiDir move_dir = g.NavMoveDir;
+ if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
+ {
+ if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
+ SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
+ if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
+ SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
+ }
+
+ // *Normal* Manual scroll with LStick
+ // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
+ if (nav_gamepad_active)
+ {
+ const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
+ const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
+ if (scroll_dir.x != 0.0f && window->ScrollbarX)
+ SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
+ if (scroll_dir.y != 0.0f)
+ SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
+ }
+ }
+
+ // Always prioritize mouse highlight if navigation is disabled
+ if (!nav_keyboard_active && !nav_gamepad_active)
+ {
+ g.NavCursorVisible = false;
+ g.NavHighlightItemUnderNav = set_mouse_pos = false;
+ }
+
+ // Update mouse position if requested
+ // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
+ if (set_mouse_pos && io.ConfigNavMoveSetMousePos && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
+ TeleportMousePos(NavCalcPreferredRefPos());
+
+ // [DEBUG]
+ g.NavScoringDebugCount = 0;
+#if IMGUI_DEBUG_NAV_RECTS
+ if (ImGuiWindow* debug_window = g.NavWindow)
+ {
+ ImDrawList* draw_list = GetForegroundDrawList(debug_window);
+ int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
+ //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
+ }
+#endif
+}
+
+void ImGui::NavInitRequestApplyResult()
+{
+ // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
+ ImGuiContext& g = *GImGui;
+ if (!g.NavWindow)
+ return;
+
+ ImGuiNavItemData* result = &g.NavInitResult;
+ if (g.NavId != result->ID)
+ {
+ g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId;
+ g.NavJustMovedToId = result->ID;
+ g.NavJustMovedToFocusScopeId = result->FocusScopeId;
+ g.NavJustMovedToKeyMods = 0;
+ g.NavJustMovedToIsTabbing = false;
+ g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0;
+ }
+
+ // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
+ // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
+ IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
+ SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
+ g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
+ if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
+ g.NavLastValidSelectionUserData = result->SelectionUserData;
+ if (g.NavInitRequestFromMove)
+ SetNavCursorVisibleAfterMove();
+}
+
+// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
+static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
+{
+ // Bias initial rect
+ ImGuiContext& g = *GImGui;
+ const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
+
+ // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
+ // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
+ // - But each successful move sets new bias on one axis, only cleared when using mouse.
+ if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
+ {
+ if (preferred_pos_rel.x == FLT_MAX)
+ preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
+ if (preferred_pos_rel.y == FLT_MAX)
+ preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
+ }
+
+ // Apply general bias on the other axis
+ if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
+ r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
+ else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
+ r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
+}
+
+void ImGui::NavUpdateCreateMoveRequest()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = g.IO;
+ ImGuiWindow* window = g.NavWindow;
+ const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+ const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+
+ if (g.NavMoveForwardToNextFrame && window != NULL)
+ {
+ // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
+ // (preserve most state, which were already set by the NavMoveRequestForward() function)
+ IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
+ IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
+ IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
+ }
+ else
+ {
+ // Initiate directional inputs request
+ g.NavMoveDir = ImGuiDir_None;
+ g.NavMoveFlags = ImGuiNavMoveFlags_None;
+ g.NavMoveScrollFlags = ImGuiScrollFlags_None;
+ if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
+ {
+ const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
+ if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Left; }
+ if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Right; }
+ if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Up; }
+ if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, repeat_mode, ImGuiKeyOwner_NoOwner)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, repeat_mode, ImGuiKeyOwner_NoOwner)))) { g.NavMoveDir = ImGuiDir_Down; }
+ }
+ g.NavMoveClipDir = g.NavMoveDir;
+ g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
+ }
+
+ // Update PageUp/PageDown/Home/End scroll
+ // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
+ float scoring_rect_offset_y = 0.0f;
+ if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
+ scoring_rect_offset_y = NavUpdatePageUpPageDown();
+ if (scoring_rect_offset_y != 0.0f)
+ {
+ g.NavScoringNoClipRect = window->InnerRect;
+ g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
+ }
+
+ // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
+#if IMGUI_DEBUG_NAV_SCORING
+ //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
+ // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
+ if (io.KeyCtrl)
+ {
+ if (g.NavMoveDir == ImGuiDir_None)
+ g.NavMoveDir = g.NavMoveDirForDebug;
+ g.NavMoveClipDir = g.NavMoveDir;
+ g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
+ }
+#endif
+
+ // Submit
+ g.NavMoveForwardToNextFrame = false;
+ if (g.NavMoveDir != ImGuiDir_None)
+ NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
+
+ // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
+ if (g.NavMoveSubmitted && g.NavId == 0)
+ {
+ IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer);
+ g.NavInitRequest = g.NavInitRequestFromMove = true;
+ g.NavInitResult.ID = 0;
+ if (g.IO.ConfigNavCursorVisibleAuto)
+ g.NavCursorVisible = true;
+ }
+
+ // When using gamepad, we project the reference nav bounding box into window visible area.
+ // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
+ // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
+ if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
+ {
+ bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
+ bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
+ ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
+
+ // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
+ // Otherwise 'inner_rect_rel' would be off on the move result frame.
+ inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
+
+ if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
+ {
+ IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
+ float pad_x = ImMin(inner_rect_rel.GetWidth(), window->FontRefSize * 0.5f);
+ float pad_y = ImMin(inner_rect_rel.GetHeight(), window->FontRefSize * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
+ inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
+ inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
+ inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
+ inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
+ window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
+ g.NavId = 0;
+ }
+ }
+
+ // Prepare scoring rectangle.
+ // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
+ ImRect scoring_rect;
+ if (window != NULL)
+ {
+ ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
+ scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
+ scoring_rect.TranslateY(scoring_rect_offset_y);
+ if (g.NavMoveSubmitted)
+ NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
+ IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
+ //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
+ //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
+ }
+ g.NavScoringRect = scoring_rect;
+ //g.NavScoringNoClipRect.Add(scoring_rect);
+}
+
+void ImGui::NavUpdateCreateTabbingRequest()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.NavWindow;
+ IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
+ if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
+ return;
+
+ const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
+ if (!tab_pressed)
+ return;
+
+ // Initiate tabbing request
+ // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
+ // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
+ const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+ if (nav_keyboard_active)
+ g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1;
+ else
+ g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
+ ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
+ ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
+ ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
+ NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
+ g.NavTabbingCounter = -1;
+}
+
+// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
+void ImGui::NavMoveRequestApplyResult()
+{
+ ImGuiContext& g = *GImGui;
+#if IMGUI_DEBUG_NAV_SCORING
+ if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
+ return;
+#endif
+
+ // Select which result to use
+ ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
+
+ // Tabbing forward wrap
+ if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
+ if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
+ result = &g.NavTabbingResultFirst;
+
+ // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
+ const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
+ if (result == NULL)
+ {
+ if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
+ g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavCursorVisible;
+ if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0)
+ SetNavCursorVisibleAfterMove();
+ NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
+ IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
+ return;
+ }
+
+ // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
+ if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
+ if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
+ result = &g.NavMoveResultLocalVisible;
+
+ // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
+ if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
+ if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
+ result = &g.NavMoveResultOther;
+ IM_ASSERT(g.NavWindow && result->Window);
+
+ // Scroll to keep newly navigated item fully into view.
+ if (g.NavLayer == ImGuiNavLayer_Main)
+ {
+ ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
+ ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
+
+ if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
+ {
+ // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
+ float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
+ SetScrollY(result->Window, scroll_target);
+ }
+ }
+
+ if (g.NavWindow != result->Window)
+ {
+ IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
+ g.NavWindow = result->Window;
+ g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
+ }
+
+ // Clear active id unless requested not to
+ // FIXME: ImGuiNavMoveFlags_NoClearActiveId is currently unused as we don't have a clear strategy to preserve active id after interaction,
+ // so this is mostly provided as a gateway for further experiments (see #1418, #2890)
+ if (g.ActiveId != result->ID && (g.NavMoveFlags & ImGuiNavMoveFlags_NoClearActiveId) == 0)
+ ClearActiveID();
+
+ // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
+ // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
+ if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
+ {
+ g.NavJustMovedFromFocusScopeId = g.NavFocusScopeId;
+ g.NavJustMovedToId = result->ID;
+ g.NavJustMovedToFocusScopeId = result->FocusScopeId;
+ g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
+ g.NavJustMovedToIsTabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
+ g.NavJustMovedToHasSelectionData = (result->ItemFlags & ImGuiItemFlags_HasSelectionUserData) != 0;
+ //IMGUI_DEBUG_LOG_NAV("[nav] NavJustMovedFromFocusScopeId = 0x%08X, NavJustMovedToFocusScopeId = 0x%08X\n", g.NavJustMovedFromFocusScopeId, g.NavJustMovedToFocusScopeId);
+ }
+
+ // Apply new NavID/Focus
+ IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
+ ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
+ SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
+ if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
+ g.NavLastValidSelectionUserData = result->SelectionUserData;
+
+ // Restore last preferred position for current axis
+ // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
+ if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
+ {
+ preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
+ g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
+ }
+
+ // Tabbing: Activates Inputable, otherwise only Focus
+ if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->ItemFlags & ImGuiItemFlags_Inputable) == 0)
+ g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
+
+ // Activate
+ if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
+ {
+ g.NavNextActivateId = result->ID;
+ g.NavNextActivateFlags = ImGuiActivateFlags_None;
+ if (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)
+ g.NavNextActivateFlags |= ImGuiActivateFlags_FromFocusApi;
+ if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
+ g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing;
+ }
+
+ // Make nav cursor visible
+ if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavCursorVisible) == 0)
+ SetNavCursorVisibleAfterMove();
+}
+
+// Process Escape/NavCancel input (to close a popup, get back to parent, clear focus)
+// FIXME: In order to support e.g. Escape to clear a selection we'll need:
+// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
+// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
+static void ImGui::NavUpdateCancelRequest()
+{
+ ImGuiContext& g = *GImGui;
+ const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+ const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+ if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, 0, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, 0, ImGuiKeyOwner_NoOwner)))
+ return;
+
+ IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
+ if (g.ActiveId != 0)
+ {
+ ClearActiveID();
+ }
+ else if (g.NavLayer != ImGuiNavLayer_Main)
+ {
+ // Leave the "menu" layer
+ NavRestoreLayer(ImGuiNavLayer_Main);
+ SetNavCursorVisibleAfterMove();
+ }
+ else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow)
+ {
+ // Exit child window
+ ImGuiWindow* child_window = g.NavWindow->RootWindowForNav;
+ ImGuiWindow* parent_window = child_window->ParentWindow;
+ IM_ASSERT(child_window->ChildId != 0);
+ FocusWindow(parent_window);
+ SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect()));
+ SetNavCursorVisibleAfterMove();
+ }
+ else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
+ {
+ // Close open popup/menu
+ ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
+ }
+ else
+ {
+ // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
+ // FIXME-NAV: This should happen on window appearing.
+ if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow)
+ if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup)))// || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
+ g.NavWindow->NavLastIds[0] = 0;
+
+ // Clear nav focus
+ if (g.IO.ConfigNavEscapeClearFocusItem || g.IO.ConfigNavEscapeClearFocusWindow)
+ g.NavId = 0;
+ if (g.IO.ConfigNavEscapeClearFocusWindow)
+ FocusWindow(NULL);
+ }
+}
+
+// Handle PageUp/PageDown/Home/End keys
+// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
+// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
+// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
+static float ImGui::NavUpdatePageUpPageDown()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.NavWindow;
+ if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
+ return 0.0f;
+
+ const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner);
+ const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner);
+ const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner);
+ const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner);
+ if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
+ return 0.0f;
+
+ if (g.NavLayer != ImGuiNavLayer_Main)
+ NavRestoreLayer(ImGuiNavLayer_Main);
+
+ if ((window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Main)) == 0 && window->DC.NavWindowHasScrollY)
+ {
+ // Fallback manual-scroll when window has no navigable item
+ if (IsKeyPressed(ImGuiKey_PageUp, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner))
+ SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
+ else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner))
+ SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
+ else if (home_pressed)
+ SetScrollY(window, 0.0f);
+ else if (end_pressed)
+ SetScrollY(window, window->ScrollMax.y);
+ }
+ else
+ {
+ ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
+ const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->FontRefSize * 1.0f + nav_rect_rel.GetHeight());
+ float nav_scoring_rect_offset_y = 0.0f;
+ if (IsKeyPressed(ImGuiKey_PageUp, true))
+ {
+ nav_scoring_rect_offset_y = -page_offset_y;
+ g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
+ g.NavMoveClipDir = ImGuiDir_Up;
+ g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
+ }
+ else if (IsKeyPressed(ImGuiKey_PageDown, true))
+ {
+ nav_scoring_rect_offset_y = +page_offset_y;
+ g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
+ g.NavMoveClipDir = ImGuiDir_Down;
+ g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
+ }
+ else if (home_pressed)
+ {
+ // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
+ // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
+ // Preserve current horizontal position if we have any.
+ nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
+ if (nav_rect_rel.IsInverted())
+ nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
+ g.NavMoveDir = ImGuiDir_Down;
+ g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
+ // FIXME-NAV: MoveClipDir left to _None, intentional?
+ }
+ else if (end_pressed)
+ {
+ nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
+ if (nav_rect_rel.IsInverted())
+ nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
+ g.NavMoveDir = ImGuiDir_Up;
+ g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
+ // FIXME-NAV: MoveClipDir left to _None, intentional?
+ }
+ return nav_scoring_rect_offset_y;
+ }
+ return 0.0f;
+}
+
+static void ImGui::NavEndFrame()
+{
+ ImGuiContext& g = *GImGui;
+
+ // Show CTRL+TAB list window
+ if (g.NavWindowingTarget != NULL)
+ NavUpdateWindowingOverlay();
+
+ // Perform wrap-around in menus
+ // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
+ // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
+ if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
+ NavUpdateCreateWrappingRequest();
+}
+
+static void ImGui::NavUpdateCreateWrappingRequest()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.NavWindow;
+
+ bool do_forward = false;
+ ImRect bb_rel = window->NavRectRel[g.NavLayer];
+ ImGuiDir clip_dir = g.NavMoveDir;
+
+ const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
+ //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
+ if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
+ {
+ bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
+ if (move_flags & ImGuiNavMoveFlags_WrapX)
+ {
+ bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
+ clip_dir = ImGuiDir_Up;
+ }
+ do_forward = true;
+ }
+ if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
+ {
+ bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
+ if (move_flags & ImGuiNavMoveFlags_WrapX)
+ {
+ bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
+ clip_dir = ImGuiDir_Down;
+ }
+ do_forward = true;
+ }
+ if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
+ {
+ bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
+ if (move_flags & ImGuiNavMoveFlags_WrapY)
+ {
+ bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
+ clip_dir = ImGuiDir_Left;
+ }
+ do_forward = true;
+ }
+ if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
+ {
+ bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
+ if (move_flags & ImGuiNavMoveFlags_WrapY)
+ {
+ bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
+ clip_dir = ImGuiDir_Right;
+ }
+ do_forward = true;
+ }
+ if (!do_forward)
+ return;
+ window->NavRectRel[g.NavLayer] = bb_rel;
+ NavClearPreferredPosForAxis(ImGuiAxis_X);
+ NavClearPreferredPosForAxis(ImGuiAxis_Y);
+ NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
+}
+
+// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
+// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
+// If you want a window to never be focused, you may use the e.g. NoInputs flag.
+bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
+{
+ return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
+}
+
+static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
+{
+ ImGuiContext& g = *GImGui;
+ for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
+ if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
+ return g.WindowsFocusOrder[i];
+ return NULL;
+}
+
+static void NavUpdateWindowingTarget(int focus_change_dir)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.NavWindowingTarget);
+ if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
+ return;
+
+ const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
+ ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
+ if (!window_target)
+ window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
+ if (window_target) // Don't reset windowing target if there's a single window in the list
+ {
+ g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
+ g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
+ }
+ g.NavWindowingToggleLayer = false;
+}
+
+// Apply focus and close overlay
+static void ImGui::NavUpdateWindowingApplyFocus(ImGuiWindow* apply_focus_window)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)
+ {
+ ClearActiveID();
+ SetNavCursorVisibleAfterMove();
+ ClosePopupsOverWindow(apply_focus_window, false);
+ FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
+ IM_ASSERT(g.NavWindow != NULL);
+ apply_focus_window = g.NavWindow;
+ if (apply_focus_window->NavLastIds[0] == 0)
+ NavInitWindow(apply_focus_window, false);
+
+ // If the window has ONLY a menu layer (no main layer), select it directly
+ // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
+ // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
+ // the target window as already been previewed once.
+ // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
+ // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
+ // won't be valid.
+ if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
+ g.NavLayer = ImGuiNavLayer_Menu;
+ }
+ g.NavWindowingTarget = NULL;
+}
+
+// Windowing management mode
+// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
+// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
+static void ImGui::NavUpdateWindowing()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = g.IO;
+
+ ImGuiWindow* apply_focus_window = NULL;
+ bool apply_toggle_layer = false;
+
+ ImGuiWindow* modal_window = GetTopMostPopupModal();
+ bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
+ if (!allow_windowing)
+ g.NavWindowingTarget = NULL;
+
+ // Fade out
+ if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
+ {
+ g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
+ if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
+ g.NavWindowingTargetAnim = NULL;
+ }
+
+ // Start CTRL+Tab or Square+L/R window selection
+ // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab)
+ const ImGuiID owner_id = ImHashStr("##NavUpdateWindowing");
+ const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+ const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+ const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
+ const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways, owner_id);
+ const bool start_toggling_with_gamepad = nav_gamepad_active && !g.NavWindowingTarget && Shortcut(ImGuiKey_NavGamepadMenu, ImGuiInputFlags_RouteAlways, owner_id);
+ const bool start_windowing_with_gamepad = allow_windowing && start_toggling_with_gamepad;
+ const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
+ bool just_started_windowing_from_null_focus = false;
+ if (start_toggling_with_gamepad)
+ {
+ g.NavWindowingToggleLayer = true; // Gamepad starts toggling layer
+ g.NavWindowingToggleKey = ImGuiKey_NavGamepadMenu;
+ g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Gamepad;
+ }
+ if (start_windowing_with_gamepad || start_windowing_with_keyboard)
+ if (ImGuiWindow* window = (g.NavWindow && IsWindowNavFocusable(g.NavWindow)) ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
+ {
+ if (start_windowing_with_keyboard || g.ConfigNavWindowingWithGamepad)
+ g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; // Current location
+ g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
+ g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
+ g.NavWindowingInputSource = g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
+ if (g.NavWindow == NULL)
+ just_started_windowing_from_null_focus = true;
+
+ // Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects.
+ if (keyboard_next_window || keyboard_prev_window)
+ SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
+ }
+
+ // Gamepad update
+ if ((g.NavWindowingTarget || g.NavWindowingToggleLayer) && g.NavWindowingInputSource == ImGuiInputSource_Gamepad)
+ {
+ if (g.NavWindowingTarget != NULL)
+ {
+ // Highlight only appears after a brief time holding the button, so that a fast tap on ImGuiKey_NavGamepadMenu (to toggle NavLayer) doesn't add visual noise
+ // However inputs are accepted immediately, so you press ImGuiKey_NavGamepadMenu + L1/R1 fast.
+ g.NavWindowingTimer += io.DeltaTime;
+ g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
+
+ // Select window to focus
+ const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
+ if (focus_change_dir != 0 && !just_started_windowing_from_null_focus)
+ {
+ NavUpdateWindowingTarget(focus_change_dir);
+ g.NavWindowingHighlightAlpha = 1.0f;
+ }
+ }
+
+ // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
+ if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
+ {
+ g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
+ if (g.NavWindowingToggleLayer && g.NavWindow)
+ apply_toggle_layer = true;
+ else if (!g.NavWindowingToggleLayer)
+ apply_focus_window = g.NavWindowingTarget;
+ g.NavWindowingTarget = NULL;
+ g.NavWindowingToggleLayer = false;
+ }
+ }
+
+ // Keyboard: Focus
+ if (g.NavWindowingTarget && g.NavWindowingInputSource == ImGuiInputSource_Keyboard)
+ {
+ // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
+ ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
+ IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
+ g.NavWindowingTimer += io.DeltaTime;
+ g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
+ if ((keyboard_next_window || keyboard_prev_window) && !just_started_windowing_from_null_focus)
+ NavUpdateWindowingTarget(keyboard_next_window ? -1 : +1);
+ else if ((io.KeyMods & shared_mods) != shared_mods)
+ apply_focus_window = g.NavWindowingTarget;
+ }
+
+ // Keyboard: Press and Release ALT to toggle menu layer
+ const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt };
+ bool windowing_toggle_layer_start = false;
+ if (g.NavWindow != NULL && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
+ for (ImGuiKey windowing_toggle_key : windowing_toggle_keys)
+ if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, 0, ImGuiKeyOwner_NoOwner))
+ {
+ windowing_toggle_layer_start = true;
+ g.NavWindowingToggleLayer = true;
+ g.NavWindowingToggleKey = windowing_toggle_key;
+ g.NavWindowingInputSource = g.NavInputSource = ImGuiInputSource_Keyboard;
+ break;
+ }
+ if (g.NavWindowingToggleLayer && g.NavWindowingInputSource == ImGuiInputSource_Keyboard)
+ {
+ // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
+ // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
+ // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl).
+ // We cancel toggling nav layer if an owner has claimed the key.
+ if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
+ g.NavWindowingToggleLayer = false;
+ else if (windowing_toggle_layer_start == false && g.LastKeyboardKeyPressTime == g.Time)
+ g.NavWindowingToggleLayer = false;
+ else if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false)
+ g.NavWindowingToggleLayer = false;
+
+ // Apply layer toggle on Alt release
+ // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
+ if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer)
+ if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
+ if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
+ apply_toggle_layer = true;
+ if (!IsKeyDown(g.NavWindowingToggleKey))
+ g.NavWindowingToggleLayer = false;
+ }
+
+ // Move window
+ if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
+ {
+ ImVec2 nav_move_dir;
+ if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
+ nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
+ if (g.NavInputSource == ImGuiInputSource_Gamepad)
+ nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
+ if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
+ {
+ const float NAV_MOVE_SPEED = 800.0f;
+ const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+ g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
+ g.NavHighlightItemUnderNav = true;
+ ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
+ if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
+ {
+ ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
+ SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
+ g.NavWindowingAccumDeltaPos -= accum_floored;
+ }
+ }
+ }
+
+ // Apply final focus
+ if (apply_focus_window)
+ NavUpdateWindowingApplyFocus(apply_focus_window);
+
+ // Apply menu/layer toggle
+ if (apply_toggle_layer && g.NavWindow)
+ {
+ ClearActiveID();
+
+ // Move to parent menu if necessary
+ ImGuiWindow* new_nav_window = g.NavWindow;
+ while (new_nav_window->ParentWindow
+ && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
+ && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
+ && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+ new_nav_window = new_nav_window->ParentWindow;
+ if (new_nav_window != g.NavWindow)
+ {
+ ImGuiWindow* old_nav_window = g.NavWindow;
+ FocusWindow(new_nav_window);
+ new_nav_window->NavLastChildNavWindow = old_nav_window;
+ }
+
+ // Toggle layer
+ const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
+ if (new_nav_layer != g.NavLayer)
+ {
+ // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
+ if (new_nav_layer == ImGuiNavLayer_Menu)
+ g.NavWindow->NavLastIds[new_nav_layer] = 0;
+ NavRestoreLayer(new_nav_layer);
+ SetNavCursorVisibleAfterMove();
+ }
+ }
+}
+
+// Window has already passed the IsWindowNavFocusable()
+static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
+{
+ if (window->Flags & ImGuiWindowFlags_Popup)
+ return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
+ if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
+ return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
+ return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
+}
+
+// Overlay displayed when using CTRL+TAB. Called by EndFrame().
+void ImGui::NavUpdateWindowingOverlay()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.NavWindowingTarget != NULL);
+
+ if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
+ return;
+
+ if (g.NavWindowingListWindow == NULL)
+ g.NavWindowingListWindow = FindWindowByName("##NavWindowingOverlay");
+ const ImGuiViewport* viewport = GetMainViewport();
+ SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
+ SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
+ PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
+ Begin("##NavWindowingOverlay", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
+ if (g.ContextName[0] != 0)
+ SeparatorText(g.ContextName);
+ for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
+ {
+ ImGuiWindow* window = g.WindowsFocusOrder[n];
+ IM_ASSERT(window != NULL); // Fix static analyzers
+ if (!IsWindowNavFocusable(window))
+ continue;
+ const char* label = window->Name;
+ if (label == FindRenderedTextEnd(label))
+ label = GetFallbackWindowNameForWindowingList(window);
+ Selectable(label, g.NavWindowingTarget == window);
+ }
+ End();
+ PopStyleVar();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] DRAG AND DROP
+//-----------------------------------------------------------------------------
+
+bool ImGui::IsDragDropActive()
+{
+ ImGuiContext& g = *GImGui;
+ return g.DragDropActive;
+}
+
+void ImGui::ClearDragDrop()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.DragDropActive)
+ IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] ClearDragDrop()\n");
+ g.DragDropActive = false;
+ g.DragDropPayload.Clear();
+ g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
+ g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
+ g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
+ g.DragDropAcceptFrameCount = -1;
+
+ g.DragDropPayloadBufHeap.clear();
+ memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
+}
+
+bool ImGui::BeginTooltipHidden()
+{
+ ImGuiContext& g = *GImGui;
+ bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
+ SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow);
+ return ret;
+}
+
+// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
+// If the item has an identifier:
+// - This assume/require the item to be activated (typically via ButtonBehavior).
+// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
+// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
+// If the item has no identifier:
+// - Currently always assume left mouse button.
+bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
+ // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
+ ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
+
+ bool source_drag_active = false;
+ ImGuiID source_id = 0;
+ ImGuiID source_parent_id = 0;
+ if ((flags & ImGuiDragDropFlags_SourceExtern) == 0)
+ {
+ source_id = g.LastItemData.ID;
+ if (source_id != 0)
+ {
+ // Common path: items with ID
+ if (g.ActiveId != source_id)
+ return false;
+ if (g.ActiveIdMouseButton != -1)
+ mouse_button = g.ActiveIdMouseButton;
+ if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
+ return false;
+ g.ActiveIdAllowOverlap = false;
+ }
+ else
+ {
+ // Uncommon path: items without ID
+ if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
+ return false;
+ if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
+ return false;
+
+ // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
+ // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
+ if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
+ {
+ IM_ASSERT(0);
+ return false;
+ }
+
+ // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
+ // We build a throwaway ID based on current ID stack + relative AABB of items in window.
+ // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
+ // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
+ // Rely on keeping other window->LastItemXXX fields intact.
+ source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
+ KeepAliveID(source_id);
+ bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.ItemFlags);
+ if (is_hovered && g.IO.MouseClicked[mouse_button])
+ {
+ SetActiveID(source_id, window);
+ FocusWindow(window);
+ }
+ if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
+ g.ActiveIdAllowOverlap = is_hovered;
+ }
+ if (g.ActiveId != source_id)
+ return false;
+ source_parent_id = window->IDStack.back();
+ source_drag_active = IsMouseDragging(mouse_button);
+
+ // Disable navigation and key inputs while dragging + cancel existing request if any
+ SetActiveIdUsingAllKeyboardKeys();
+ }
+ else
+ {
+ // When ImGuiDragDropFlags_SourceExtern is set:
+ window = NULL;
+ source_id = ImHashStr("#SourceExtern");
+ source_drag_active = true;
+ mouse_button = g.IO.MouseDown[0] ? 0 : -1;
+ KeepAliveID(source_id);
+ SetActiveID(source_id, NULL);
+ }
+
+ IM_ASSERT(g.DragDropWithinTarget == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
+ if (!source_drag_active)
+ return false;
+
+ // Activate drag and drop
+ if (!g.DragDropActive)
+ {
+ IM_ASSERT(source_id != 0);
+ ClearDragDrop();
+ IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] BeginDragDropSource() DragDropActive = true, source_id = 0x%08X%s\n",
+ source_id, (flags & ImGuiDragDropFlags_SourceExtern) ? " (EXTERN)" : "");
+ ImGuiPayload& payload = g.DragDropPayload;
+ payload.SourceId = source_id;
+ payload.SourceParentId = source_parent_id;
+ g.DragDropActive = true;
+ g.DragDropSourceFlags = flags;
+ g.DragDropMouseButton = mouse_button;
+ if (payload.SourceId == g.ActiveId)
+ g.ActiveIdNoClearOnFocusLoss = true;
+ }
+ g.DragDropSourceFrameCount = g.FrameCount;
+ g.DragDropWithinSource = true;
+
+ if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
+ {
+ // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
+ // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
+ bool ret;
+ if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
+ ret = BeginTooltipHidden();
+ else
+ ret = BeginTooltip();
+ IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
+ IM_UNUSED(ret);
+ }
+
+ if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
+ g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
+
+ return true;
+}
+
+void ImGui::EndDragDropSource()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.DragDropActive);
+ IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
+
+ if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
+ EndTooltip();
+
+ // Discard the drag if have not called SetDragDropPayload()
+ if (g.DragDropPayload.DataFrameCount == -1)
+ ClearDragDrop();
+ g.DragDropWithinSource = false;
+}
+
+// Use 'cond' to choose to submit payload on drag start or every frame
+bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiPayload& payload = g.DragDropPayload;
+ if (cond == 0)
+ cond = ImGuiCond_Always;
+
+ IM_ASSERT(type != NULL);
+ IM_ASSERT(ImStrlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
+ IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
+ IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
+ IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()
+
+ if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
+ {
+ // Copy payload
+ ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
+ g.DragDropPayloadBufHeap.resize(0);
+ if (data_size > sizeof(g.DragDropPayloadBufLocal))
+ {
+ // Store in heap
+ g.DragDropPayloadBufHeap.resize((int)data_size);
+ payload.Data = g.DragDropPayloadBufHeap.Data;
+ memcpy(payload.Data, data, data_size);
+ }
+ else if (data_size > 0)
+ {
+ // Store locally
+ memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
+ payload.Data = g.DragDropPayloadBufLocal;
+ memcpy(payload.Data, data, data_size);
+ }
+ else
+ {
+ payload.Data = NULL;
+ }
+ payload.DataSize = (int)data_size;
+ }
+ payload.DataFrameCount = g.FrameCount;
+
+ // Return whether the payload has been accepted
+ return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
+}
+
+bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ if (!g.DragDropActive)
+ return false;
+
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
+ if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
+ return false;
+ IM_ASSERT(id != 0);
+ if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
+ return false;
+ if (window->SkipItems)
+ return false;
+
+ IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
+ g.DragDropTargetRect = bb;
+ g.DragDropTargetClipRect = window->ClipRect; // May want to be overridden by user depending on use case?
+ g.DragDropTargetId = id;
+ g.DragDropWithinTarget = true;
+ return true;
+}
+
+// We don't use BeginDragDropTargetCustom() and duplicate its code because:
+// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
+// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
+// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
+bool ImGui::BeginDragDropTarget()
+{
+ ImGuiContext& g = *GImGui;
+ if (!g.DragDropActive)
+ return false;
+
+ ImGuiWindow* window = g.CurrentWindow;
+ if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
+ return false;
+ ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
+ if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems)
+ return false;
+
+ const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
+ ImGuiID id = g.LastItemData.ID;
+ if (id == 0)
+ {
+ id = window->GetIDFromRectangle(display_rect);
+ KeepAliveID(id);
+ }
+ if (g.DragDropPayload.SourceId == id)
+ return false;
+
+ IM_ASSERT(g.DragDropWithinTarget == false && g.DragDropWithinSource == false); // Can't nest BeginDragDropSource() and BeginDragDropTarget()
+ g.DragDropTargetRect = display_rect;
+ g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect;
+ g.DragDropTargetId = id;
+ g.DragDropWithinTarget = true;
+ return true;
+}
+
+bool ImGui::IsDragDropPayloadBeingAccepted()
+{
+ ImGuiContext& g = *GImGui;
+ return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
+}
+
+const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiPayload& payload = g.DragDropPayload;
+ IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
+ IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ?
+ if (type != NULL && !payload.IsDataType(type))
+ return NULL;
+
+ // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
+ // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
+ const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
+ ImRect r = g.DragDropTargetRect;
+ float r_surface = r.GetWidth() * r.GetHeight();
+ if (r_surface > g.DragDropAcceptIdCurrRectSurface)
+ return NULL;
+
+ g.DragDropAcceptFlags = flags;
+ g.DragDropAcceptIdCurr = g.DragDropTargetId;
+ g.DragDropAcceptIdCurrRectSurface = r_surface;
+ //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
+
+ // Render default drop visuals
+ payload.Preview = was_accepted_previously;
+ flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
+ if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
+ RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
+
+ g.DragDropAcceptFrameCount = g.FrameCount;
+ if ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) && g.DragDropMouseButton == -1)
+ payload.Delivery = was_accepted_previously && (g.DragDropSourceFrameCount < g.FrameCount);
+ else
+ 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;
+
+ if (payload.Delivery)
+ IMGUI_DEBUG_LOG_ACTIVEID("[dragdrop] AcceptDragDropPayload(): 0x%08X: payload delivery\n", g.DragDropTargetId);
+ return &payload;
+}
+
+// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
+void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImRect bb_display = bb;
+ bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
+ bb_display.Expand(3.5f);
+ bool push_clip_rect = !window->ClipRect.Contains(bb_display);
+ if (push_clip_rect)
+ window->DrawList->PushClipRectFullScreen();
+ window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); // FIXME-DPI
+ if (push_clip_rect)
+ window->DrawList->PopClipRect();
+}
+
+const ImGuiPayload* ImGui::GetDragDropPayload()
+{
+ ImGuiContext& g = *GImGui;
+ return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
+}
+
+void ImGui::EndDragDropTarget()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.DragDropActive);
+ IM_ASSERT(g.DragDropWithinTarget);
+ g.DragDropWithinTarget = false;
+
+ // Clear drag and drop state payload right after delivery
+ if (g.DragDropPayload.Delivery)
+ ClearDragDrop();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] LOGGING/CAPTURING
+//-----------------------------------------------------------------------------
+// All text output from the interface can be captured into tty/file/clipboard.
+// By default, tree nodes are automatically opened during logging.
+//-----------------------------------------------------------------------------
+
+// Pass text data straight to log (without being displayed)
+static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
+{
+ if (g.LogFile)
+ {
+ g.LogBuffer.Buf.resize(0);
+ g.LogBuffer.appendfv(fmt, args);
+ ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
+ }
+ else
+ {
+ g.LogBuffer.appendfv(fmt, args);
+ }
+}
+
+void ImGui::LogText(const char* fmt, ...)
+{
+ ImGuiContext& g = *GImGui;
+ if (!g.LogEnabled)
+ return;
+
+ va_list args;
+ va_start(args, fmt);
+ LogTextV(g, fmt, args);
+ va_end(args);
+}
+
+void ImGui::LogTextV(const char* fmt, va_list args)
+{
+ ImGuiContext& g = *GImGui;
+ if (!g.LogEnabled)
+ return;
+
+ LogTextV(g, fmt, args);
+}
+
+// Internal version that takes a position to decide on newline placement and pad items according to their depth.
+// We split text into individual lines to add current tree level padding
+// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
+void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ const char* prefix = g.LogNextPrefix;
+ const char* suffix = g.LogNextSuffix;
+ g.LogNextPrefix = g.LogNextSuffix = NULL;
+
+ if (!text_end)
+ text_end = FindRenderedTextEnd(text, text_end);
+
+ const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
+ if (ref_pos)
+ g.LogLinePosY = ref_pos->y;
+ if (log_new_line)
+ {
+ LogText(IM_NEWLINE);
+ g.LogLineFirstItem = true;
+ }
+
+ if (prefix)
+ LogRenderedText(ref_pos, prefix, prefix + ImStrlen(prefix)); // Calculate end ourself to ensure "##" are included here.
+
+ // Re-adjust padding if we have popped out of our starting depth
+ if (g.LogDepthRef > window->DC.TreeDepth)
+ g.LogDepthRef = window->DC.TreeDepth;
+ const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
+
+ const char* text_remaining = text;
+ for (;;)
+ {
+ // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
+ // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
+ const char* line_start = text_remaining;
+ const char* line_end = ImStreolRange(line_start, text_end);
+ const bool is_last_line = (line_end == text_end);
+ if (line_start != line_end || !is_last_line)
+ {
+ const int line_length = (int)(line_end - line_start);
+ const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
+ LogText("%*s%.*s", indentation, "", line_length, line_start);
+ g.LogLineFirstItem = false;
+ if (*line_end == '\n')
+ {
+ LogText(IM_NEWLINE);
+ g.LogLineFirstItem = true;
+ }
+ }
+ if (is_last_line)
+ break;
+ text_remaining = line_end + 1;
+ }
+
+ if (suffix)
+ LogRenderedText(ref_pos, suffix, suffix + ImStrlen(suffix));
+}
+
+// Start logging/capturing text output
+void ImGui::LogBegin(ImGuiLogFlags flags, int auto_open_depth)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT(g.LogEnabled == false);
+ IM_ASSERT(g.LogFile == NULL && g.LogBuffer.empty());
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiLogFlags_OutputMask_)); // Check that only 1 type flag is used
+
+ g.LogEnabled = g.ItemUnclipByLog = true;
+ g.LogFlags = flags;
+ g.LogWindow = window;
+ g.LogNextPrefix = g.LogNextSuffix = NULL;
+ g.LogDepthRef = window->DC.TreeDepth;
+ g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
+ g.LogLinePosY = FLT_MAX;
+ g.LogLineFirstItem = true;
+}
+
+// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
+void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
+{
+ ImGuiContext& g = *GImGui;
+ g.LogNextPrefix = prefix;
+ g.LogNextSuffix = suffix;
+}
+
+void ImGui::LogToTTY(int auto_open_depth)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.LogEnabled)
+ return;
+ IM_UNUSED(auto_open_depth);
+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
+ LogBegin(ImGuiLogFlags_OutputTTY, auto_open_depth);
+ g.LogFile = stdout;
+#endif
+}
+
+// Start logging/capturing text output to given file
+void ImGui::LogToFile(int auto_open_depth, const char* filename)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.LogEnabled)
+ return;
+
+ // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
+ // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
+ // By opening the file in binary mode "ab" we have consistent output everywhere.
+ if (!filename)
+ filename = g.IO.LogFilename;
+ if (!filename || !filename[0])
+ return;
+ ImFileHandle f = ImFileOpen(filename, "ab");
+ if (!f)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+
+ LogBegin(ImGuiLogFlags_OutputFile, auto_open_depth);
+ g.LogFile = f;
+}
+
+// Start logging/capturing text output to clipboard
+void ImGui::LogToClipboard(int auto_open_depth)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.LogEnabled)
+ return;
+ LogBegin(ImGuiLogFlags_OutputClipboard, auto_open_depth);
+}
+
+void ImGui::LogToBuffer(int auto_open_depth)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.LogEnabled)
+ return;
+ LogBegin(ImGuiLogFlags_OutputBuffer, auto_open_depth);
+}
+
+void ImGui::LogFinish()
+{
+ ImGuiContext& g = *GImGui;
+ if (!g.LogEnabled)
+ return;
+
+ LogText(IM_NEWLINE);
+ switch (g.LogFlags & ImGuiLogFlags_OutputMask_)
+ {
+ case ImGuiLogFlags_OutputTTY:
+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
+ fflush(g.LogFile);
+#endif
+ break;
+ case ImGuiLogFlags_OutputFile:
+ ImFileClose(g.LogFile);
+ break;
+ case ImGuiLogFlags_OutputBuffer:
+ break;
+ case ImGuiLogFlags_OutputClipboard:
+ if (!g.LogBuffer.empty())
+ SetClipboardText(g.LogBuffer.begin());
+ break;
+ default:
+ IM_ASSERT(0);
+ break;
+ }
+
+ g.LogEnabled = g.ItemUnclipByLog = false;
+ g.LogFlags = ImGuiLogFlags_None;
+ g.LogFile = NULL;
+ g.LogBuffer.clear();
+}
+
+// Helper to display logging buttons
+// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
+void ImGui::LogButtons()
+{
+ ImGuiContext& g = *GImGui;
+
+ PushID("LogButtons");
+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
+ const bool log_to_tty = Button("Log To TTY"); SameLine();
+#else
+ const bool log_to_tty = false;
+#endif
+ const bool log_to_file = Button("Log To File"); SameLine();
+ const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
+ PushItemFlag(ImGuiItemFlags_NoTabStop, true);
+ SetNextItemWidth(80.0f);
+ SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
+ PopItemFlag();
+ PopID();
+
+ // Start logging at the end of the function so that the buttons don't appear in the log
+ if (log_to_tty)
+ LogToTTY();
+ if (log_to_file)
+ LogToFile();
+ if (log_to_clipboard)
+ LogToClipboard();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] SETTINGS
+//-----------------------------------------------------------------------------
+// - UpdateSettings() [Internal]
+// - MarkIniSettingsDirty() [Internal]
+// - FindSettingsHandler() [Internal]
+// - ClearIniSettings() [Internal]
+// - LoadIniSettingsFromDisk()
+// - LoadIniSettingsFromMemory()
+// - SaveIniSettingsToDisk()
+// - SaveIniSettingsToMemory()
+//-----------------------------------------------------------------------------
+// - CreateNewWindowSettings() [Internal]
+// - FindWindowSettingsByID() [Internal]
+// - FindWindowSettingsByWindow() [Internal]
+// - ClearWindowSettings() [Internal]
+// - WindowSettingsHandler_***() [Internal]
+//-----------------------------------------------------------------------------
+
+// Called by NewFrame()
+void ImGui::UpdateSettings()
+{
+ // Load settings on first frame (if not explicitly loaded manually before)
+ ImGuiContext& g = *GImGui;
+ if (!g.SettingsLoaded)
+ {
+ IM_ASSERT(g.SettingsWindows.empty());
+ if (g.IO.IniFilename)
+ LoadIniSettingsFromDisk(g.IO.IniFilename);
+ g.SettingsLoaded = true;
+ }
+
+ // Save settings (with a delay after the last modification, so we don't spam disk too much)
+ if (g.SettingsDirtyTimer > 0.0f)
+ {
+ g.SettingsDirtyTimer -= g.IO.DeltaTime;
+ if (g.SettingsDirtyTimer <= 0.0f)
+ {
+ if (g.IO.IniFilename != NULL)
+ SaveIniSettingsToDisk(g.IO.IniFilename);
+ else
+ g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
+ g.SettingsDirtyTimer = 0.0f;
+ }
+ }
+}
+
+void ImGui::MarkIniSettingsDirty()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.SettingsDirtyTimer <= 0.0f)
+ g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
+ if (g.SettingsDirtyTimer <= 0.0f)
+ g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
+ g.SettingsHandlers.push_back(*handler);
+}
+
+void ImGui::RemoveSettingsHandler(const char* type_name)
+{
+ ImGuiContext& g = *GImGui;
+ if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
+ g.SettingsHandlers.erase(handler);
+}
+
+ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
+{
+ ImGuiContext& g = *GImGui;
+ const ImGuiID type_hash = ImHashStr(type_name);
+ for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
+ if (handler.TypeHash == type_hash)
+ return &handler;
+ return NULL;
+}
+
+// Clear all settings (windows, tables, docking etc.)
+void ImGui::ClearIniSettings()
+{
+ ImGuiContext& g = *GImGui;
+ g.SettingsIniData.clear();
+ for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
+ if (handler.ClearAllFn != NULL)
+ handler.ClearAllFn(&g, &handler);
+}
+
+void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
+{
+ size_t file_data_size = 0;
+ char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
+ if (!file_data)
+ return;
+ if (file_data_size > 0)
+ LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
+ IM_FREE(file_data);
+}
+
+// Zero-tolerance, no error reporting, cheap .ini parsing
+// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
+void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.Initialized);
+ //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
+ //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
+
+ // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
+ // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
+ if (ini_size == 0)
+ ini_size = ImStrlen(ini_data);
+ g.SettingsIniData.Buf.resize((int)ini_size + 1);
+ char* const buf = g.SettingsIniData.Buf.Data;
+ char* const buf_end = buf + ini_size;
+ memcpy(buf, ini_data, ini_size);
+ buf_end[0] = 0;
+
+ // Call pre-read handlers
+ // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
+ for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
+ if (handler.ReadInitFn != NULL)
+ handler.ReadInitFn(&g, &handler);
+
+ void* entry_data = NULL;
+ ImGuiSettingsHandler* entry_handler = NULL;
+
+ char* line_end = NULL;
+ for (char* line = buf; line < buf_end; line = line_end + 1)
+ {
+ // Skip new lines markers, then find end of the line
+ while (*line == '\n' || *line == '\r')
+ line++;
+ line_end = line;
+ while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
+ line_end++;
+ line_end[0] = 0;
+ if (line[0] == ';')
+ continue;
+ if (line[0] == '[' && line_end > line && line_end[-1] == ']')
+ {
+ // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
+ line_end[-1] = 0;
+ const char* name_end = line_end - 1;
+ const char* type_start = line + 1;
+ char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
+ const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
+ if (!type_end || !name_start)
+ continue;
+ *type_end = 0; // Overwrite first ']'
+ name_start++; // Skip second '['
+ entry_handler = FindSettingsHandler(type_start);
+ entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
+ }
+ else if (entry_handler != NULL && entry_data != NULL)
+ {
+ // Let type handler parse the line
+ entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
+ }
+ }
+ g.SettingsLoaded = true;
+
+ // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
+ memcpy(buf, ini_data, ini_size);
+
+ // Call post-read handlers
+ for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
+ if (handler.ApplyAllFn != NULL)
+ handler.ApplyAllFn(&g, &handler);
+}
+
+void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
+{
+ ImGuiContext& g = *GImGui;
+ g.SettingsDirtyTimer = 0.0f;
+ if (!ini_filename)
+ return;
+
+ size_t ini_data_size = 0;
+ const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
+ ImFileHandle f = ImFileOpen(ini_filename, "wt");
+ if (!f)
+ return;
+ ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
+ ImFileClose(f);
+}
+
+// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
+const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
+{
+ ImGuiContext& g = *GImGui;
+ g.SettingsDirtyTimer = 0.0f;
+ g.SettingsIniData.Buf.resize(0);
+ g.SettingsIniData.Buf.push_back(0);
+ for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
+ handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
+ if (out_size)
+ *out_size = (size_t)g.SettingsIniData.size();
+ return g.SettingsIniData.c_str();
+}
+
+ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
+{
+ ImGuiContext& g = *GImGui;
+
+ // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
+ if (g.IO.ConfigDebugIniSettings == false)
+ name = ImHashSkipUncontributingPrefix(name);
+ const size_t name_len = ImStrlen(name);
+
+ // Allocate chunk
+ const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
+ ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
+ IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
+ settings->ID = ImHashStr(name, name_len);
+ memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator
+
+ return settings;
+}
+
+// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
+// This is called once per window .ini entry + once per newly instantiated window.
+ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+ if (settings->ID == id && !settings->WantDelete)
+ return settings;
+ return NULL;
+}
+
+// This is faster if you are holding on a Window already as we don't need to perform a search.
+ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ if (window->SettingsOffset != -1)
+ return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
+ return FindWindowSettingsByID(window->ID);
+}
+
+// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
+void ImGui::ClearWindowSettings(const char* name)
+{
+ //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
+ ImGuiWindow* window = FindWindowByName(name);
+ if (window != NULL)
+ {
+ window->Flags |= ImGuiWindowFlags_NoSavedSettings;
+ InitOrLoadWindowSettings(window, NULL);
+ }
+ if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
+ settings->WantDelete = true;
+}
+
+static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+ ImGuiContext& g = *ctx;
+ for (ImGuiWindow* window : g.Windows)
+ window->SettingsOffset = -1;
+ g.SettingsWindows.clear();
+}
+
+static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
+{
+ ImGuiID id = ImHashStr(name);
+ ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
+ if (settings)
+ *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
+ else
+ settings = ImGui::CreateNewWindowSettings(name);
+ settings->ID = id;
+ settings->WantApply = true;
+ return (void*)settings;
+}
+
+static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
+{
+ ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
+ int x, y;
+ int i;
+ if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); }
+ else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); }
+ else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); }
+ else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); }
+}
+
+// Apply to existing windows (if any)
+static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+ ImGuiContext& g = *ctx;
+ for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+ if (settings->WantApply)
+ {
+ if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
+ ApplyWindowSettings(window, settings);
+ settings->WantApply = false;
+ }
+}
+
+static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
+{
+ // Gather data from windows that were active during this session
+ // (if a window wasn't opened in this session we preserve its settings)
+ ImGuiContext& g = *ctx;
+ for (ImGuiWindow* window : g.Windows)
+ {
+ if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
+ continue;
+
+ ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
+ if (!settings)
+ {
+ settings = ImGui::CreateNewWindowSettings(window->Name);
+ window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
+ }
+ IM_ASSERT(settings->ID == window->ID);
+ settings->Pos = ImVec2ih(window->Pos);
+ settings->Size = ImVec2ih(window->SizeFull);
+ settings->IsChild = (window->Flags & ImGuiWindowFlags_ChildWindow) != 0;
+ settings->Collapsed = window->Collapsed;
+ settings->WantDelete = false;
+ }
+
+ // Write to text buffer
+ buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
+ for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+ {
+ if (settings->WantDelete)
+ continue;
+ const char* settings_name = settings->GetName();
+ buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
+ if (settings->IsChild)
+ {
+ buf->appendf("IsChild=1\n");
+ buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
+ }
+ else
+ {
+ buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
+ buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
+ if (settings->Collapsed)
+ buf->appendf("Collapsed=1\n");
+ }
+ buf->append("\n");
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] LOCALIZATION
+//-----------------------------------------------------------------------------
+
+void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
+{
+ ImGuiContext& g = *GImGui;
+ for (int n = 0; n < count; n++)
+ g.LocalizationTable[entries[n].Key] = entries[n].Text;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] VIEWPORTS, PLATFORM WINDOWS
+//-----------------------------------------------------------------------------
+// - GetMainViewport()
+// - SetWindowViewport() [Internal]
+// - ScaleWindowsInViewport() [Internal]
+// - UpdateViewportsNewFrame() [Internal]
+// (this section is more complete in the 'docking' branch)
+//-----------------------------------------------------------------------------
+
+void ImGuiPlatformIO::ClearPlatformHandlers()
+{
+ Platform_GetClipboardTextFn = NULL;
+ Platform_SetClipboardTextFn = NULL;
+ Platform_ClipboardUserData = NULL;
+ Platform_OpenInShellFn = NULL;
+ Platform_OpenInShellUserData = NULL;
+ Platform_SetImeDataFn = NULL;
+ Platform_ImeUserData = NULL;
+}
+
+void ImGuiPlatformIO::ClearRendererHandlers()
+{
+ Renderer_TextureMaxWidth = Renderer_TextureMaxHeight = 0;
+ Renderer_RenderState = NULL;
+}
+
+ImGuiViewport* ImGui::GetMainViewport()
+{
+ ImGuiContext& g = *GImGui;
+ return g.Viewports[0];
+}
+
+void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
+{
+ window->Viewport = viewport;
+}
+
+static void ScaleWindow(ImGuiWindow* window, float scale)
+{
+ ImVec2 origin = window->Viewport->Pos;
+ window->Pos = ImFloor((window->Pos - origin) * scale + origin);
+ window->Size = ImTrunc(window->Size * scale);
+ window->SizeFull = ImTrunc(window->SizeFull * scale);
+ window->ContentSize = ImTrunc(window->ContentSize * scale);
+}
+
+// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
+void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
+{
+ ImGuiContext& g = *GImGui;
+ for (ImGuiWindow* window : g.Windows)
+ if (window->Viewport == viewport)
+ ScaleWindow(window, scale);
+}
+
+// Update viewports and monitor infos
+static void ImGui::UpdateViewportsNewFrame()
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.Viewports.Size == 1);
+
+ // Update main viewport with current platform position.
+ // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
+ ImGuiViewportP* main_viewport = g.Viewports[0];
+ main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;
+ main_viewport->Pos = ImVec2(0.0f, 0.0f);
+ main_viewport->Size = g.IO.DisplaySize;
+ main_viewport->FramebufferScale = g.IO.DisplayFramebufferScale;
+ IM_ASSERT(main_viewport->FramebufferScale.x > 0.0f && main_viewport->FramebufferScale.y > 0.0f);
+
+ for (ImGuiViewportP* viewport : g.Viewports)
+ {
+ // Lock down space taken by menu bars and status bars
+ // Setup initial value for functions like BeginMainMenuBar(), DockSpaceOverViewport() etc.
+ viewport->WorkInsetMin = viewport->BuildWorkInsetMin;
+ viewport->WorkInsetMax = viewport->BuildWorkInsetMax;
+ viewport->BuildWorkInsetMin = viewport->BuildWorkInsetMax = ImVec2(0.0f, 0.0f);
+ viewport->UpdateWorkRect();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] DOCKING
+//-----------------------------------------------------------------------------
+
+// (this section is filled in the 'docking' branch)
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] PLATFORM DEPENDENT HELPERS
+//-----------------------------------------------------------------------------
+// - Default clipboard handlers
+// - Default shell function handlers
+// - Default IME handlers
+//-----------------------------------------------------------------------------
+
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
+
+#ifdef _MSC_VER
+#pragma comment(lib, "user32")
+#pragma comment(lib, "kernel32")
+#endif
+
+// Win32 clipboard implementation
+// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
+static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx)
+{
+ ImGuiContext& g = *ctx;
+ g.ClipboardHandlerData.clear();
+ if (!::OpenClipboard(NULL))
+ return NULL;
+ HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
+ if (wbuf_handle == NULL)
+ {
+ ::CloseClipboard();
+ return NULL;
+ }
+ if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
+ {
+ int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
+ g.ClipboardHandlerData.resize(buf_len);
+ ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
+ }
+ ::GlobalUnlock(wbuf_handle);
+ ::CloseClipboard();
+ return g.ClipboardHandlerData.Data;
+}
+
+static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text)
+{
+ if (!::OpenClipboard(NULL))
+ return;
+ const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
+ HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
+ if (wbuf_handle == NULL)
+ {
+ ::CloseClipboard();
+ return;
+ }
+ WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
+ ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
+ ::GlobalUnlock(wbuf_handle);
+ ::EmptyClipboard();
+ if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
+ ::GlobalFree(wbuf_handle);
+ ::CloseClipboard();
+}
+
+#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
+
+#include // Use old API to avoid need for separate .mm file
+static PasteboardRef main_clipboard = 0;
+
+// OSX clipboard implementation
+// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
+static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text)
+{
+ if (!main_clipboard)
+ PasteboardCreate(kPasteboardClipboard, &main_clipboard);
+ PasteboardClear(main_clipboard);
+ CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, ImStrlen(text));
+ if (cf_data)
+ {
+ PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
+ CFRelease(cf_data);
+ }
+}
+
+static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx)
+{
+ ImGuiContext& g = *ctx;
+ if (!main_clipboard)
+ PasteboardCreate(kPasteboardClipboard, &main_clipboard);
+ PasteboardSynchronize(main_clipboard);
+
+ ItemCount item_count = 0;
+ PasteboardGetItemCount(main_clipboard, &item_count);
+ for (ItemCount i = 0; i < item_count; i++)
+ {
+ PasteboardItemID item_id = 0;
+ PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
+ CFArrayRef flavor_type_array = 0;
+ PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
+ for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
+ {
+ CFDataRef cf_data;
+ if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
+ {
+ g.ClipboardHandlerData.clear();
+ int length = (int)CFDataGetLength(cf_data);
+ g.ClipboardHandlerData.resize(length + 1);
+ CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
+ g.ClipboardHandlerData[length] = 0;
+ CFRelease(cf_data);
+ return g.ClipboardHandlerData.Data;
+ }
+ }
+ }
+ return NULL;
+}
+
+#else
+
+// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
+static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx)
+{
+ ImGuiContext& g = *ctx;
+ return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
+}
+
+static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text)
+{
+ ImGuiContext& g = *ctx;
+ g.ClipboardHandlerData.clear();
+ const char* text_end = text + ImStrlen(text);
+ g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
+ memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
+ g.ClipboardHandlerData[(int)(text_end - text)] = 0;
+}
+
+#endif // Default clipboard handlers
+
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+#if defined(__APPLE__) && TARGET_OS_IPHONE
+#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+#endif
+#if defined(__3DS__)
+#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+#endif
+#if defined(_WIN32) && defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
+#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+#endif
+#endif // #ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+
+#ifndef IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
+#ifdef _WIN32
+#include // ShellExecuteA()
+#ifdef _MSC_VER
+#pragma comment(lib, "shell32")
+#endif
+static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path)
+{
+ const int path_wsize = ::MultiByteToWideChar(CP_UTF8, 0, path, -1, NULL, 0);
+ ImVector path_wbuf;
+ path_wbuf.resize(path_wsize);
+ ::MultiByteToWideChar(CP_UTF8, 0, path, -1, path_wbuf.Data, path_wsize);
+ return (INT_PTR)::ShellExecuteW(NULL, L"open", path_wbuf.Data, NULL, NULL, SW_SHOWDEFAULT) > 32;
+}
+#else
+#include
+#include
+static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path)
+{
+#if defined(__APPLE__)
+ const char* args[] { "open", "--", path, NULL };
+#else
+ const char* args[] { "xdg-open", path, NULL };
+#endif
+ pid_t pid = fork();
+ if (pid < 0)
+ return false;
+ if (!pid)
+ {
+ execvp(args[0], const_cast(args));
+ exit(-1);
+ }
+ else
+ {
+ int status;
+ waitpid(pid, &status, 0);
+ return WEXITSTATUS(status) == 0;
+ }
+}
+#endif
+#else
+static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; }
+#endif // Default shell handlers
+
+//-----------------------------------------------------------------------------
+
+// Win32 API IME support (for Asian languages, etc.)
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
+
+#include
+#ifdef _MSC_VER
+#pragma comment(lib, "imm32")
+#endif
+
+static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data)
+{
+ // Notify OS Input Method Editor of text input position
+ HWND hwnd = (HWND)viewport->PlatformHandleRaw;
+ if (hwnd == 0)
+ return;
+
+ //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
+ if (HIMC himc = ::ImmGetContext(hwnd))
+ {
+ COMPOSITIONFORM composition_form = {};
+ composition_form.ptCurrentPos.x = (LONG)data->InputPos.x;
+ composition_form.ptCurrentPos.y = (LONG)data->InputPos.y;
+ composition_form.dwStyle = CFS_FORCE_POSITION;
+ ::ImmSetCompositionWindow(himc, &composition_form);
+ CANDIDATEFORM candidate_form = {};
+ candidate_form.dwStyle = CFS_CANDIDATEPOS;
+ candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x;
+ candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y;
+ ::ImmSetCandidateWindow(himc, &candidate_form);
+ ::ImmReleaseContext(hwnd, himc);
+ }
+}
+
+#else
+
+static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {}
+
+#endif // Default IME handlers
+
+//-----------------------------------------------------------------------------
+// [SECTION] METRICS/DEBUGGER WINDOW
+//-----------------------------------------------------------------------------
+// - MetricsHelpMarker() [Internal]
+// - DebugRenderViewportThumbnail() [Internal]
+// - RenderViewportsThumbnails() [Internal]
+// - DebugRenderKeyboardPreview() [Internal]
+// - DebugTextEncoding()
+// - DebugFlashStyleColorStop() [Internal]
+// - DebugFlashStyleColor()
+// - UpdateDebugToolFlashStyleColor() [Internal]
+// - ShowFontAtlas() [Internal but called by Demo!]
+// - DebugNodeTexture() [Internal]
+// - ShowMetricsWindow()
+// - DebugNodeColumns() [Internal]
+// - DebugNodeDrawList() [Internal]
+// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
+// - DebugNodeFont() [Internal]
+// - DebugNodeFontGlyph() [Internal]
+// - DebugNodeStorage() [Internal]
+// - DebugNodeTabBar() [Internal]
+// - DebugNodeViewport() [Internal]
+// - DebugNodeWindow() [Internal]
+// - DebugNodeWindowSettings() [Internal]
+// - DebugNodeWindowsList() [Internal]
+// - DebugNodeWindowsListByBeginStackParent() [Internal]
+// - ShowFontSelector()
+//-----------------------------------------------------------------------------
+
+#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS)
+// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
+static void MetricsHelpMarker(const char* desc)
+{
+ ImGui::TextDisabled("(?)");
+ if (ImGui::BeginItemTooltip())
+ {
+ ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
+ ImGui::TextUnformatted(desc);
+ ImGui::PopTextWrapPos();
+ ImGui::EndTooltip();
+ }
+}
+#endif
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+
+void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ ImVec2 scale = bb.GetSize() / viewport->Size;
+ ImVec2 off = bb.Min - viewport->Pos * scale;
+ float alpha_mul = 1.0f;
+ window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
+ for (ImGuiWindow* thumb_window : g.Windows)
+ {
+ if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
+ continue;
+
+ ImRect thumb_r = thumb_window->Rect();
+ ImRect title_r = thumb_window->TitleBarRect();
+ thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale));
+ title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y + title_r.GetHeight() * 3.0f) * scale)); // Exaggerate title bar height
+ thumb_r.ClipWithFull(bb);
+ title_r.ClipWithFull(bb);
+ const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
+ window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
+ window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
+ window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
+ window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
+ }
+ draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
+ if (viewport->ID == g.DebugMetricsConfig.HighlightViewportID)
+ window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
+}
+
+static void RenderViewportsThumbnails()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ float SCALE = 1.0f / 8.0f;
+ ImRect bb_full(g.Viewports[0]->Pos, g.Viewports[0]->Pos + g.Viewports[0]->Size);
+ ImVec2 p = window->DC.CursorPos;
+ ImVec2 off = p - bb_full.Min * SCALE;
+
+ // Draw viewports
+ for (ImGuiViewportP* viewport : g.Viewports)
+ {
+ ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
+ ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
+ }
+ ImGui::Dummy(bb_full.GetSize() * SCALE);
+}
+
+// Draw an arbitrary US keyboard layout to visualize translated keys
+void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
+{
+ const float scale = ImGui::GetFontSize() / 13.0f;
+ const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale;
+ const float key_rounding = 3.0f * scale;
+ const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale;
+ const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale;
+ const float key_face_rounding = 2.0f * scale;
+ const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale;
+ const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
+ const float key_row_offset = 9.0f * scale;
+
+ ImVec2 board_min = GetCursorScreenPos();
+ ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
+ ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
+
+ struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
+ const KeyLayoutData keys_to_display[] =
+ {
+ { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
+ { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
+ { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
+ };
+
+ // Elements rendered manually via ImDrawList API are not clipped automatically.
+ // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
+ Dummy(board_max - board_min);
+ if (!IsItemVisible())
+ return;
+ draw_list->PushClipRect(board_min, board_max, true);
+ for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
+ {
+ const KeyLayoutData* key_data = &keys_to_display[n];
+ ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
+ ImVec2 key_max = key_min + key_size;
+ draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
+ draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
+ ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
+ ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
+ draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
+ draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
+ ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
+ draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
+ if (IsKeyDown(key_data->Key))
+ draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
+ }
+ draw_list->PopClipRect();
+}
+
+// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
+void ImGui::DebugTextEncoding(const char* str)
+{
+ Text("Text: \"%s\"", str);
+ if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
+ return;
+ TableSetupColumn("Offset");
+ TableSetupColumn("UTF-8");
+ TableSetupColumn("Glyph");
+ TableSetupColumn("Codepoint");
+ TableHeadersRow();
+ for (const char* p = str; *p != 0; )
+ {
+ unsigned int c;
+ const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
+ TableNextColumn();
+ Text("%d", (int)(p - str));
+ TableNextColumn();
+ for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
+ {
+ if (byte_index > 0)
+ SameLine();
+ Text("0x%02X", (int)(unsigned char)p[byte_index]);
+ }
+ TableNextColumn();
+ TextUnformatted(p, p + c_utf8_len);
+ if (!GetFont()->IsGlyphInFont((ImWchar)c))
+ {
+ SameLine();
+ TextUnformatted("[missing]");
+ }
+ TableNextColumn();
+ Text("U+%04X", (int)c);
+ p += c_utf8_len;
+ }
+ EndTable();
+}
+
+static void DebugFlashStyleColorStop()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT)
+ g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup;
+ g.DebugFlashStyleColorIdx = ImGuiCol_COUNT;
+}
+
+// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls.
+void ImGui::DebugFlashStyleColor(ImGuiCol idx)
+{
+ ImGuiContext& g = *GImGui;
+ DebugFlashStyleColorStop();
+ g.DebugFlashStyleColorTime = 0.5f;
+ g.DebugFlashStyleColorIdx = idx;
+ g.DebugFlashStyleColorBackup = g.Style.Colors[idx];
+}
+
+void ImGui::UpdateDebugToolFlashStyleColor()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.DebugFlashStyleColorTime <= 0.0f)
+ return;
+ ColorConvertHSVtoRGB(ImCos(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z);
+ g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f;
+ if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f)
+ DebugFlashStyleColorStop();
+}
+
+static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id)
+{
+ union { void* ptr; int integer; } tex_id_opaque;
+ memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id)));
+ if (sizeof(tex_id) >= sizeof(void*))
+ ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr);
+ else
+ ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer);
+ return buf;
+}
+
+static const char* FormatTextureRefForDebugDisplay(char* buf, int buf_size, ImTextureRef tex_ref)
+{
+ char* buf_end = buf + buf_size;
+ if (tex_ref._TexData != NULL)
+ buf += ImFormatString(buf, buf_end - buf, "#%03d: ", tex_ref._TexData->UniqueID);
+ return FormatTextureIDForDebugDisplay(buf, (int)(buf_end - buf), tex_ref.GetTexID()); // Calling TexRef::GetTexID() to avoid assert of cmd->GetTexID()
+}
+
+#ifdef IMGUI_ENABLE_FREETYPE
+namespace ImGuiFreeType { IMGUI_API const ImFontLoader* GetFontLoader(); IMGUI_API bool DebugEditFontLoaderFlags(unsigned int* p_font_builder_flags); }
+#endif
+
+// [DEBUG] List fonts in a font atlas and display its texture
+void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = g.IO;
+ ImGuiStyle& style = g.Style;
+
+ BeginDisabled();
+ CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures);
+ EndDisabled();
+ ShowFontSelector("Font");
+ //BeginDisabled((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0);
+ if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f"))
+ style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work.
+ SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize());
+ SameLine(); MetricsHelpMarker("- This is scaling font only. General scaling will come later.");
+ DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f);
+ //BeginDisabled(io.ConfigDpiScaleFonts);
+ DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 4.0f);
+ //SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.");
+ //EndDisabled();
+ if ((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
+ {
+ BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!");
+ BulletText("For instructions, see:");
+ SameLine();
+ TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md");
+ }
+ BulletText("Load a nice font for better results!");
+ BulletText("Please submit feedback:");
+ SameLine(); TextLinkOpenURL("#8465", "https://github.com/ocornut/imgui/issues/8465");
+ BulletText("Read FAQ for more details:");
+ SameLine(); TextLinkOpenURL("dearimgui.com/faq", "https://www.dearimgui.com/faq/");
+ //EndDisabled();
+
+ SeparatorText("Font List");
+
+ ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+ Checkbox("Show font preview", &cfg->ShowFontPreview);
+
+ // Font loaders
+ if (TreeNode("Loader", "Loader: \'%s\'", atlas->FontLoaderName ? atlas->FontLoaderName : "NULL"))
+ {
+ const ImFontLoader* loader_current = atlas->FontLoader;
+ BeginDisabled(!atlas->RendererHasTextures);
+#ifdef IMGUI_ENABLE_STB_TRUETYPE
+ const ImFontLoader* loader_stbtruetype = ImFontAtlasGetFontLoaderForStbTruetype();
+ if (RadioButton("stb_truetype", loader_current == loader_stbtruetype))
+ atlas->SetFontLoader(loader_stbtruetype);
+#else
+ BeginDisabled();
+ RadioButton("stb_truetype", false);
+ SetItemTooltip("Requires #define IMGUI_ENABLE_STB_TRUETYPE");
+ EndDisabled();
+#endif
+ SameLine();
+#ifdef IMGUI_ENABLE_FREETYPE
+ const ImFontLoader* loader_freetype = ImGuiFreeType::GetFontLoader();
+ if (RadioButton("FreeType", loader_current == loader_freetype))
+ atlas->SetFontLoader(loader_freetype);
+ if (loader_current == loader_freetype)
+ {
+ unsigned int loader_flags = atlas->FontLoaderFlags;
+ Text("Shared FreeType Loader Flags: 0x%08X", loader_flags);
+ if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags))
+ {
+ for (ImFont* font : atlas->Fonts)
+ ImFontAtlasFontDestroyOutput(atlas, font);
+ atlas->FontLoaderFlags = loader_flags;
+ for (ImFont* font : atlas->Fonts)
+ ImFontAtlasFontInitOutput(atlas, font);
+ }
+ }
+#else
+ BeginDisabled();
+ RadioButton("FreeType", false);
+ SetItemTooltip("Requires #define IMGUI_ENABLE_FREETYPE + imgui_freetype.cpp.");
+ EndDisabled();
+#endif
+ EndDisabled();
+ TreePop();
+ }
+
+ // Font list
+ for (ImFont* font : atlas->Fonts)
+ {
+ PushID(font);
+ DebugNodeFont(font);
+ PopID();
+ }
+
+ SeparatorText("Font Atlas");
+ if (Button("Compact"))
+ atlas->CompactCache();
+ SameLine();
+ if (Button("Grow"))
+ ImFontAtlasTextureGrow(atlas);
+ SameLine();
+ if (Button("Clear All"))
+ ImFontAtlasBuildClear(atlas);
+ SetItemTooltip("Destroy cache and custom rectangles.");
+
+ for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++)
+ {
+ ImTextureData* tex = atlas->TexList[tex_n];
+ if (tex_n > 0)
+ SameLine();
+ Text("Tex: %dx%d", tex->Width, tex->Height);
+ }
+ const int packed_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsPackedSurface);
+ const int discarded_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsDiscardedSurface);
+ Text("Packed rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsPackedCount, atlas->Builder->RectsPackedSurface, packed_surface_sqrt, packed_surface_sqrt);
+ Text("incl. Discarded rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsDiscardedCount, atlas->Builder->RectsDiscardedSurface, discarded_surface_sqrt, discarded_surface_sqrt);
+
+ ImFontAtlasRectId highlight_r_id = ImFontAtlasRectId_Invalid;
+ if (TreeNode("Rects Index", "Rects Index (%d)", atlas->Builder->RectsPackedCount)) // <-- Use count of used rectangles
+ {
+ PushStyleVar(ImGuiStyleVar_ImageBorderSize, 1.0f);
+ if (BeginTable("##table", 2, ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_ScrollY, ImVec2(0.0f, GetTextLineHeightWithSpacing() * 12)))
+ {
+ for (const ImFontAtlasRectEntry& entry : atlas->Builder->RectsIndex)
+ if (entry.IsUsed)
+ {
+ ImFontAtlasRectId id = ImFontAtlasRectId_Make(atlas->Builder->RectsIndex.index_from_ptr(&entry), entry.Generation);
+ ImFontAtlasRect r = {};
+ atlas->GetCustomRect(id, &r);
+ const char* buf;
+ ImFormatStringToTempBuffer(&buf, NULL, "ID:%08X, used:%d, { w:%3d, h:%3d } { x:%4d, y:%4d }", id, entry.IsUsed, r.w, r.h, r.x, r.y);
+ TableNextColumn();
+ Selectable(buf);
+ if (IsItemHovered())
+ highlight_r_id = id;
+ TableNextColumn();
+ Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1);
+ }
+ EndTable();
+ }
+ PopStyleVar();
+ TreePop();
+ }
+
+ // Texture list
+ // (ensure the last texture always use the same ID, so we can keep it open neatly)
+ ImFontAtlasRect highlight_r;
+ if (highlight_r_id != ImFontAtlasRectId_Invalid)
+ atlas->GetCustomRect(highlight_r_id, &highlight_r);
+ for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++)
+ {
+ if (tex_n == atlas->TexList.Size - 1)
+ SetNextItemOpen(true, ImGuiCond_Once);
+ DebugNodeTexture(atlas->TexList[tex_n], atlas->TexList.Size - 1 - tex_n, (highlight_r_id != ImFontAtlasRectId_Invalid) ? &highlight_r : NULL);
+ }
+}
+
+void ImGui::DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect)
+{
+ ImGuiContext& g = *GImGui;
+ PushID(int_id);
+ if (TreeNode("", "Texture #%03d (%dx%d pixels)", tex->UniqueID, tex->Width, tex->Height))
+ {
+ ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+ Checkbox("Show used rect", &cfg->ShowTextureUsedRect);
+ PushStyleVar(ImGuiStyleVar_ImageBorderSize, ImMax(1.0f, g.Style.ImageBorderSize));
+ ImVec2 p = GetCursorScreenPos();
+ if (tex->WantDestroyNextFrame)
+ Dummy(ImVec2((float)tex->Width, (float)tex->Height));
+ else
+ ImageWithBg(tex->GetTexRef(), ImVec2((float)tex->Width, (float)tex->Height), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
+ if (cfg->ShowTextureUsedRect)
+ GetWindowDrawList()->AddRect(ImVec2(p.x + tex->UsedRect.x, p.y + tex->UsedRect.y), ImVec2(p.x + tex->UsedRect.x + tex->UsedRect.w, p.y + tex->UsedRect.y + tex->UsedRect.h), IM_COL32(255, 0, 255, 255));
+ if (highlight_rect != NULL)
+ {
+ ImRect r_outer(p.x, p.y, p.x + tex->Width, p.y + tex->Height);
+ ImRect r_inner(p.x + highlight_rect->x, p.y + highlight_rect->y, p.x + highlight_rect->x + highlight_rect->w, p.y + highlight_rect->y + highlight_rect->h);
+ RenderRectFilledWithHole(GetWindowDrawList(), r_outer, r_inner, IM_COL32(0, 0, 0, 100), 0.0f);
+ GetWindowDrawList()->AddRect(r_inner.Min - ImVec2(1, 1), r_inner.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255));
+ }
+ PopStyleVar();
+
+ char texid_desc[30];
+ Text("Status = %s (%d), Format = %s (%d), UseColors = %d", ImTextureDataGetStatusName(tex->Status), tex->Status, ImTextureDataGetFormatName(tex->Format), tex->Format, tex->UseColors);
+ Text("TexID = %s, BackendUserData = %p", FormatTextureRefForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), tex->GetTexRef()), tex->BackendUserData);
+ TreePop();
+ }
+ PopID();
+}
+
+void ImGui::ShowMetricsWindow(bool* p_open)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = g.IO;
+ ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+ if (cfg->ShowDebugLog)
+ ShowDebugLogWindow(&cfg->ShowDebugLog);
+ if (cfg->ShowIDStackTool)
+ ShowIDStackToolWindow(&cfg->ShowIDStackTool);
+
+ if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
+ {
+ End();
+ return;
+ }
+
+ // [DEBUG] Clear debug breaks hooks after exactly one cycle.
+ DebugBreakClearData();
+
+ // Basic info
+ Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
+ if (g.ContextName[0] != 0)
+ {
+ SameLine();
+ Text("(Context Name: \"%s\")", g.ContextName);
+ }
+ Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
+ Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount);
+ //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
+
+ Separator();
+
+ // Debugging enums
+ enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
+ const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
+ enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
+ const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
+ if (cfg->ShowWindowsRectsType < 0)
+ cfg->ShowWindowsRectsType = WRT_WorkRect;
+ if (cfg->ShowTablesRectsType < 0)
+ cfg->ShowTablesRectsType = TRT_WorkRect;
+
+ struct Funcs
+ {
+ static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
+ {
+ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
+ if (rect_type == TRT_OuterRect) { return table->OuterRect; }
+ else if (rect_type == TRT_InnerRect) { return table->InnerRect; }
+ else if (rect_type == TRT_WorkRect) { return table->WorkRect; }
+ else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; }
+ else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; }
+ else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; }
+ else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
+ else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
+ else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
+ else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate
+ else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); }
+ else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
+ else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
+ IM_ASSERT(0);
+ return ImRect();
+ }
+
+ static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
+ {
+ if (rect_type == WRT_OuterRect) { return window->Rect(); }
+ else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; }
+ else if (rect_type == WRT_InnerRect) { return window->InnerRect; }
+ else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; }
+ else if (rect_type == WRT_WorkRect) { return window->WorkRect; }
+ else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
+ else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
+ else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; }
+ IM_ASSERT(0);
+ return ImRect();
+ }
+ };
+
+#ifdef IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
+ TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS is enabled.\nMust disable after use! Otherwise Dear ImGui will run slower.\n");
+#endif
+
+ // Tools
+ if (TreeNode("Tools"))
+ {
+ // Debug Break features
+ // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
+ SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x);
+ SameLine();
+ MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
+ if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
+ DebugStartItemPicker();
+ Checkbox("Show \"Debug Break\" buttons in other sections (io.ConfigDebugIsDebuggerPresent)", &g.IO.ConfigDebugIsDebuggerPresent);
+
+ SeparatorText("Visualize");
+
+ Checkbox("Show Debug Log", &cfg->ShowDebugLog);
+ SameLine();
+ MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
+
+ Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool);
+ SameLine();
+ MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.");
+
+ Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
+ Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
+ SameLine();
+ SetNextItemWidth(GetFontSize() * 12);
+ cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
+ if (cfg->ShowWindowsRects && g.NavWindow != NULL)
+ {
+ BulletText("'%s':", g.NavWindow->Name);
+ Indent();
+ for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
+ {
+ ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
+ Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
+ }
+ Unindent();
+ }
+
+ Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
+ SameLine();
+ SetNextItemWidth(GetFontSize() * 12);
+ cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
+ if (cfg->ShowTablesRects && g.NavWindow != NULL)
+ {
+ for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
+ {
+ ImGuiTable* table = g.Tables.TryGetMapData(table_n);
+ if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
+ continue;
+
+ BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
+ if (IsItemHovered())
+ GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
+ Indent();
+ char buf[128];
+ for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
+ {
+ if (rect_n >= TRT_ColumnsRect)
+ {
+ if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
+ continue;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
+ Selectable(buf);
+ if (IsItemHovered())
+ GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
+ }
+ }
+ else
+ {
+ ImRect r = Funcs::GetTableRect(table, rect_n, -1);
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
+ Selectable(buf);
+ if (IsItemHovered())
+ GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
+ }
+ }
+ Unindent();
+ }
+ }
+ Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
+
+ SeparatorText("Validate");
+
+ Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
+ SameLine();
+ MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
+
+ Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer);
+ SameLine();
+ MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
+ if (cfg->ShowTextEncodingViewer)
+ {
+ static char buf[64] = "";
+ SetNextItemWidth(-FLT_MIN);
+ InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf));
+ if (buf[0] != 0)
+ DebugTextEncoding(buf);
+ }
+
+ TreePop();
+ }
+
+ // Windows
+ if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
+ {
+ //SetNextItemOpen(true, ImGuiCond_Once);
+ DebugNodeWindowsList(&g.Windows, "By display order");
+ DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
+ if (TreeNode("By submission order (begin stack)"))
+ {
+ // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
+ ImVector& temp_buffer = g.WindowsTempSortBuffer;
+ temp_buffer.resize(0);
+ for (ImGuiWindow* window : g.Windows)
+ if (window->LastFrameActive + 1 >= g.FrameCount)
+ temp_buffer.push_back(window);
+ struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
+ ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
+ DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
+ TreePop();
+ }
+
+ TreePop();
+ }
+
+ // DrawLists
+ int drawlist_count = 0;
+ for (ImGuiViewportP* viewport : g.Viewports)
+ drawlist_count += viewport->DrawDataP.CmdLists.Size;
+ if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
+ {
+ Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
+ Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
+ for (ImGuiViewportP* viewport : g.Viewports)
+ for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
+ DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
+ TreePop();
+ }
+
+ // Viewports
+ if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
+ {
+ SetNextItemOpen(true, ImGuiCond_Once);
+ if (TreeNode("Windows Minimap"))
+ {
+ RenderViewportsThumbnails();
+ TreePop();
+ }
+ cfg->HighlightViewportID = 0;
+
+ for (ImGuiViewportP* viewport : g.Viewports)
+ DebugNodeViewport(viewport);
+ TreePop();
+ }
+
+ // Details for Fonts
+ for (ImFontAtlas* atlas : g.FontAtlases)
+ if (TreeNode((void*)atlas, "Fonts (%d), Textures (%d)", atlas->Fonts.Size, atlas->TexList.Size))
+ {
+ ShowFontAtlas(atlas);
+ TreePop();
+ }
+
+ // Details for Popups
+ if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
+ {
+ for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
+ {
+ // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
+ ImGuiWindow* window = popup_data.Window;
+ BulletText("PopupID: %08x, Window: '%s' (%s%s), RestoreNavWindow '%s', ParentWindow '%s'",
+ popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
+ popup_data.RestoreNavWindow ? popup_data.RestoreNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
+ }
+ TreePop();
+ }
+
+ // Details for TabBars
+ if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
+ {
+ for (int n = 0; n < g.TabBars.GetMapSize(); n++)
+ if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
+ {
+ PushID(tab_bar);
+ DebugNodeTabBar(tab_bar, "TabBar");
+ PopID();
+ }
+ TreePop();
+ }
+
+ // Details for Tables
+ if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
+ {
+ for (int n = 0; n < g.Tables.GetMapSize(); n++)
+ if (ImGuiTable* table = g.Tables.TryGetMapData(n))
+ DebugNodeTable(table);
+ TreePop();
+ }
+
+ // Details for InputText
+ if (TreeNode("InputText"))
+ {
+ DebugNodeInputTextState(&g.InputTextState);
+ TreePop();
+ }
+
+ // Details for TypingSelect
+ if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
+ {
+ DebugNodeTypingSelectState(&g.TypingSelectState);
+ TreePop();
+ }
+
+ // Details for MultiSelect
+ if (TreeNode("MultiSelect", "MultiSelect (%d)", g.MultiSelectStorage.GetAliveCount()))
+ {
+ ImGuiBoxSelectState* bs = &g.BoxSelectState;
+ BulletText("BoxSelect ID=0x%08X, Starting = %d, Active %d", bs->ID, bs->IsStarting, bs->IsActive);
+ for (int n = 0; n < g.MultiSelectStorage.GetMapSize(); n++)
+ if (ImGuiMultiSelectState* state = g.MultiSelectStorage.TryGetMapData(n))
+ DebugNodeMultiSelectState(state);
+ TreePop();
+ }
+
+ // Details for Docking
+#ifdef IMGUI_HAS_DOCK
+ if (TreeNode("Docking"))
+ {
+ TreePop();
+ }
+#endif // #ifdef IMGUI_HAS_DOCK
+
+ // Settings
+ if (TreeNode("Settings"))
+ {
+ if (SmallButton("Clear"))
+ ClearIniSettings();
+ SameLine();
+ if (SmallButton("Save to memory"))
+ SaveIniSettingsToMemory();
+ SameLine();
+ if (SmallButton("Save to disk"))
+ SaveIniSettingsToDisk(g.IO.IniFilename);
+ SameLine();
+ if (g.IO.IniFilename)
+ Text("\"%s\"", g.IO.IniFilename);
+ else
+ TextUnformatted("");
+ Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
+ Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
+ if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
+ {
+ for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
+ BulletText("\"%s\"", handler.TypeName);
+ TreePop();
+ }
+ if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
+ {
+ for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
+ DebugNodeWindowSettings(settings);
+ TreePop();
+ }
+
+ if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
+ {
+ for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
+ DebugNodeTableSettings(settings);
+ TreePop();
+ }
+
+#ifdef IMGUI_HAS_DOCK
+#endif // #ifdef IMGUI_HAS_DOCK
+
+ if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
+ {
+ InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
+ TreePop();
+ }
+ TreePop();
+ }
+
+ // Settings
+ if (TreeNode("Memory allocations"))
+ {
+ ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
+ Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
+ if (SmallButton("GC now")) { g.GcCompactAll = true; }
+ Text("Recent frames with allocations:");
+ int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
+ for (int n = buf_size - 1; n >= 0; n--)
+ {
+ ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
+ BulletText("Frame %06d: %+3d ( %2d alloc, %2d free )", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount);
+ if (n == 0)
+ {
+ SameLine();
+ Text("<- %d frames ago", g.FrameCount - entry->FrameCount);
+ }
+ }
+ TreePop();
+ }
+
+ if (TreeNode("Inputs"))
+ {
+ Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
+ {
+ // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
+ Indent();
+ Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
+ Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
+ Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
+ Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
+ Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
+ DebugRenderKeyboardPreview(GetWindowDrawList());
+ Unindent();
+ }
+
+ Text("MOUSE STATE");
+ {
+ Indent();
+ if (IsMousePosValid())
+ Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
+ else
+ Text("Mouse pos: ");
+ Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
+ int count = IM_ARRAYSIZE(io.MouseDown);
+ Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
+ Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
+ Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
+ Text("Mouse wheel: %.1f", io.MouseWheel);
+ Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
+ Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
+ Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
+ Unindent();
+ }
+
+ Text("MOUSE WHEELING");
+ {
+ Indent();
+ Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
+ Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
+ Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "");
+ Unindent();
+ }
+
+ Text("KEY OWNERS");
+ {
+ Indent();
+ if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
+ for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+ {
+ ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
+ if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner)
+ continue;
+ Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
+ owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
+ DebugLocateItemOnHover(owner_data->OwnerCurr);
+ }
+ EndChild();
+ Unindent();
+ }
+ Text("SHORTCUT ROUTING");
+ SameLine();
+ MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches.");
+ {
+ Indent();
+ if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
+ for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+ {
+ ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
+ for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
+ {
+ ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
+ ImGuiKeyChord key_chord = key | routing_data->Mods;
+ Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore);
+ DebugLocateItemOnHover(routing_data->RoutingCurr);
+ if (g.IO.ConfigDebugIsDebuggerPresent)
+ {
+ SameLine();
+ if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord"))
+ g.DebugBreakInShortcutRouting = key_chord;
+ }
+ idx = routing_data->NextEntryIndex;
+ }
+ }
+ EndChild();
+ Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
+ Unindent();
+ }
+ TreePop();
+ }
+
+ if (TreeNode("Internal state"))
+ {
+ Text("WINDOWING");
+ Indent();
+ Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
+ Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL");
+ Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
+ Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
+ Unindent();
+
+ Text("ITEMS");
+ Indent();
+ Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
+ DebugLocateItemOnHover(g.ActiveId);
+ Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
+ Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
+ Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
+ Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
+ Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
+ DebugLocateItemOnHover(g.DragDropPayload.SourceId);
+ Unindent();
+
+ Text("NAV,FOCUS");
+ Indent();
+ Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
+ Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
+ DebugLocateItemOnHover(g.NavId);
+ Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
+ Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
+ Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
+ Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
+ Text("NavActivateFlags: %04X", g.NavActivateFlags);
+ Text("NavCursorVisible: %d, NavHighlightItemUnderNav: %d", g.NavCursorVisible, g.NavHighlightItemUnderNav);
+ Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
+ Text("NavFocusRoute[] = ");
+ for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--)
+ {
+ const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n];
+ SameLine(0.0f, 0.0f);
+ Text("0x%08X/", focus_scope.ID);
+ SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name);
+ }
+ Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
+ Unindent();
+
+ TreePop();
+ }
+
+ // Overlay: Display windows Rectangles and Begin Order
+ if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
+ {
+ for (ImGuiWindow* window : g.Windows)
+ {
+ if (!window->WasActive)
+ continue;
+ ImDrawList* draw_list = GetForegroundDrawList(window);
+ if (cfg->ShowWindowsRects)
+ {
+ ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
+ draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
+ }
+ if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
+ {
+ char buf[32];
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
+ float font_size = GetFontSize();
+ draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
+ draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
+ }
+ }
+ }
+
+ // Overlay: Display Tables Rectangles
+ if (cfg->ShowTablesRects)
+ {
+ for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
+ {
+ ImGuiTable* table = g.Tables.TryGetMapData(table_n);
+ if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
+ continue;
+ ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
+ if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
+ {
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
+ ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
+ float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
+ draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
+ }
+ }
+ else
+ {
+ ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
+ draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
+ }
+ }
+ }
+
+#ifdef IMGUI_HAS_DOCK
+ // Overlay: Display Docking info
+ if (show_docking_nodes && g.IO.KeyCtrl)
+ {
+ }
+#endif // #ifdef IMGUI_HAS_DOCK
+
+ End();
+}
+
+void ImGui::DebugBreakClearData()
+{
+ // Those fields are scattered in their respective subsystem to stay in hot-data locations
+ ImGuiContext& g = *GImGui;
+ g.DebugBreakInWindow = 0;
+ g.DebugBreakInTable = 0;
+ g.DebugBreakInShortcutRouting = ImGuiKey_None;
+}
+
+void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location)
+{
+ if (!BeginItemTooltip())
+ return;
+ Text("To call IM_DEBUG_BREAK() %s:", description_of_location);
+ Separator();
+ TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space.");
+ Separator();
+ TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!");
+ EndTooltip();
+}
+
+// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc.
+// In order to reduce interferences with the contents we are trying to debug into.
+bool ImGui::DebugBreakButton(const char* label, const char* description_of_location)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiID id = window->GetID(label);
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset);
+ ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y);
+
+ const ImRect bb(pos, pos + size);
+ ItemSize(size, 0.0f);
+ if (!ItemAdd(bb, id))
+ return false;
+
+ // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects.
+ bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags);
+ bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id);
+ DebugBreakButtonTooltip(false, description_of_location);
+
+ ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+ ImVec4 hsv;
+ ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z);
+ ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z);
+
+ RenderNavCursor(bb, id);
+ RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding);
+ RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb);
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
+ return pressed;
+}
+
+// [DEBUG] Display contents of Columns
+void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
+{
+ if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
+ return;
+ BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
+ for (ImGuiOldColumnData& column : columns->Columns)
+ BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
+ TreePop();
+}
+
+// [DEBUG] Display contents of ImDrawList
+void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
+{
+ ImGuiContext& g = *GImGui;
+ IM_UNUSED(viewport); // Used in docking branch
+ ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+ int cmd_count = draw_list->CmdBuffer.Size;
+ if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
+ cmd_count--;
+ bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
+ if (draw_list == GetWindowDrawList())
+ {
+ SameLine();
+ TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
+ if (node_open)
+ TreePop();
+ return;
+ }
+
+ ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
+ if (window && IsItemHovered() && fg_draw_list)
+ fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+ if (!node_open)
+ return;
+
+ if (window && !window->WasActive)
+ TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
+
+ for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
+ {
+ if (pcmd->UserCallback)
+ {
+ BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
+ continue;
+ }
+
+ char texid_desc[30];
+ FormatTextureRefForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TexRef);
+ char buf[300];
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
+ pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
+ bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
+ if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
+ DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
+ if (!pcmd_node_open)
+ continue;
+
+ // Calculate approximate coverage area (touched pixel count)
+ // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
+ const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
+ const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
+ float total_area = 0.0f;
+ for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
+ {
+ ImVec2 triangle[3];
+ for (int n = 0; n < 3; n++, idx_n++)
+ triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
+ total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
+ }
+
+ // Display vertex information summary. Hover to get all triangles drawn in wire-frame
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
+ Selectable(buf);
+ if (IsItemHovered() && fg_draw_list)
+ DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
+
+ // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
+ ImGuiListClipper clipper;
+ clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
+ while (clipper.Step())
+ for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
+ {
+ char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
+ ImVec2 triangle[3];
+ for (int n = 0; n < 3; n++, idx_i++)
+ {
+ const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
+ triangle[n] = v.pos;
+ buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
+ (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
+ }
+
+ Selectable(buf, false);
+ if (fg_draw_list && IsItemHovered())
+ {
+ ImDrawListFlags backup_flags = fg_draw_list->Flags;
+ fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
+ fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
+ fg_draw_list->Flags = backup_flags;
+ }
+ }
+ TreePop();
+ }
+ TreePop();
+}
+
+// [DEBUG] Display mesh/aabb of a ImDrawCmd
+void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
+{
+ IM_ASSERT(show_mesh || show_aabb);
+
+ // Draw wire-frame version of all triangles
+ ImRect clip_rect = draw_cmd->ClipRect;
+ ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
+ ImDrawListFlags backup_flags = out_draw_list->Flags;
+ out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
+ for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
+ {
+ ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
+ ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
+
+ ImVec2 triangle[3];
+ for (int n = 0; n < 3; n++, idx_n++)
+ vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
+ if (show_mesh)
+ out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
+ }
+ // Draw bounding boxes
+ if (show_aabb)
+ {
+ out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
+ out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
+ }
+ out_draw_list->Flags = backup_flags;
+}
+
+// [DEBUG] Compute mask of inputs with the same codepoint.
+static int CalcFontGlyphSrcOverlapMask(ImFontAtlas* atlas, ImFont* font, unsigned int codepoint)
+{
+ int mask = 0, count = 0;
+ for (int src_n = 0; src_n < font->Sources.Size; src_n++)
+ {
+ ImFontConfig* src = font->Sources[src_n];
+ if (!(src->FontLoader ? src->FontLoader : atlas->FontLoader)->FontSrcContainsGlyph(atlas, src, (ImWchar)codepoint))
+ continue;
+ mask |= (1 << src_n);
+ count++;
+ }
+ return count > 1 ? mask : 0;
+}
+
+// [DEBUG] Display details for a single font, called by ShowStyleEditor().
+void ImGui::DebugNodeFont(ImFont* font)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
+ ImFontAtlas* atlas = font->ContainerAtlas;
+ bool opened = TreeNode(font, "Font: \"%s\": %d sources(s)", font->GetDebugName(), font->Sources.Size);
+
+ // Display preview text
+ if (!opened)
+ Indent();
+ Indent();
+ if (cfg->ShowFontPreview)
+ {
+ PushFont(font, 0.0f);
+ Text("The quick brown fox jumps over the lazy dog");
+ PopFont();
+ }
+ if (!opened)
+ {
+ Unindent();
+ Unindent();
+ return;
+ }
+ if (SmallButton("Set as default"))
+ GetIO().FontDefault = font;
+ SameLine();
+ BeginDisabled(atlas->Fonts.Size <= 1 || atlas->Locked);
+ if (SmallButton("Remove"))
+ atlas->RemoveFont(font);
+ EndDisabled();
+ SameLine();
+ if (SmallButton("Clear bakes"))
+ ImFontAtlasFontDiscardBakes(atlas, font, 0);
+ SameLine();
+ if (SmallButton("Clear unused"))
+ ImFontAtlasFontDiscardBakes(atlas, font, 2);
+
+ // Display details
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ SetNextItemWidth(GetFontSize() * 8);
+ DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
+ /*SameLine(); MetricsHelpMarker(
+ "Note that the default embedded font is NOT meant to be scaled.\n\n"
+ "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
+ "You may oversample them to get some flexibility with scaling. "
+ "You can also render at multiple sizes and select which one to use at runtime.\n\n"
+ "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");*/
+#endif
+
+ char c_str[5];
+ ImTextCharToUtf8(c_str, font->FallbackChar);
+ Text("Fallback character: '%s' (U+%04X)", c_str, font->FallbackChar);
+ ImTextCharToUtf8(c_str, font->EllipsisChar);
+ Text("Ellipsis character: '%s' (U+%04X)", c_str, font->EllipsisChar);
+
+ for (int src_n = 0; src_n < font->Sources.Size; src_n++)
+ {
+ ImFontConfig* src = font->Sources[src_n];
+ if (TreeNode(src, "Input %d: \'%s\' [%d], Oversample: %d,%d, PixelSnapH: %d, Offset: (%.1f,%.1f)",
+ src_n, src->Name, src->FontNo, src->OversampleH, src->OversampleV, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y))
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ Text("Loader: '%s'", loader->Name ? loader->Name : "N/A");
+#ifdef IMGUI_ENABLE_FREETYPE
+ if (loader->Name != NULL && strcmp(loader->Name, "FreeType") == 0)
+ {
+ unsigned int loader_flags = src->FontLoaderFlags;
+ Text("FreeType Loader Flags: 0x%08X", loader_flags);
+ if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags))
+ {
+ ImFontAtlasFontDestroyOutput(atlas, font);
+ src->FontLoaderFlags = loader_flags;
+ ImFontAtlasFontInitOutput(atlas, font);
+ }
+ }
+#endif
+ TreePop();
+ }
+ }
+ if (font->Sources.Size > 1 && TreeNode("Input Glyphs Overlap Detection Tool"))
+ {
+ TextWrapped("- First Input that contains the glyph is used.\n"
+ "- Use ImFontConfig::GlyphExcludeRanges[] to specify ranges to ignore glyph in given Input.\n- Prefer using a small number of ranges as the list is scanned every time a new glyph is loaded,\n - e.g. GlyphExcludeRanges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };\n- This tool doesn't cache results and is slow, don't keep it open!");
+ if (BeginTable("table", 2))
+ {
+ for (unsigned int c = 0; c < 0x10000; c++)
+ if (int overlap_mask = CalcFontGlyphSrcOverlapMask(atlas, font, c))
+ {
+ unsigned int c_end = c + 1;
+ while (c_end < 0x10000 && CalcFontGlyphSrcOverlapMask(atlas, font, c_end) == overlap_mask)
+ c_end++;
+ if (TableNextColumn() && TreeNode((void*)(intptr_t)c, "U+%04X-U+%04X: %d codepoints in %d inputs", c, c_end - 1, c_end - c, ImCountSetBits(overlap_mask)))
+ {
+ char utf8_buf[5];
+ for (unsigned int n = c; n < c_end; n++)
+ {
+ ImTextCharToUtf8(utf8_buf, n);
+ BulletText("Codepoint U+%04X (%s)", n, utf8_buf);
+ }
+ TreePop();
+ }
+ TableNextColumn();
+ for (int src_n = 0; src_n < font->Sources.Size; src_n++)
+ if (overlap_mask & (1 << src_n))
+ {
+ Text("%d ", src_n);
+ SameLine();
+ }
+ c = c_end - 1;
+ }
+ EndTable();
+ }
+ TreePop();
+ }
+
+ // Display all glyphs of the fonts in separate pages of 256 characters
+ for (int baked_n = 0; baked_n < atlas->Builder->BakedPool.Size; baked_n++)
+ {
+ ImFontBaked* baked = &atlas->Builder->BakedPool[baked_n];
+ if (baked->ContainerFont != font)
+ continue;
+ PushID(baked_n);
+ if (TreeNode("Glyphs", "Baked at { %.2fpx, d.%.2f }: %d glyphs%s", baked->Size, baked->RasterizerDensity, baked->Glyphs.Size, (baked->LastUsedFrame < atlas->Builder->FrameCount - 1) ? " *Unused*" : ""))
+ {
+ if (SmallButton("Load all"))
+ for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base++)
+ baked->FindGlyph((ImWchar)base);
+
+ const int surface_sqrt = (int)ImSqrt((float)baked->MetricsTotalSurface);
+ Text("Ascent: %f, Descent: %f, Ascent-Descent: %f", baked->Ascent, baked->Descent, baked->Ascent - baked->Descent);
+ Text("Texture Area: about %d px ~%dx%d px", baked->MetricsTotalSurface, surface_sqrt, surface_sqrt);
+ for (int src_n = 0; src_n < font->Sources.Size; src_n++)
+ {
+ ImFontConfig* src = font->Sources[src_n];
+ int oversample_h, oversample_v;
+ ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v);
+ BulletText("Input %d: \'%s\', Oversample: (%d=>%d,%d=>%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
+ src_n, src->Name, src->OversampleH, oversample_h, src->OversampleV, oversample_v, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y);
+ }
+
+ DebugNodeFontGlyphesForSrcMask(font, baked, ~0);
+ TreePop();
+ }
+ PopID();
+ }
+ TreePop();
+ Unindent();
+}
+
+void ImGui::DebugNodeFontGlyphesForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask)
+{
+ ImDrawList* draw_list = GetWindowDrawList();
+ const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
+ const float cell_size = baked->Size * 1;
+ const float cell_spacing = GetStyle().ItemSpacing.y;
+ for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
+ {
+ // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
+ // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
+ // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
+ if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191))
+ {
+ base += 8192 - 256;
+ continue;
+ }
+
+ int count = 0;
+ for (unsigned int n = 0; n < 256; n++)
+ if (const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL)
+ if (src_mask & (1 << glyph->SourceIdx))
+ count++;
+ if (count <= 0)
+ continue;
+ if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
+ continue;
+
+ // Draw a 16x16 grid of glyphs
+ ImVec2 base_pos = GetCursorScreenPos();
+ for (unsigned int n = 0; n < 256; n++)
+ {
+ // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
+ // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
+ ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
+ ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
+ const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL;
+ draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
+ if (!glyph || (src_mask & (1 << glyph->SourceIdx)) == 0)
+ continue;
+ font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
+ if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
+ {
+ DebugNodeFontGlyph(font, glyph);
+ EndTooltip();
+ }
+ }
+ Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
+ TreePop();
+ }
+}
+
+void ImGui::DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph)
+{
+ Text("Codepoint: U+%04X", glyph->Codepoint);
+ Separator();
+ Text("Visible: %d", glyph->Visible);
+ Text("AdvanceX: %.1f", glyph->AdvanceX);
+ Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
+ Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
+ if (glyph->PackId >= 0)
+ {
+ ImTextureRect* r = ImFontAtlasPackGetRect(font->ContainerAtlas, glyph->PackId);
+ Text("PackId: 0x%X (%dx%d rect at %d,%d)", glyph->PackId, r->w, r->h, r->x, r->y);
+ }
+ Text("SourceIdx: %d", glyph->SourceIdx);
+}
+
+// [DEBUG] Display contents of ImGuiStorage
+void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
+{
+ if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
+ return;
+ for (const ImGuiStoragePair& p : storage->Data)
+ {
+ BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
+ DebugLocateItemOnHover(p.key);
+ }
+ TreePop();
+}
+
+// [DEBUG] Display contents of ImGuiTabBar
+void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
+{
+ // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
+ char buf[256];
+ char* p = buf;
+ const char* buf_end = buf + IM_ARRAYSIZE(buf);
+ const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
+ p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
+ for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
+ }
+ p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
+ if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+ bool open = TreeNode(label, "%s", buf);
+ if (!is_active) { PopStyleColor(); }
+ if (is_active && IsItemHovered())
+ {
+ ImDrawList* draw_list = GetForegroundDrawList();
+ draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
+ draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
+ draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
+ }
+ if (open)
+ {
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ PushID(tab);
+ if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
+ if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
+ Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
+ tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
+ PopID();
+ }
+ TreePop();
+ }
+}
+
+void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
+{
+ ImGuiContext& g = *GImGui;
+ SetNextItemOpen(true, ImGuiCond_Once);
+ bool open = TreeNode("viewport0", "Viewport #%d", 0);
+ if (IsItemHovered())
+ g.DebugMetricsConfig.HighlightViewportID = viewport->ID;
+ if (open)
+ {
+ ImGuiWindowFlags flags = viewport->Flags;
+ BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Inset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f",
+ viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
+ viewport->WorkInsetMin.x, viewport->WorkInsetMin.y, viewport->WorkInsetMax.x, viewport->WorkInsetMax.y);
+ BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags,
+ (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "",
+ (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
+ (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "");
+ for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
+ DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
+ TreePop();
+ }
+}
+
+void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
+{
+ if (window == NULL)
+ {
+ BulletText("%s: NULL", label);
+ return;
+ }
+
+ ImGuiContext& g = *GImGui;
+ const bool is_active = window->WasActive;
+ ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
+ if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+ const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
+ if (!is_active) { PopStyleColor(); }
+ if (IsItemHovered() && is_active)
+ GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+ if (!open)
+ return;
+
+ if (window->MemoryCompacted)
+ TextDisabled("Note: some memory buffers have been compacted/freed.");
+
+ if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()"))
+ g.DebugBreakInWindow = window->ID;
+
+ ImGuiWindowFlags flags = window->Flags;
+ DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
+ BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
+ BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
+ (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
+ (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
+ (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
+ if (flags & ImGuiWindowFlags_ChildWindow)
+ BulletText("ChildFlags: 0x%08X (%s%s%s%s..)", window->ChildFlags,
+ (window->ChildFlags & ImGuiChildFlags_Borders) ? "Borders " : "",
+ (window->ChildFlags & ImGuiChildFlags_ResizeX) ? "ResizeX " : "",
+ (window->ChildFlags & ImGuiChildFlags_ResizeY) ? "ResizeY " : "",
+ (window->ChildFlags & ImGuiChildFlags_NavFlattened) ? "NavFlattened " : "");
+ BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
+ BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
+ BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
+ for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
+ {
+ ImRect r = window->NavRectRel[layer];
+ if (r.Min.x >= r.Max.x && r.Min.y >= r.Max.y)
+ BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
+ else
+ BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
+ DebugLocateItemOnHover(window->NavLastIds[layer]);
+ }
+ const ImVec2* pr = window->NavPreferredScoringPosRel;
+ for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
+ BulletText("NavPreferredScoringPosRel[%d] = (%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
+ BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
+ if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
+ if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
+ if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); }
+ if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
+ if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
+ {
+ for (ImGuiOldColumns& columns : window->ColumnsStorage)
+ DebugNodeColumns(&columns);
+ TreePop();
+ }
+ DebugNodeStorage(&window->StateStorage, "Storage");
+ TreePop();
+}
+
+void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
+{
+ if (settings->WantDelete)
+ BeginDisabled();
+ Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
+ settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
+ if (settings->WantDelete)
+ EndDisabled();
+}
+
+void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label)
+{
+ if (!TreeNode(label, "%s (%d)", label, windows->Size))
+ return;
+ for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
+ {
+ PushID((*windows)[i]);
+ DebugNodeWindow((*windows)[i], "Window");
+ PopID();
+ }
+ TreePop();
+}
+
+// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
+void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
+{
+ for (int i = 0; i < windows_size; i++)
+ {
+ ImGuiWindow* window = windows[i];
+ if (window->ParentWindowInBeginStack != parent_in_begin_stack)
+ continue;
+ char buf[20];
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
+ //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
+ DebugNodeWindow(window, buf);
+ TreePush(buf);
+ DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
+ TreePop();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] DEBUG LOG WINDOW
+//-----------------------------------------------------------------------------
+
+void ImGui::DebugLog(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ DebugLogV(fmt, args);
+ va_end(args);
+}
+
+void ImGui::DebugLogV(const char* fmt, va_list args)
+{
+ ImGuiContext& g = *GImGui;
+ const int old_size = g.DebugLogBuf.size();
+ if (g.ContextName[0] != 0)
+ g.DebugLogBuf.appendf("[%s] [%05d] ", g.ContextName, g.FrameCount);
+ else
+ g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
+ g.DebugLogBuf.appendfv(fmt, args);
+ g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
+ if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
+ IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ // IMGUI_TEST_ENGINE_LOG() adds a trailing \n automatically
+ const int new_size = g.DebugLogBuf.size();
+ const bool trailing_carriage_return = (g.DebugLogBuf[new_size - 1] == '\n');
+ if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
+ IMGUI_TEST_ENGINE_LOG("%.*s", new_size - old_size - (trailing_carriage_return ? 1 : 0), g.DebugLogBuf.begin() + old_size);
+#endif
+}
+
+// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout.
+static void SameLineOrWrap(const ImVec2& size)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y);
+ if (window->WorkRect.Contains(ImRect(pos, pos + size)))
+ ImGui::SameLine();
+}
+
+static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight());
+ SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout.
+
+ bool highlight_errors = (flags == ImGuiDebugLogFlags_EventError && g.DebugLogSkippedErrors > 0);
+ if (highlight_errors)
+ ImGui::PushStyleColor(ImGuiCol_Text, ImLerp(g.Style.Colors[ImGuiCol_Text], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.30f));
+ if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0)
+ {
+ g.DebugLogAutoDisableFrames = 2;
+ g.DebugLogAutoDisableFlags |= flags;
+ }
+ if (highlight_errors)
+ {
+ ImGui::PopStyleColor();
+ ImGui::SetItemTooltip("%d past errors skipped.", g.DebugLogSkippedErrors);
+ }
+ else
+ {
+ ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)");
+ }
+}
+
+void ImGui::ShowDebugLogWindow(bool* p_open)
+{
+ ImGuiContext& g = *GImGui;
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0)
+ SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
+ if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
+ {
+ End();
+ return;
+ }
+
+ ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting;
+ CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags);
+ SetItemTooltip("(except InputRouting which is spammy)");
+
+ ShowDebugLogFlag("Errors", ImGuiDebugLogFlags_EventError);
+ ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId);
+ ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper);
+ ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus);
+ ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO);
+ ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont);
+ ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav);
+ ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup);
+ ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection);
+ ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting);
+
+ if (SmallButton("Clear"))
+ {
+ g.DebugLogBuf.clear();
+ g.DebugLogIndex.clear();
+ g.DebugLogSkippedErrors = 0;
+ }
+ SameLine();
+ if (SmallButton("Copy"))
+ SetClipboardText(g.DebugLogBuf.c_str());
+ SameLine();
+ if (SmallButton("Configure Outputs.."))
+ OpenPopup("Outputs");
+ if (BeginPopup("Outputs"))
+ {
+ CheckboxFlags("OutputToTTY", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTTY);
+#ifndef IMGUI_ENABLE_TEST_ENGINE
+ BeginDisabled();
+#endif
+ CheckboxFlags("OutputToTestEngine", &g.DebugLogFlags, ImGuiDebugLogFlags_OutputToTestEngine);
+#ifndef IMGUI_ENABLE_TEST_ENGINE
+ EndDisabled();
+#endif
+ EndPopup();
+ }
+
+ BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
+
+ const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags;
+ g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
+
+ ImGuiListClipper clipper;
+ clipper.Begin(g.DebugLogIndex.size());
+ while (clipper.Step())
+ for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
+ DebugTextUnformattedWithLocateItem(g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no), g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no));
+ g.DebugLogFlags = backup_log_flags;
+ if (GetScrollY() >= GetScrollMaxY())
+ SetScrollHereY(1.0f);
+ EndChild();
+
+ End();
+}
+
+// Display line, search for 0xXXXXXXXX identifiers and call DebugLocateItemOnHover() when hovered.
+void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const char* line_end)
+{
+ TextUnformatted(line_begin, line_end);
+ if (!IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+ return;
+ ImGuiContext& g = *GImGui;
+ ImRect text_rect = g.LastItemData.Rect;
+ for (const char* p = line_begin; p <= line_end - 10; p++)
+ {
+ ImGuiID id = 0;
+ if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1 || ImCharIsXdigitA(p[10]))
+ continue;
+ ImVec2 p0 = CalcTextSize(line_begin, p);
+ ImVec2 p1 = CalcTextSize(p, p + 10);
+ g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
+ if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
+ DebugLocateItemOnHover(id);
+ p += 10;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
+//-----------------------------------------------------------------------------
+
+// Draw a small cross at current CursorPos in current window's DrawList
+void ImGui::DebugDrawCursorPos(ImU32 col)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImVec2 pos = window->DC.CursorPos;
+ window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
+ window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
+}
+
+// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
+void ImGui::DebugDrawLineExtents(ImU32 col)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ float curr_x = window->DC.CursorPos.x;
+ float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
+ float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
+ window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
+ window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
+ window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
+}
+
+// Draw last item rect in ForegroundDrawList (so it is always visible)
+void ImGui::DebugDrawItemRect(ImU32 col)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
+}
+
+// [DEBUG] Locate item position/rectangle given an ID.
+static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green
+
+void ImGui::DebugLocateItem(ImGuiID target_id)
+{
+ ImGuiContext& g = *GImGui;
+ g.DebugLocateId = target_id;
+ g.DebugLocateFrames = 2;
+ g.DebugBreakInLocateId = false;
+}
+
+// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow.
+void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
+{
+ if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ return;
+ ImGuiContext& g = *GImGui;
+ DebugLocateItem(target_id);
+ GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
+
+ // Can't easily use a context menu here because it will mess with focus, active id etc.
+ if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f)
+ {
+ DebugBreakButtonTooltip(false, "in ItemAdd()");
+ if (IsKeyChordPressed(g.DebugBreakKeyChord))
+ g.DebugBreakInLocateId = true;
+ }
+}
+
+void ImGui::DebugLocateItemResolveWithLastItem()
+{
+ ImGuiContext& g = *GImGui;
+
+ // [DEBUG] Debug break requested by user
+ if (g.DebugBreakInLocateId)
+ IM_DEBUG_BREAK();
+
+ ImGuiLastItemData item_data = g.LastItemData;
+ g.DebugLocateId = 0;
+ ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
+ ImRect r = item_data.Rect;
+ r.Expand(3.0f);
+ ImVec2 p1 = g.IO.MousePos;
+ ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
+ draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
+ draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
+}
+
+void ImGui::DebugStartItemPicker()
+{
+ ImGuiContext& g = *GImGui;
+ g.DebugItemPickerActive = true;
+}
+
+// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
+void ImGui::UpdateDebugToolItemPicker()
+{
+ ImGuiContext& g = *GImGui;
+ g.DebugItemPickerBreakId = 0;
+ if (!g.DebugItemPickerActive)
+ return;
+
+ const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
+ SetMouseCursor(ImGuiMouseCursor_Hand);
+ if (IsKeyPressed(ImGuiKey_Escape))
+ g.DebugItemPickerActive = false;
+ const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
+ if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
+ {
+ g.DebugItemPickerBreakId = hovered_id;
+ g.DebugItemPickerActive = false;
+ }
+ for (int mouse_button = 0; mouse_button < 3; mouse_button++)
+ if (change_mapping && IsMouseClicked(mouse_button))
+ g.DebugItemPickerMouseButton = (ImU8)mouse_button;
+ SetNextWindowBgAlpha(0.70f);
+ if (!BeginTooltip())
+ return;
+ Text("HoveredId: 0x%08X", hovered_id);
+ Text("Press ESC to abort picking.");
+ const char* mouse_button_names[] = { "Left", "Right", "Middle" };
+ if (change_mapping)
+ Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
+ else
+ TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
+ EndTooltip();
+}
+
+// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
+void ImGui::UpdateDebugToolStackQueries()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiIDStackTool* tool = &g.DebugIDStackTool;
+
+ // Clear hook when id stack tool is not visible
+ g.DebugHookIdInfoId = 0;
+ tool->QueryHookActive = false;
+ if (g.FrameCount != tool->LastActiveFrame + 1)
+ return;
+
+ // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
+ // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
+ const ImGuiID query_main_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
+ if (tool->QueryMainId != query_main_id)
+ {
+ tool->QueryMainId = query_main_id;
+ tool->StackLevel = -1;
+ tool->Results.resize(0);
+ tool->ResultPathsBuf.resize(0);
+ }
+ if (query_main_id == 0)
+ return;
+
+ // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
+ int stack_level = tool->StackLevel;
+ if (stack_level >= 0 && stack_level < tool->Results.Size)
+ if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
+ tool->StackLevel++;
+
+ // Update hook
+ stack_level = tool->StackLevel;
+ if (stack_level == -1)
+ {
+ g.DebugHookIdInfoId = query_main_id;
+ tool->QueryHookActive = true;
+ }
+ else if (stack_level >= 0 && stack_level < tool->Results.Size)
+ {
+ g.DebugHookIdInfoId = tool->Results[stack_level].ID;
+ tool->Results[stack_level].QueryFrameCount++;
+ tool->QueryHookActive = true;
+ }
+}
+
+// [DEBUG] ID Stack tool: hooks called by GetID() family functions
+void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiIDStackTool* tool = &g.DebugIDStackTool;
+ if (tool->QueryHookActive == false)
+ {
+ IM_ASSERT(id == 0);
+ return;
+ }
+
+ // Step 0: stack query
+ // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
+ if (tool->StackLevel == -1)
+ {
+ IM_ASSERT(tool->Results.Size == 0);
+ tool->StackLevel++;
+ tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
+ for (int n = 0; n < window->IDStack.Size + 1; n++)
+ tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
+ return;
+ }
+
+ // Step 1+: query for individual level
+ IM_ASSERT(tool->StackLevel >= 0);
+ if (tool->StackLevel != window->IDStack.Size)
+ return;
+ ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
+ IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
+
+ if (info->DescOffset == -1)
+ {
+ const char* result = NULL;
+ const char* result_end = NULL;
+ switch (data_type)
+ {
+ case ImGuiDataType_S32:
+ ImFormatStringToTempBuffer(&result, &result_end, "%d", (int)(intptr_t)data_id);
+ break;
+ case ImGuiDataType_String:
+ ImFormatStringToTempBuffer(&result, &result_end, "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)ImStrlen((const char*)data_id), (const char*)data_id);
+ break;
+ case ImGuiDataType_Pointer:
+ ImFormatStringToTempBuffer(&result, &result_end, "(void*)0x%p", data_id);
+ break;
+ case ImGuiDataType_ID:
+ // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
+ ImFormatStringToTempBuffer(&result, &result_end, "0x%08X [override]", id);
+ break;
+ default:
+ IM_ASSERT(0);
+ }
+ info->DescOffset = tool->ResultPathsBuf.size();
+ tool->ResultPathsBuf.append(result, result_end + 1); // Include zero terminator
+ }
+ info->QuerySuccess = true;
+ info->DataType = (ImS8)data_type;
+}
+
+static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
+{
+ ImGuiStackLevelInfo* info = &tool->Results[n];
+ ImGuiWindow* window = (info->DescOffset == -1 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
+ if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
+ return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", ImHashSkipUncontributingPrefix(window->Name));
+ if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
+ return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", ImHashSkipUncontributingPrefix(&tool->ResultPathsBuf.Buf[info->DescOffset]));
+ if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
+ return (*buf = 0);
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo()
+ return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", ImHashSkipUncontributingPrefix(label));
+#endif
+ return ImFormatString(buf, buf_size, "???");
+}
+
+// ID Stack Tool: Display UI
+void ImGui::ShowIDStackToolWindow(bool* p_open)
+{
+ ImGuiContext& g = *GImGui;
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0)
+ SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
+ if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
+ {
+ End();
+ return;
+ }
+
+ // Display hovered/active status
+ ImGuiIDStackTool* tool = &g.DebugIDStackTool;
+
+ // Build and display path
+ tool->ResultTempBuf.resize(0);
+ for (int stack_n = 0; stack_n < tool->Results.Size; stack_n++)
+ {
+ char level_desc[256];
+ StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
+ tool->ResultTempBuf.append(stack_n == 0 ? "//" : "/");
+ for (const char* p = level_desc; *p != 0; )
+ {
+ unsigned int c;
+ const char* p_next = p + ImTextCharFromUtf8(&c, p, NULL);
+ if (c == '/')
+ tool->ResultTempBuf.append("\\");
+ if (c < 256 || !tool->OptHexEncodeNonAsciiChars)
+ tool->ResultTempBuf.append(p, p_next);
+ else for (; p < p_next; p++)
+ tool->ResultTempBuf.appendf("\\x%02x", (unsigned char)*p);
+ p = p_next;
+ }
+ }
+ Text("0x%08X", tool->QueryMainId);
+ SameLine();
+ MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
+
+ // CTRL+C to copy path
+ const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
+ PushStyleVarY(ImGuiStyleVar_FramePadding, 0.0f);
+ Checkbox("Hex-encode non-ASCII", &tool->OptHexEncodeNonAsciiChars);
+ SameLine();
+ Checkbox("Ctrl+C: copy path", &tool->OptCopyToClipboardOnCtrlC);
+ PopStyleVar();
+ SameLine();
+ TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
+ if (tool->OptCopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused))
+ {
+ tool->CopyToClipboardLastTime = (float)g.Time;
+ SetClipboardText(tool->ResultTempBuf.c_str());
+ }
+
+ Text("- Path \"%s\"", tool->ResultTempBuf.c_str());
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ Text("- Label \"%s\"", tool->QueryMainId ? ImGuiTestEngine_FindItemDebugLabel(&g, tool->QueryMainId) : "");
+#endif
+
+ Separator();
+
+ // Display decorated stack
+ tool->LastActiveFrame = g.FrameCount;
+ if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
+ {
+ const float id_width = CalcTextSize("0xDDDDDDDD").x;
+ TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
+ TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
+ TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
+ TableHeadersRow();
+ for (int n = 0; n < tool->Results.Size; n++)
+ {
+ ImGuiStackLevelInfo* info = &tool->Results[n];
+ TableNextColumn();
+ Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
+ TableNextColumn();
+ StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
+ TextUnformatted(g.TempBuffer.Data);
+ TableNextColumn();
+ Text("0x%08X", info->ID);
+ if (n == tool->Results.Size - 1)
+ TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
+ }
+ EndTable();
+ }
+ End();
+}
+
+#else
+
+void ImGui::ShowMetricsWindow(bool*) {}
+void ImGui::ShowFontAtlas(ImFontAtlas*) {}
+void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
+void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
+void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
+void ImGui::DebugNodeFont(ImFont*) {}
+void ImGui::DebugNodeFontGlyphesForSrcMask(ImFont*, ImFontBaked*, int) {}
+void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
+void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
+void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
+void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
+void ImGui::DebugNodeWindowsList(ImVector*, const char*) {}
+void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
+
+void ImGui::ShowDebugLogWindow(bool*) {}
+void ImGui::ShowIDStackToolWindow(bool*) {}
+void ImGui::DebugStartItemPicker() {}
+void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
+
+#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
+
+#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS)
+// Demo helper function to select among loaded fonts.
+// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.
+void ImGui::ShowFontSelector(const char* label)
+{
+ ImGuiIO& io = GetIO();
+ ImFont* font_current = GetFont();
+ if (BeginCombo(label, font_current->GetDebugName()))
+ {
+ for (ImFont* font : io.Fonts->Fonts)
+ {
+ PushID((void*)font);
+ if (Selectable(font->GetDebugName(), font == font_current, ImGuiSelectableFlags_SelectOnNav))
+ io.FontDefault = font;
+ if (font == font_current)
+ SetItemDefaultFocus();
+ PopID();
+ }
+ EndCombo();
+ }
+ SameLine();
+ if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures)
+ MetricsHelpMarker(
+ "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n"
+ "- Read FAQ and docs/FONTS.md for more details.");
+ else
+ MetricsHelpMarker(
+ "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n"
+ "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
+ "- Read FAQ and docs/FONTS.md for more details.\n"
+ "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
+}
+#endif // #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) || !defined(IMGUI_DISABLE_DEBUG_TOOLS)
+
+//-----------------------------------------------------------------------------
+
+// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
+// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
+#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
+#include "imgui_user.inl"
+#endif
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/Engine/Src/Imp/CPP/Vendor/imgui/imgui_draw.cpp b/Engine/Src/Imp/CPP/Vendor/imgui/imgui_draw.cpp
new file mode 100644
index 0000000..68b76ff
--- /dev/null
+++ b/Engine/Src/Imp/CPP/Vendor/imgui/imgui_draw.cpp
@@ -0,0 +1,6331 @@
+// dear imgui, v1.92.4 WIP
+// (drawing and font code)
+
+/*
+
+Index of this file:
+
+// [SECTION] STB libraries implementation
+// [SECTION] Style functions
+// [SECTION] ImDrawList
+// [SECTION] ImTriangulator, ImDrawList concave polygon fill
+// [SECTION] ImDrawListSplitter
+// [SECTION] ImDrawData
+// [SECTION] Helpers ShadeVertsXXX functions
+// [SECTION] ImFontConfig
+// [SECTION] ImFontAtlas, ImFontAtlasBuilder
+// [SECTION] ImFontAtlas: backend for stb_truetype
+// [SECTION] ImFontAtlas: glyph ranges helpers
+// [SECTION] ImFontGlyphRangesBuilder
+// [SECTION] ImFont
+// [SECTION] ImGui Internal Render Helpers
+// [SECTION] Decompression code
+// [SECTION] Default font data (ProggyClean.ttf)
+
+*/
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#ifndef IMGUI_DEFINE_MATH_OPERATORS
+#define IMGUI_DEFINE_MATH_OPERATORS
+#endif
+
+#include
+#ifndef IMGUI_DISABLE
+#include
+#ifdef IMGUI_ENABLE_FREETYPE
+#include "misc/freetype/imgui_freetype.h"
+#endif
+
+#include // vsnprintf, sscanf, printf
+#include // intptr_t
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
+#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
+#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here
+#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
+#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
+#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
+#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
+#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
+#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
+#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
+#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
+#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
+#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
+#endif
+
+//-------------------------------------------------------------------------
+// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack)
+//-------------------------------------------------------------------------
+
+// Compile time options:
+//#define IMGUI_STB_NAMESPACE ImStb
+//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
+//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
+//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
+//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+
+#ifdef IMGUI_STB_NAMESPACE
+namespace IMGUI_STB_NAMESPACE
+{
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (push)
+#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
+#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'.
+#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read.
+#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did.
+#endif
+
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
+#pragma clang diagnostic ignored "-Wmissing-prototypes"
+#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
+#endif
+
+#if defined(__GNUC__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits]
+#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" // warning: this statement may fall through
+#endif
+
+#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
+#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit
+#define STBRP_STATIC
+#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0)
+#define STBRP_SORT ImQsort
+#define STB_RECT_PACK_IMPLEMENTATION
+#endif
+#ifdef IMGUI_STB_RECT_PACK_FILENAME
+#include IMGUI_STB_RECT_PACK_FILENAME
+#else
+#include
+#endif
+#endif
+
+#ifdef IMGUI_ENABLE_STB_TRUETYPE
+#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
+#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit
+#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x))
+#define STBTT_free(x,u) ((void)(u), IM_FREE(x))
+#define STBTT_assert(x) do { IM_ASSERT(x); } while(0)
+#define STBTT_fmod(x,y) ImFmod(x,y)
+#define STBTT_sqrt(x) ImSqrt(x)
+#define STBTT_pow(x,y) ImPow(x,y)
+#define STBTT_fabs(x) ImFabs(x)
+#define STBTT_ifloor(x) ((int)ImFloor(x))
+#define STBTT_iceil(x) ((int)ImCeil(x))
+#define STBTT_strlen(x) ImStrlen(x)
+#define STBTT_STATIC
+#define STB_TRUETYPE_IMPLEMENTATION
+#else
+#define STBTT_DEF extern
+#endif
+#ifdef IMGUI_STB_TRUETYPE_FILENAME
+#include IMGUI_STB_TRUETYPE_FILENAME
+#else
+#include
+#endif
+#endif
+#endif // IMGUI_ENABLE_STB_TRUETYPE
+
+#if defined(__GNUC__)
+#pragma GCC diagnostic pop
+#endif
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#if defined(_MSC_VER)
+#pragma warning (pop)
+#endif
+
+#ifdef IMGUI_STB_NAMESPACE
+} // namespace ImStb
+using namespace IMGUI_STB_NAMESPACE;
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] Style functions
+//-----------------------------------------------------------------------------
+
+void ImGui::StyleColorsDark(ImGuiStyle* dst)
+{
+ ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
+ ImVec4* colors = style->Colors;
+
+ colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+ colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
+ colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
+ colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
+ colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
+ colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f);
+ colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
+ colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
+ colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);
+ colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f);
+ colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
+ colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);
+ colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);
+ colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);
+ colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
+ colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
+ colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+ colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
+ colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+ colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
+ colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+ colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
+ colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
+ colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
+ colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+ colors[ImGuiCol_Separator] = colors[ImGuiCol_Border];
+ colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
+ colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
+ colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f);
+ colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
+ colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+ colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text];
+ colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
+ colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
+ colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
+ colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
+ colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
+ colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
+ colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.50f, 0.50f, 0.50f, 0.00f);
+ colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
+ colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
+ colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+ colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
+ colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f);
+ colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here
+ colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here
+ colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f);
+ colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
+ colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
+ colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border];
+ colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
+ colors[ImGuiCol_NavCursor] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+ colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
+ colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
+ colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
+}
+
+void ImGui::StyleColorsClassic(ImGuiStyle* dst)
+{
+ ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
+ ImVec4* colors = style->Colors;
+
+ colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
+ colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
+ colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f);
+ colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
+ colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
+ colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);
+ colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);
+ colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);
+ colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);
+ colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);
+ colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
+ colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
+ colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
+ colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
+ colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
+ colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
+ colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
+ colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
+ colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
+ colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);
+ colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);
+ colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f);
+ colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
+ colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
+ colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
+ colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
+ colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
+ colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
+ colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
+ colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
+ colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
+ colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text];
+ colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
+ colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
+ colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
+ colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
+ colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
+ colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
+ colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.53f, 0.53f, 0.87f, 0.00f);
+ colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+ colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+ colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+ colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
+ colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f);
+ colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here
+ colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here
+ colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
+ colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
+ colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
+ colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border];
+ colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
+ colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
+ colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
+ colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
+ colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
+}
+
+// Those light colors are better suited with a thicker font than the default one + FrameBorder
+void ImGui::StyleColorsLight(ImGuiStyle* dst)
+{
+ ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
+ ImVec4* colors = style->Colors;
+
+ colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
+ colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
+ colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);
+ colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);
+ colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);
+ colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
+ colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
+ colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
+ colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
+ colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
+ colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
+ colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
+ colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
+ colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
+ colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
+ colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
+ colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+ colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
+ colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
+ colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
+ colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+ colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
+ colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
+ colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
+ colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
+ colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
+ colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
+ colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
+ colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
+ colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
+ colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+ colors[ImGuiCol_InputTextCursor] = colors[ImGuiCol_Text];
+ colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
+ colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
+ colors[ImGuiCol_TabSelected] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
+ colors[ImGuiCol_TabSelectedOverline] = colors[ImGuiCol_HeaderActive];
+ colors[ImGuiCol_TabDimmed] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
+ colors[ImGuiCol_TabDimmedSelected] = ImLerp(colors[ImGuiCol_TabSelected], colors[ImGuiCol_TitleBg], 0.40f);
+ colors[ImGuiCol_TabDimmedSelectedOverline] = ImVec4(0.26f, 0.59f, 1.00f, 0.00f);
+ colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
+ colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
+ colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
+ colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
+ colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);
+ colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here
+ colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here
+ colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
+ colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
+ colors[ImGuiCol_TextLink] = colors[ImGuiCol_HeaderActive];
+ colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
+ colors[ImGuiCol_TreeLines] = colors[ImGuiCol_Border];
+ colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
+ colors[ImGuiCol_NavCursor] = colors[ImGuiCol_HeaderHovered];
+ colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
+ colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
+ colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImDrawList
+//-----------------------------------------------------------------------------
+
+ImDrawListSharedData::ImDrawListSharedData()
+{
+ memset(this, 0, sizeof(*this));
+ InitialFringeScale = 1.0f;
+ for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
+ {
+ const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
+ ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
+ }
+ ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
+}
+
+ImDrawListSharedData::~ImDrawListSharedData()
+{
+ IM_ASSERT(DrawLists.Size == 0);
+}
+
+void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
+{
+ if (CircleSegmentMaxError == max_error)
+ return;
+
+ IM_ASSERT(max_error > 0.0f);
+ CircleSegmentMaxError = max_error;
+ for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
+ {
+ const float radius = (float)i;
+ CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX);
+ }
+ ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
+}
+
+ImDrawList::ImDrawList(ImDrawListSharedData* shared_data)
+{
+ memset(this, 0, sizeof(*this));
+ _SetDrawListSharedData(shared_data);
+}
+
+ImDrawList::~ImDrawList()
+{
+ _ClearFreeMemory();
+ _SetDrawListSharedData(NULL);
+}
+
+void ImDrawList::_SetDrawListSharedData(ImDrawListSharedData* data)
+{
+ if (_Data != NULL)
+ _Data->DrawLists.find_erase_unsorted(this);
+ _Data = data;
+ if (_Data != NULL)
+ _Data->DrawLists.push_back(this);
+}
+
+// Initialize before use in a new frame. We always have a command ready in the buffer.
+// In the majority of cases, you would want to call PushClipRect() and PushTexture() after this.
+void ImDrawList::_ResetForNewFrame()
+{
+ // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
+ IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0);
+ IM_STATIC_ASSERT(offsetof(ImDrawCmd, TexRef) == sizeof(ImVec4));
+ IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureRef));
+ if (_Splitter._Count > 1)
+ _Splitter.Merge(this);
+
+ CmdBuffer.resize(0);
+ IdxBuffer.resize(0);
+ VtxBuffer.resize(0);
+ Flags = _Data->InitialFlags;
+ memset(&_CmdHeader, 0, sizeof(_CmdHeader));
+ _VtxCurrentIdx = 0;
+ _VtxWritePtr = NULL;
+ _IdxWritePtr = NULL;
+ _ClipRectStack.resize(0);
+ _TextureStack.resize(0);
+ _CallbacksDataBuf.resize(0);
+ _Path.resize(0);
+ _Splitter.Clear();
+ CmdBuffer.push_back(ImDrawCmd());
+ _FringeScale = _Data->InitialFringeScale;
+}
+
+void ImDrawList::_ClearFreeMemory()
+{
+ CmdBuffer.clear();
+ IdxBuffer.clear();
+ VtxBuffer.clear();
+ Flags = ImDrawListFlags_None;
+ _VtxCurrentIdx = 0;
+ _VtxWritePtr = NULL;
+ _IdxWritePtr = NULL;
+ _ClipRectStack.clear();
+ _TextureStack.clear();
+ _CallbacksDataBuf.clear();
+ _Path.clear();
+ _Splitter.ClearFreeMemory();
+}
+
+// Note: For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club
+ImDrawList* ImDrawList::CloneOutput() const
+{
+ ImDrawList* dst = IM_NEW(ImDrawList(NULL));
+ dst->CmdBuffer = CmdBuffer;
+ dst->IdxBuffer = IdxBuffer;
+ dst->VtxBuffer = VtxBuffer;
+ dst->Flags = Flags;
+ return dst;
+}
+
+void ImDrawList::AddDrawCmd()
+{
+ ImDrawCmd draw_cmd;
+ draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy()
+ draw_cmd.TexRef = _CmdHeader.TexRef;
+ draw_cmd.VtxOffset = _CmdHeader.VtxOffset;
+ draw_cmd.IdxOffset = IdxBuffer.Size;
+
+ IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
+ CmdBuffer.push_back(draw_cmd);
+}
+
+// Pop trailing draw command (used before merging or presenting to user)
+// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL
+void ImDrawList::_PopUnusedDrawCmd()
+{
+ while (CmdBuffer.Size > 0)
+ {
+ ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
+ return;// break;
+ CmdBuffer.pop_back();
+ }
+}
+
+void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t userdata_size)
+{
+ IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
+ ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ IM_ASSERT(callback != NULL);
+ IM_ASSERT(curr_cmd->UserCallback == NULL);
+ if (curr_cmd->ElemCount != 0)
+ {
+ AddDrawCmd();
+ curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ }
+
+ curr_cmd->UserCallback = callback;
+ if (userdata_size == 0)
+ {
+ // Store user data directly in command (no indirection)
+ curr_cmd->UserCallbackData = userdata;
+ curr_cmd->UserCallbackDataSize = 0;
+ curr_cmd->UserCallbackDataOffset = -1;
+ }
+ else
+ {
+ // Copy and store user data in a buffer
+ IM_ASSERT(userdata != NULL);
+ IM_ASSERT(userdata_size < (1u << 31));
+ curr_cmd->UserCallbackData = NULL; // Will be resolved during Render()
+ curr_cmd->UserCallbackDataSize = (int)userdata_size;
+ curr_cmd->UserCallbackDataOffset = _CallbacksDataBuf.Size;
+ _CallbacksDataBuf.resize(_CallbacksDataBuf.Size + (int)userdata_size);
+ memcpy(_CallbacksDataBuf.Data + (size_t)curr_cmd->UserCallbackDataOffset, userdata, userdata_size);
+ }
+
+ AddDrawCmd(); // Force a new command after us (see comment below)
+}
+
+// Compare ClipRect, TexRef and VtxOffset with a single memcmp()
+#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
+#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TexRef, VtxOffset
+#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TexRef, VtxOffset
+#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)
+
+// Try to merge two last draw commands
+void ImDrawList::_TryMergeDrawCmds()
+{
+ IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
+ ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ ImDrawCmd* prev_cmd = curr_cmd - 1;
+ if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
+ {
+ prev_cmd->ElemCount += curr_cmd->ElemCount;
+ CmdBuffer.pop_back();
+ }
+}
+
+// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
+// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
+void ImDrawList::_OnChangedClipRect()
+{
+ // If current command is used with different settings we need to add a new command
+ IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
+ ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)
+ {
+ AddDrawCmd();
+ return;
+ }
+ IM_ASSERT(curr_cmd->UserCallback == NULL);
+
+ // Try to merge with previous command if it matches, else use current command
+ ImDrawCmd* prev_cmd = curr_cmd - 1;
+ if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
+ {
+ CmdBuffer.pop_back();
+ return;
+ }
+ curr_cmd->ClipRect = _CmdHeader.ClipRect;
+}
+
+void ImDrawList::_OnChangedTexture()
+{
+ // If current command is used with different settings we need to add a new command
+ IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
+ ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ if (curr_cmd->ElemCount != 0 && curr_cmd->TexRef != _CmdHeader.TexRef)
+ {
+ AddDrawCmd();
+ return;
+ }
+
+ // Unlike other _OnChangedXXX functions this may be called by ImFontAtlasUpdateDrawListsTextures() in more locations so we need to handle this case.
+ if (curr_cmd->UserCallback != NULL)
+ return;
+
+ // Try to merge with previous command if it matches, else use current command
+ ImDrawCmd* prev_cmd = curr_cmd - 1;
+ if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
+ {
+ CmdBuffer.pop_back();
+ return;
+ }
+ curr_cmd->TexRef = _CmdHeader.TexRef;
+}
+
+void ImDrawList::_OnChangedVtxOffset()
+{
+ // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
+ _VtxCurrentIdx = 0;
+ IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
+ ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349
+ if (curr_cmd->ElemCount != 0)
+ {
+ AddDrawCmd();
+ return;
+ }
+ IM_ASSERT(curr_cmd->UserCallback == NULL);
+ curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
+}
+
+int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
+{
+ // Automatic segment count
+ const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy
+ if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
+ return _Data->CircleSegmentCounts[radius_idx]; // Use cached value
+ else
+ return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
+}
+
+// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
+void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect)
+{
+ ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
+ if (intersect_with_current_clip_rect)
+ {
+ ImVec4 current = _CmdHeader.ClipRect;
+ if (cr.x < current.x) cr.x = current.x;
+ if (cr.y < current.y) cr.y = current.y;
+ if (cr.z > current.z) cr.z = current.z;
+ if (cr.w > current.w) cr.w = current.w;
+ }
+ cr.z = ImMax(cr.x, cr.z);
+ cr.w = ImMax(cr.y, cr.w);
+
+ _ClipRectStack.push_back(cr);
+ _CmdHeader.ClipRect = cr;
+ _OnChangedClipRect();
+}
+
+void ImDrawList::PushClipRectFullScreen()
+{
+ PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));
+}
+
+void ImDrawList::PopClipRect()
+{
+ _ClipRectStack.pop_back();
+ _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];
+ _OnChangedClipRect();
+}
+
+void ImDrawList::PushTexture(ImTextureRef tex_ref)
+{
+ _TextureStack.push_back(tex_ref);
+ _CmdHeader.TexRef = tex_ref;
+ if (tex_ref._TexData != NULL)
+ IM_ASSERT(tex_ref._TexData->WantDestroyNextFrame == false);
+ _OnChangedTexture();
+}
+
+void ImDrawList::PopTexture()
+{
+ _TextureStack.pop_back();
+ _CmdHeader.TexRef = (_TextureStack.Size == 0) ? ImTextureRef() : _TextureStack.Data[_TextureStack.Size - 1];
+ _OnChangedTexture();
+}
+
+// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTexture()/PopTexture().
+void ImDrawList::_SetTexture(ImTextureRef tex_ref)
+{
+ if (_CmdHeader.TexRef == tex_ref)
+ return;
+ _CmdHeader.TexRef = tex_ref;
+ _TextureStack.back() = tex_ref;
+ _OnChangedTexture();
+}
+
+// Reserve space for a number of vertices and indices.
+// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
+// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
+void ImDrawList::PrimReserve(int idx_count, int vtx_count)
+{
+ // Large mesh support (when enabled)
+ IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
+ if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
+ {
+ // FIXME: In theory we should be testing that vtx_count <64k here.
+ // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us
+ // to not make that check until we rework the text functions to handle clipping and large horizontal lines better.
+ _CmdHeader.VtxOffset = VtxBuffer.Size;
+ _OnChangedVtxOffset();
+ }
+
+ ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ draw_cmd->ElemCount += idx_count;
+
+ int vtx_buffer_old_size = VtxBuffer.Size;
+ VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
+ _VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;
+
+ int idx_buffer_old_size = IdxBuffer.Size;
+ IdxBuffer.resize(idx_buffer_old_size + idx_count);
+ _IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
+}
+
+// Release the number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
+void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
+{
+ IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
+
+ ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
+ draw_cmd->ElemCount -= idx_count;
+ VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
+ IdxBuffer.shrink(IdxBuffer.Size - idx_count);
+}
+
+// Fully unrolled with inline call to keep our debug builds decently fast.
+void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
+{
+ ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel);
+ ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
+ _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
+ _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
+ _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+ _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
+ _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
+ _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
+ _VtxWritePtr += 4;
+ _VtxCurrentIdx += 4;
+ _IdxWritePtr += 6;
+}
+
+void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
+{
+ ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);
+ ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
+ _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
+ _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
+ _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
+ _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
+ _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
+ _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
+ _VtxWritePtr += 4;
+ _VtxCurrentIdx += 4;
+ _IdxWritePtr += 6;
+}
+
+void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
+{
+ ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
+ _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
+ _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
+ _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
+ _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
+ _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
+ _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
+ _VtxWritePtr += 4;
+ _VtxCurrentIdx += 4;
+ _IdxWritePtr += 6;
+}
+
+// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
+// - Those macros expects l-values and need to be used as their own statement.
+// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers.
+#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0
+#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366)
+#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0
+
+// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
+// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
+void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness)
+{
+ if (points_count < 2 || (col & IM_COL32_A_MASK) == 0)
+ return;
+
+ const bool closed = (flags & ImDrawFlags_Closed) != 0;
+ const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
+ const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw
+ const bool thick_line = (thickness > _FringeScale);
+
+ if (Flags & ImDrawListFlags_AntiAliasedLines)
+ {
+ // Anti-aliased stroke
+ const float AA_SIZE = _FringeScale;
+ const ImU32 col_trans = col & ~IM_COL32_A_MASK;
+
+ // Thicknesses <1.0 should behave like thickness 1.0
+ thickness = ImMax(thickness, 1.0f);
+ const int integer_thickness = (int)thickness;
+ const float fractional_thickness = thickness - integer_thickness;
+
+ // Do we want to draw this line using a texture?
+ // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved.
+ // - If AA_SIZE is not 1.0f we cannot use the texture path.
+ const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f);
+
+ // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off
+ IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
+
+ const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);
+ const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);
+ PrimReserve(idx_count, vtx_count);
+
+ // Temporary buffer
+ // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point
+ _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5));
+ ImVec2* temp_normals = _Data->TempBuffer.Data;
+ ImVec2* temp_points = temp_normals + points_count;
+
+ // Calculate normals (tangents) for each line segment
+ for (int i1 = 0; i1 < count; i1++)
+ {
+ const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
+ float dx = points[i2].x - points[i1].x;
+ float dy = points[i2].y - points[i1].y;
+ IM_NORMALIZE2F_OVER_ZERO(dx, dy);
+ temp_normals[i1].x = dy;
+ temp_normals[i1].y = -dx;
+ }
+ if (!closed)
+ temp_normals[points_count - 1] = temp_normals[points_count - 2];
+
+ // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point
+ if (use_texture || !thick_line)
+ {
+ // [PATH 1] Texture-based lines (thick or non-thick)
+ // [PATH 2] Non texture-based lines (non-thick)
+
+ // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA.
+ // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture
+ // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code.
+ // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to
+ // allow scaling geometry while preserving one-screen-pixel AA fringe).
+ const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;
+
+ // If line is not closed, the first and last points need to be generated differently as there are no normals to blend
+ if (!closed)
+ {
+ temp_points[0] = points[0] + temp_normals[0] * half_draw_size;
+ temp_points[1] = points[0] - temp_normals[0] * half_draw_size;
+ temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size;
+ temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size;
+ }
+
+ // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
+ // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
+ // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
+ unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
+ for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
+ {
+ const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment
+ const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment
+
+ // Average normals
+ float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
+ float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
+ IM_FIXNORMAL2F(dm_x, dm_y);
+ dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
+ dm_y *= half_draw_size;
+
+ // Add temporary vertices for the outer edges
+ ImVec2* out_vtx = &temp_points[i2 * 2];
+ out_vtx[0].x = points[i2].x + dm_x;
+ out_vtx[0].y = points[i2].y + dm_y;
+ out_vtx[1].x = points[i2].x - dm_x;
+ out_vtx[1].y = points[i2].y - dm_y;
+
+ if (use_texture)
+ {
+ // Add indices for two triangles
+ _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri
+ _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri
+ _IdxWritePtr += 6;
+ }
+ else
+ {
+ // Add indexes for four triangles
+ _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1
+ _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2
+ _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1
+ _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2
+ _IdxWritePtr += 12;
+ }
+
+ idx1 = idx2;
+ }
+
+ // Add vertices for each point on the line
+ if (use_texture)
+ {
+ // If we're using textures we only need to emit the left/right edge vertices
+ ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];
+ /*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false!
+ {
+ const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
+ tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
+ tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
+ tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
+ tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
+ }*/
+ ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
+ ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
+ for (int i = 0; i < points_count; i++)
+ {
+ _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge
+ _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge
+ _VtxWritePtr += 2;
+ }
+ }
+ else
+ {
+ // If we're not using a texture, we need the center vertex as well
+ for (int i = 0; i < points_count; i++)
+ {
+ _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line
+ _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge
+ _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge
+ _VtxWritePtr += 3;
+ }
+ }
+ }
+ else
+ {
+ // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point
+ const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
+
+ // If line is not closed, the first and last points need to be generated differently as there are no normals to blend
+ if (!closed)
+ {
+ const int points_last = points_count - 1;
+ temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
+ temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
+ temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
+ temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
+ temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
+ temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness);
+ temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness);
+ temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
+ }
+
+ // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
+ // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
+ // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
+ unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
+ for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
+ {
+ const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment
+ const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment
+
+ // Average normals
+ float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
+ float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
+ IM_FIXNORMAL2F(dm_x, dm_y);
+ float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);
+ float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);
+ float dm_in_x = dm_x * half_inner_thickness;
+ float dm_in_y = dm_y * half_inner_thickness;
+
+ // Add temporary vertices
+ ImVec2* out_vtx = &temp_points[i2 * 4];
+ out_vtx[0].x = points[i2].x + dm_out_x;
+ out_vtx[0].y = points[i2].y + dm_out_y;
+ out_vtx[1].x = points[i2].x + dm_in_x;
+ out_vtx[1].y = points[i2].y + dm_in_y;
+ out_vtx[2].x = points[i2].x - dm_in_x;
+ out_vtx[2].y = points[i2].y - dm_in_y;
+ out_vtx[3].x = points[i2].x - dm_out_x;
+ out_vtx[3].y = points[i2].y - dm_out_y;
+
+ // Add indexes
+ _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2);
+ _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1);
+ _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0);
+ _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1);
+ _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3);
+ _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2);
+ _IdxWritePtr += 18;
+
+ idx1 = idx2;
+ }
+
+ // Add vertices
+ for (int i = 0; i < points_count; i++)
+ {
+ _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans;
+ _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
+ _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
+ _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans;
+ _VtxWritePtr += 4;
+ }
+ }
+ _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+ }
+ else
+ {
+ // [PATH 4] Non texture-based, Non anti-aliased lines
+ const int idx_count = count * 6;
+ const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges
+ PrimReserve(idx_count, vtx_count);
+
+ for (int i1 = 0; i1 < count; i1++)
+ {
+ const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
+ const ImVec2& p1 = points[i1];
+ const ImVec2& p2 = points[i2];
+
+ float dx = p2.x - p1.x;
+ float dy = p2.y - p1.y;
+ IM_NORMALIZE2F_OVER_ZERO(dx, dy);
+ dx *= (thickness * 0.5f);
+ dy *= (thickness * 0.5f);
+
+ _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;
+ _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
+ _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
+ _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col;
+ _VtxWritePtr += 4;
+
+ _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2);
+ _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3);
+ _IdxWritePtr += 6;
+ _VtxCurrentIdx += 4;
+ }
+ }
+}
+
+// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
+// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
+void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
+{
+ if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)
+ return;
+
+ const ImVec2 uv = _Data->TexUvWhitePixel;
+
+ if (Flags & ImDrawListFlags_AntiAliasedFill)
+ {
+ // Anti-aliased Fill
+ const float AA_SIZE = _FringeScale;
+ const ImU32 col_trans = col & ~IM_COL32_A_MASK;
+ const int idx_count = (points_count - 2)*3 + points_count * 6;
+ const int vtx_count = (points_count * 2);
+ PrimReserve(idx_count, vtx_count);
+
+ // Add indexes for fill
+ unsigned int vtx_inner_idx = _VtxCurrentIdx;
+ unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
+ for (int i = 2; i < points_count; i++)
+ {
+ _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1));
+ _IdxWritePtr += 3;
+ }
+
+ // Compute normals
+ _Data->TempBuffer.reserve_discard(points_count);
+ ImVec2* temp_normals = _Data->TempBuffer.Data;
+ for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
+ {
+ const ImVec2& p0 = points[i0];
+ const ImVec2& p1 = points[i1];
+ float dx = p1.x - p0.x;
+ float dy = p1.y - p0.y;
+ IM_NORMALIZE2F_OVER_ZERO(dx, dy);
+ temp_normals[i0].x = dy;
+ temp_normals[i0].y = -dx;
+ }
+
+ for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
+ {
+ // Average normals
+ const ImVec2& n0 = temp_normals[i0];
+ const ImVec2& n1 = temp_normals[i1];
+ float dm_x = (n0.x + n1.x) * 0.5f;
+ float dm_y = (n0.y + n1.y) * 0.5f;
+ IM_FIXNORMAL2F(dm_x, dm_y);
+ dm_x *= AA_SIZE * 0.5f;
+ dm_y *= AA_SIZE * 0.5f;
+
+ // Add vertices
+ _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
+ _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
+ _VtxWritePtr += 2;
+
+ // Add indexes for fringes
+ _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
+ _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
+ _IdxWritePtr += 6;
+ }
+ _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+ }
+ else
+ {
+ // Non Anti-aliased Fill
+ const int idx_count = (points_count - 2)*3;
+ const int vtx_count = points_count;
+ PrimReserve(idx_count, vtx_count);
+ for (int i = 0; i < vtx_count; i++)
+ {
+ _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+ _VtxWritePtr++;
+ }
+ for (int i = 2; i < points_count; i++)
+ {
+ _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i);
+ _IdxWritePtr += 3;
+ }
+ _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+ }
+}
+
+void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
+{
+ if (radius < 0.5f)
+ {
+ _Path.push_back(center);
+ return;
+ }
+
+ // Calculate arc auto segment step size
+ if (a_step <= 0)
+ a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius);
+
+ // Make sure we never do steps larger than one quarter of the circle
+ a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4);
+
+ const int sample_range = ImAbs(a_max_sample - a_min_sample);
+ const int a_next_step = a_step;
+
+ int samples = sample_range + 1;
+ bool extra_max_sample = false;
+ if (a_step > 1)
+ {
+ samples = sample_range / a_step + 1;
+ const int overstep = sample_range % a_step;
+
+ if (overstep > 0)
+ {
+ extra_max_sample = true;
+ samples++;
+
+ // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end,
+ // distribute first step range evenly between them by reducing first step size.
+ if (sample_range > 0)
+ a_step -= (a_step - overstep) / 2;
+ }
+ }
+
+ _Path.resize(_Path.Size + samples);
+ ImVec2* out_ptr = _Path.Data + (_Path.Size - samples);
+
+ int sample_index = a_min_sample;
+ if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
+ {
+ sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+ if (sample_index < 0)
+ sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+ }
+
+ if (a_max_sample >= a_min_sample)
+ {
+ for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step)
+ {
+ // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more
+ if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
+ sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+
+ const ImVec2 s = _Data->ArcFastVtx[sample_index];
+ out_ptr->x = center.x + s.x * radius;
+ out_ptr->y = center.y + s.y * radius;
+ out_ptr++;
+ }
+ }
+ else
+ {
+ for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step)
+ {
+ // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more
+ if (sample_index < 0)
+ sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+
+ const ImVec2 s = _Data->ArcFastVtx[sample_index];
+ out_ptr->x = center.x + s.x * radius;
+ out_ptr->y = center.y + s.y * radius;
+ out_ptr++;
+ }
+ }
+
+ if (extra_max_sample)
+ {
+ int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+ if (normalized_max_sample < 0)
+ normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+
+ const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample];
+ out_ptr->x = center.x + s.x * radius;
+ out_ptr->y = center.y + s.y * radius;
+ out_ptr++;
+ }
+
+ IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr);
+}
+
+void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
+{
+ if (radius < 0.5f)
+ {
+ _Path.push_back(center);
+ return;
+ }
+
+ // Note that we are adding a point at both a_min and a_max.
+ // If you are trying to draw a full closed circle you don't want the overlapping points!
+ _Path.reserve(_Path.Size + (num_segments + 1));
+ for (int i = 0; i <= num_segments; i++)
+ {
+ const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
+ _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));
+ }
+}
+
+// 0: East, 3: South, 6: West, 9: North, 12: East
+void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
+{
+ if (radius < 0.5f)
+ {
+ _Path.push_back(center);
+ return;
+ }
+ _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0);
+}
+
+void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
+{
+ if (radius < 0.5f)
+ {
+ _Path.push_back(center);
+ return;
+ }
+
+ if (num_segments > 0)
+ {
+ _PathArcToN(center, radius, a_min, a_max, num_segments);
+ return;
+ }
+
+ // Automatic segment count
+ if (radius <= _Data->ArcFastRadiusCutoff)
+ {
+ const bool a_is_reverse = a_max < a_min;
+
+ // We are going to use precomputed values for mid samples.
+ // Determine first and last sample in lookup table that belong to the arc.
+ const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f);
+ const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f);
+
+ const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f);
+ const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f);
+ const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0);
+
+ const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+ const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
+ const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f;
+ const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f;
+
+ _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));
+ if (a_emit_start)
+ _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius));
+ if (a_mid_samples > 0)
+ _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0);
+ if (a_emit_end)
+ _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius));
+ }
+ else
+ {
+ const float arc_length = ImAbs(a_max - a_min);
+ const int circle_segment_count = _CalcCircleAutoSegmentCount(radius);
+ const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length));
+ _PathArcToN(center, radius, a_min, a_max, arc_segment_count);
+ }
+}
+
+void ImDrawList::PathEllipticalArcTo(const ImVec2& center, const ImVec2& radius, float rot, float a_min, float a_max, int num_segments)
+{
+ if (num_segments <= 0)
+ num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
+
+ _Path.reserve(_Path.Size + (num_segments + 1));
+
+ const float cos_rot = ImCos(rot);
+ const float sin_rot = ImSin(rot);
+ for (int i = 0; i <= num_segments; i++)
+ {
+ const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
+ ImVec2 point(ImCos(a) * radius.x, ImSin(a) * radius.y);
+ const ImVec2 rel((point.x * cos_rot) - (point.y * sin_rot), (point.x * sin_rot) + (point.y * cos_rot));
+ point.x = rel.x + center.x;
+ point.y = rel.y + center.y;
+ _Path.push_back(point);
+ }
+}
+
+ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
+{
+ float u = 1.0f - t;
+ float w1 = u * u * u;
+ float w2 = 3 * u * u * t;
+ float w3 = 3 * u * t * t;
+ float w4 = t * t * t;
+ return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y);
+}
+
+ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)
+{
+ float u = 1.0f - t;
+ float w1 = u * u;
+ float w2 = 2 * u * t;
+ float w3 = t * t;
+ return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);
+}
+
+// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp
+static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
+{
+ float dx = x4 - x1;
+ float dy = y4 - y1;
+ float d2 = (x2 - x4) * dy - (y2 - y4) * dx;
+ float d3 = (x3 - x4) * dy - (y3 - y4) * dx;
+ d2 = (d2 >= 0) ? d2 : -d2;
+ d3 = (d3 >= 0) ? d3 : -d3;
+ if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
+ {
+ path->push_back(ImVec2(x4, y4));
+ }
+ else if (level < 10)
+ {
+ float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
+ float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
+ float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f;
+ float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
+ float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f;
+ float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f;
+ PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
+ PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
+ }
+}
+
+static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)
+{
+ float dx = x3 - x1, dy = y3 - y1;
+ float det = (x2 - x3) * dy - (y2 - y3) * dx;
+ if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))
+ {
+ path->push_back(ImVec2(x3, y3));
+ }
+ else if (level < 10)
+ {
+ float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
+ float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
+ float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
+ PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);
+ PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);
+ }
+}
+
+void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
+{
+ ImVec2 p1 = _Path.back();
+ if (num_segments == 0)
+ {
+ IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
+ PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
+ }
+ else
+ {
+ float t_step = 1.0f / (float)num_segments;
+ for (int i_step = 1; i_step <= num_segments; i_step++)
+ _Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step));
+ }
+}
+
+void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)
+{
+ ImVec2 p1 = _Path.back();
+ if (num_segments == 0)
+ {
+ IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
+ PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated
+ }
+ else
+ {
+ float t_step = 1.0f / (float)num_segments;
+ for (int i_step = 1; i_step <= num_segments; i_step++)
+ _Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step));
+ }
+}
+
+static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
+{
+ /*
+ IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023)
+ // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
+ if (flags == ~0) { return ImDrawFlags_RoundCornersAll; }
+ // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code.
+ if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); }
+ // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'
+#endif
+ */
+ // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.
+ // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway.
+ // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section.
+ IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!");
+
+ if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
+ flags |= ImDrawFlags_RoundCornersAll;
+
+ return flags;
+}
+
+void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags)
+{
+ if (rounding >= 0.5f)
+ {
+ flags = FixRectCornerFlags(flags);
+ rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f);
+ rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f);
+ }
+ if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
+ {
+ PathLineTo(a);
+ PathLineTo(ImVec2(b.x, a.y));
+ PathLineTo(b);
+ PathLineTo(ImVec2(a.x, b.y));
+ }
+ else
+ {
+ const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f;
+ const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f;
+ const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f;
+ const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f;
+ PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);
+ PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);
+ PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);
+ PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6);
+ }
+}
+
+void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+ PathLineTo(p1 + ImVec2(0.5f, 0.5f));
+ PathLineTo(p2 + ImVec2(0.5f, 0.5f));
+ PathStroke(col, 0, thickness);
+}
+
+// p_min = upper-left, p_max = lower-right
+// Note we don't render 1 pixels sized rectangles properly.
+void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+ if (Flags & ImDrawListFlags_AntiAliasedLines)
+ PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags);
+ else
+ PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes.
+ PathStroke(col, ImDrawFlags_Closed, thickness);
+}
+
+void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+ if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
+ {
+ PrimReserve(6, 4);
+ PrimRect(p_min, p_max, col);
+ }
+ else
+ {
+ PathRect(p_min, p_max, rounding, flags);
+ PathFillConvex(col);
+ }
+}
+
+// p_min = upper-left, p_max = lower-right
+void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
+{
+ if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
+ return;
+
+ const ImVec2 uv = _Data->TexUvWhitePixel;
+ PrimReserve(6, 4);
+ PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2));
+ PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3));
+ PrimWriteVtx(p_min, uv, col_upr_left);
+ PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
+ PrimWriteVtx(p_max, uv, col_bot_right);
+ PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);
+}
+
+void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ PathLineTo(p1);
+ PathLineTo(p2);
+ PathLineTo(p3);
+ PathLineTo(p4);
+ PathStroke(col, ImDrawFlags_Closed, thickness);
+}
+
+void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ PathLineTo(p1);
+ PathLineTo(p2);
+ PathLineTo(p3);
+ PathLineTo(p4);
+ PathFillConvex(col);
+}
+
+void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ PathLineTo(p1);
+ PathLineTo(p2);
+ PathLineTo(p3);
+ PathStroke(col, ImDrawFlags_Closed, thickness);
+}
+
+void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ PathLineTo(p1);
+ PathLineTo(p2);
+ PathLineTo(p3);
+ PathFillConvex(col);
+}
+
+void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
+{
+ if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
+ return;
+
+ if (num_segments <= 0)
+ {
+ // Use arc with automatic segment count
+ _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
+ _Path.Size--;
+ }
+ else
+ {
+ // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
+ num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
+
+ // Because we are filling a closed shape we remove 1 from the count of segments/points
+ const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
+ PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
+ }
+
+ PathStroke(col, ImDrawFlags_Closed, thickness);
+}
+
+void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
+{
+ if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
+ return;
+
+ if (num_segments <= 0)
+ {
+ // Use arc with automatic segment count
+ _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
+ _Path.Size--;
+ }
+ else
+ {
+ // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
+ num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
+
+ // Because we are filling a closed shape we remove 1 from the count of segments/points
+ const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
+ PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
+ }
+
+ PathFillConvex(col);
+}
+
+// Guaranteed to honor 'num_segments'
+void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
+{
+ if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
+ return;
+
+ // Because we are filling a closed shape we remove 1 from the count of segments/points
+ const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
+ PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
+ PathStroke(col, ImDrawFlags_Closed, thickness);
+}
+
+// Guaranteed to honor 'num_segments'
+void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
+{
+ if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
+ return;
+
+ // Because we are filling a closed shape we remove 1 from the count of segments/points
+ const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
+ PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
+ PathFillConvex(col);
+}
+
+// Ellipse
+void ImDrawList::AddEllipse(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments, float thickness)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ if (num_segments <= 0)
+ num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
+
+ // Because we are filling a closed shape we remove 1 from the count of segments/points
+ const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
+ PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
+ PathStroke(col, true, thickness);
+}
+
+void ImDrawList::AddEllipseFilled(const ImVec2& center, const ImVec2& radius, ImU32 col, float rot, int num_segments)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ if (num_segments <= 0)
+ num_segments = _CalcCircleAutoSegmentCount(ImMax(radius.x, radius.y)); // A bit pessimistic, maybe there's a better computation to do here.
+
+ // Because we are filling a closed shape we remove 1 from the count of segments/points
+ const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
+ PathEllipticalArcTo(center, radius, rot, 0.0f, a_max, num_segments - 1);
+ PathFillConvex(col);
+}
+
+// Cubic Bezier takes 4 controls points
+void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ PathLineTo(p1);
+ PathBezierCubicCurveTo(p2, p3, p4, num_segments);
+ PathStroke(col, 0, thickness);
+}
+
+// Quadratic Bezier takes 3 controls points
+void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ PathLineTo(p1);
+ PathBezierQuadraticCurveTo(p2, p3, num_segments);
+ PathStroke(col, 0, thickness);
+}
+
+void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ // Accept null ranges
+ if (text_begin == text_end || text_begin[0] == 0)
+ return;
+ // No need to strlen() here: font->RenderText() will do it and may early out.
+
+ // Pull default font/size from the shared ImDrawListSharedData instance
+ if (font == NULL)
+ font = _Data->Font;
+ if (font_size == 0.0f)
+ font_size = _Data->FontSize;
+
+ ImVec4 clip_rect = _CmdHeader.ClipRect;
+ if (cpu_fine_clip_rect)
+ {
+ clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
+ clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);
+ clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
+ clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
+ }
+ font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, (cpu_fine_clip_rect != NULL) ? ImDrawTextFlags_CpuFineClip : ImDrawTextFlags_None);
+}
+
+void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
+{
+ AddText(_Data->Font, _Data->FontSize, pos, col, text_begin, text_end);
+}
+
+void ImDrawList::AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ const bool push_texture_id = tex_ref != _CmdHeader.TexRef;
+ if (push_texture_id)
+ PushTexture(tex_ref);
+
+ PrimReserve(6, 4);
+ PrimRectUV(p_min, p_max, uv_min, uv_max, col);
+
+ if (push_texture_id)
+ PopTexture();
+}
+
+void ImDrawList::AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ const bool push_texture_id = tex_ref != _CmdHeader.TexRef;
+ if (push_texture_id)
+ PushTexture(tex_ref);
+
+ PrimReserve(6, 4);
+ PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
+
+ if (push_texture_id)
+ PopTexture();
+}
+
+void ImDrawList::AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags)
+{
+ if ((col & IM_COL32_A_MASK) == 0)
+ return;
+
+ flags = FixRectCornerFlags(flags);
+ if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
+ {
+ AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col);
+ return;
+ }
+
+ const bool push_texture_id = tex_ref != _CmdHeader.TexRef;
+ if (push_texture_id)
+ PushTexture(tex_ref);
+
+ int vert_start_idx = VtxBuffer.Size;
+ PathRect(p_min, p_max, rounding, flags);
+ PathFillConvex(col);
+ int vert_end_idx = VtxBuffer.Size;
+ ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
+
+ if (push_texture_id)
+ PopTexture();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImTriangulator, ImDrawList concave polygon fill
+//-----------------------------------------------------------------------------
+// Triangulate concave polygons. Based on "Triangulation by Ear Clipping" paper, O(N^2) complexity.
+// Reference: https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
+// Provided as a convenience for user but not used by main library.
+//-----------------------------------------------------------------------------
+// - ImTriangulator [Internal]
+// - AddConcavePolyFilled()
+//-----------------------------------------------------------------------------
+
+enum ImTriangulatorNodeType
+{
+ ImTriangulatorNodeType_Convex,
+ ImTriangulatorNodeType_Ear,
+ ImTriangulatorNodeType_Reflex
+};
+
+struct ImTriangulatorNode
+{
+ ImTriangulatorNodeType Type;
+ int Index;
+ ImVec2 Pos;
+ ImTriangulatorNode* Next;
+ ImTriangulatorNode* Prev;
+
+ void Unlink() { Next->Prev = Prev; Prev->Next = Next; }
+};
+
+struct ImTriangulatorNodeSpan
+{
+ ImTriangulatorNode** Data = NULL;
+ int Size = 0;
+
+ void push_back(ImTriangulatorNode* node) { Data[Size++] = node; }
+ void find_erase_unsorted(int idx) { for (int i = Size - 1; i >= 0; i--) if (Data[i]->Index == idx) { Data[i] = Data[Size - 1]; Size--; return; } }
+};
+
+struct ImTriangulator
+{
+ static int EstimateTriangleCount(int points_count) { return (points_count < 3) ? 0 : points_count - 2; }
+ static int EstimateScratchBufferSize(int points_count) { return sizeof(ImTriangulatorNode) * points_count + sizeof(ImTriangulatorNode*) * points_count * 2; }
+
+ void Init(const ImVec2* points, int points_count, void* scratch_buffer);
+ void GetNextTriangle(unsigned int out_triangle[3]); // Return relative indexes for next triangle
+
+ // Internal functions
+ void BuildNodes(const ImVec2* points, int points_count);
+ void BuildReflexes();
+ void BuildEars();
+ void FlipNodeList();
+ bool IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const;
+ void ReclassifyNode(ImTriangulatorNode* node);
+
+ // Internal members
+ int _TrianglesLeft = 0;
+ ImTriangulatorNode* _Nodes = NULL;
+ ImTriangulatorNodeSpan _Ears;
+ ImTriangulatorNodeSpan _Reflexes;
+};
+
+// Distribute storage for nodes, ears and reflexes.
+// FIXME-OPT: if everything is convex, we could report it to caller and let it switch to an convex renderer
+// (this would require first building reflexes to bail to convex if empty, without even building nodes)
+void ImTriangulator::Init(const ImVec2* points, int points_count, void* scratch_buffer)
+{
+ IM_ASSERT(scratch_buffer != NULL && points_count >= 3);
+ _TrianglesLeft = EstimateTriangleCount(points_count);
+ _Nodes = (ImTriangulatorNode*)scratch_buffer; // points_count x Node
+ _Ears.Data = (ImTriangulatorNode**)(_Nodes + points_count); // points_count x Node*
+ _Reflexes.Data = (ImTriangulatorNode**)(_Nodes + points_count) + points_count; // points_count x Node*
+ BuildNodes(points, points_count);
+ BuildReflexes();
+ BuildEars();
+}
+
+void ImTriangulator::BuildNodes(const ImVec2* points, int points_count)
+{
+ for (int i = 0; i < points_count; i++)
+ {
+ _Nodes[i].Type = ImTriangulatorNodeType_Convex;
+ _Nodes[i].Index = i;
+ _Nodes[i].Pos = points[i];
+ _Nodes[i].Next = _Nodes + i + 1;
+ _Nodes[i].Prev = _Nodes + i - 1;
+ }
+ _Nodes[0].Prev = _Nodes + points_count - 1;
+ _Nodes[points_count - 1].Next = _Nodes;
+}
+
+void ImTriangulator::BuildReflexes()
+{
+ ImTriangulatorNode* n1 = _Nodes;
+ for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
+ {
+ if (ImTriangleIsClockwise(n1->Prev->Pos, n1->Pos, n1->Next->Pos))
+ continue;
+ n1->Type = ImTriangulatorNodeType_Reflex;
+ _Reflexes.push_back(n1);
+ }
+}
+
+void ImTriangulator::BuildEars()
+{
+ ImTriangulatorNode* n1 = _Nodes;
+ for (int i = _TrianglesLeft; i >= 0; i--, n1 = n1->Next)
+ {
+ if (n1->Type != ImTriangulatorNodeType_Convex)
+ continue;
+ if (!IsEar(n1->Prev->Index, n1->Index, n1->Next->Index, n1->Prev->Pos, n1->Pos, n1->Next->Pos))
+ continue;
+ n1->Type = ImTriangulatorNodeType_Ear;
+ _Ears.push_back(n1);
+ }
+}
+
+void ImTriangulator::GetNextTriangle(unsigned int out_triangle[3])
+{
+ if (_Ears.Size == 0)
+ {
+ FlipNodeList();
+
+ ImTriangulatorNode* node = _Nodes;
+ for (int i = _TrianglesLeft; i >= 0; i--, node = node->Next)
+ node->Type = ImTriangulatorNodeType_Convex;
+ _Reflexes.Size = 0;
+ BuildReflexes();
+ BuildEars();
+
+ // If we still don't have ears, it means geometry is degenerated.
+ if (_Ears.Size == 0)
+ {
+ // Return first triangle available, mimicking the behavior of convex fill.
+ IM_ASSERT(_TrianglesLeft > 0); // Geometry is degenerated
+ _Ears.Data[0] = _Nodes;
+ _Ears.Size = 1;
+ }
+ }
+
+ ImTriangulatorNode* ear = _Ears.Data[--_Ears.Size];
+ out_triangle[0] = ear->Prev->Index;
+ out_triangle[1] = ear->Index;
+ out_triangle[2] = ear->Next->Index;
+
+ ear->Unlink();
+ if (ear == _Nodes)
+ _Nodes = ear->Next;
+
+ ReclassifyNode(ear->Prev);
+ ReclassifyNode(ear->Next);
+ _TrianglesLeft--;
+}
+
+void ImTriangulator::FlipNodeList()
+{
+ ImTriangulatorNode* prev = _Nodes;
+ ImTriangulatorNode* temp = _Nodes;
+ ImTriangulatorNode* current = _Nodes->Next;
+ prev->Next = prev;
+ prev->Prev = prev;
+ while (current != _Nodes)
+ {
+ temp = current->Next;
+
+ current->Next = prev;
+ prev->Prev = current;
+ _Nodes->Next = current;
+ current->Prev = _Nodes;
+
+ prev = current;
+ current = temp;
+ }
+ _Nodes = prev;
+}
+
+// A triangle is an ear is no other vertex is inside it. We can test reflexes vertices only (see reference algorithm)
+bool ImTriangulator::IsEar(int i0, int i1, int i2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2) const
+{
+ ImTriangulatorNode** p_end = _Reflexes.Data + _Reflexes.Size;
+ for (ImTriangulatorNode** p = _Reflexes.Data; p < p_end; p++)
+ {
+ ImTriangulatorNode* reflex = *p;
+ if (reflex->Index != i0 && reflex->Index != i1 && reflex->Index != i2)
+ if (ImTriangleContainsPoint(v0, v1, v2, reflex->Pos))
+ return false;
+ }
+ return true;
+}
+
+void ImTriangulator::ReclassifyNode(ImTriangulatorNode* n1)
+{
+ // Classify node
+ ImTriangulatorNodeType type;
+ const ImTriangulatorNode* n0 = n1->Prev;
+ const ImTriangulatorNode* n2 = n1->Next;
+ if (!ImTriangleIsClockwise(n0->Pos, n1->Pos, n2->Pos))
+ type = ImTriangulatorNodeType_Reflex;
+ else if (IsEar(n0->Index, n1->Index, n2->Index, n0->Pos, n1->Pos, n2->Pos))
+ type = ImTriangulatorNodeType_Ear;
+ else
+ type = ImTriangulatorNodeType_Convex;
+
+ // Update lists when a type changes
+ if (type == n1->Type)
+ return;
+ if (n1->Type == ImTriangulatorNodeType_Reflex)
+ _Reflexes.find_erase_unsorted(n1->Index);
+ else if (n1->Type == ImTriangulatorNodeType_Ear)
+ _Ears.find_erase_unsorted(n1->Index);
+ if (type == ImTriangulatorNodeType_Reflex)
+ _Reflexes.push_back(n1);
+ else if (type == ImTriangulatorNodeType_Ear)
+ _Ears.push_back(n1);
+ n1->Type = type;
+}
+
+// Use ear-clipping algorithm to triangulate a simple polygon (no self-interaction, no holes).
+// (Reminder: we don't perform any coarse clipping/culling in ImDrawList layer!
+// It is up to caller to ensure not making costly calls that will be outside of visible area.
+// As concave fill is noticeably more expensive than other primitives, be mindful of this...
+// Caller can build AABB of points, and avoid filling if 'draw_list->_CmdHeader.ClipRect.Overlays(points_bb) == false')
+void ImDrawList::AddConcavePolyFilled(const ImVec2* points, const int points_count, ImU32 col)
+{
+ if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)
+ return;
+
+ const ImVec2 uv = _Data->TexUvWhitePixel;
+ ImTriangulator triangulator;
+ unsigned int triangle[3];
+ if (Flags & ImDrawListFlags_AntiAliasedFill)
+ {
+ // Anti-aliased Fill
+ const float AA_SIZE = _FringeScale;
+ const ImU32 col_trans = col & ~IM_COL32_A_MASK;
+ const int idx_count = (points_count - 2) * 3 + points_count * 6;
+ const int vtx_count = (points_count * 2);
+ PrimReserve(idx_count, vtx_count);
+
+ // Add indexes for fill
+ unsigned int vtx_inner_idx = _VtxCurrentIdx;
+ unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
+
+ _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
+ triangulator.Init(points, points_count, _Data->TempBuffer.Data);
+ while (triangulator._TrianglesLeft > 0)
+ {
+ triangulator.GetNextTriangle(triangle);
+ _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (triangle[0] << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (triangle[1] << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (triangle[2] << 1));
+ _IdxWritePtr += 3;
+ }
+
+ // Compute normals
+ _Data->TempBuffer.reserve_discard(points_count);
+ ImVec2* temp_normals = _Data->TempBuffer.Data;
+ for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
+ {
+ const ImVec2& p0 = points[i0];
+ const ImVec2& p1 = points[i1];
+ float dx = p1.x - p0.x;
+ float dy = p1.y - p0.y;
+ IM_NORMALIZE2F_OVER_ZERO(dx, dy);
+ temp_normals[i0].x = dy;
+ temp_normals[i0].y = -dx;
+ }
+
+ for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
+ {
+ // Average normals
+ const ImVec2& n0 = temp_normals[i0];
+ const ImVec2& n1 = temp_normals[i1];
+ float dm_x = (n0.x + n1.x) * 0.5f;
+ float dm_y = (n0.y + n1.y) * 0.5f;
+ IM_FIXNORMAL2F(dm_x, dm_y);
+ dm_x *= AA_SIZE * 0.5f;
+ dm_y *= AA_SIZE * 0.5f;
+
+ // Add vertices
+ _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
+ _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
+ _VtxWritePtr += 2;
+
+ // Add indexes for fringes
+ _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
+ _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
+ _IdxWritePtr += 6;
+ }
+ _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+ }
+ else
+ {
+ // Non Anti-aliased Fill
+ const int idx_count = (points_count - 2) * 3;
+ const int vtx_count = points_count;
+ PrimReserve(idx_count, vtx_count);
+ for (int i = 0; i < vtx_count; i++)
+ {
+ _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
+ _VtxWritePtr++;
+ }
+ _Data->TempBuffer.reserve_discard((ImTriangulator::EstimateScratchBufferSize(points_count) + sizeof(ImVec2)) / sizeof(ImVec2));
+ triangulator.Init(points, points_count, _Data->TempBuffer.Data);
+ while (triangulator._TrianglesLeft > 0)
+ {
+ triangulator.GetNextTriangle(triangle);
+ _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx + triangle[0]); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + triangle[1]); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + triangle[2]);
+ _IdxWritePtr += 3;
+ }
+ _VtxCurrentIdx += (ImDrawIdx)vtx_count;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImDrawListSplitter
+//-----------------------------------------------------------------------------
+// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..
+//-----------------------------------------------------------------------------
+
+void ImDrawListSplitter::ClearFreeMemory()
+{
+ for (int i = 0; i < _Channels.Size; i++)
+ {
+ if (i == _Current)
+ memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again
+ _Channels[i]._CmdBuffer.clear();
+ _Channels[i]._IdxBuffer.clear();
+ }
+ _Current = 0;
+ _Count = 1;
+ _Channels.clear();
+}
+
+void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
+{
+ IM_UNUSED(draw_list);
+ IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.");
+ int old_channels_count = _Channels.Size;
+ if (old_channels_count < channels_count)
+ {
+ _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable
+ _Channels.resize(channels_count);
+ }
+ _Count = channels_count;
+
+ // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer
+ // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
+ // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer
+ memset(&_Channels[0], 0, sizeof(ImDrawChannel));
+ for (int i = 1; i < channels_count; i++)
+ {
+ if (i >= old_channels_count)
+ {
+ IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
+ }
+ else
+ {
+ _Channels[i]._CmdBuffer.resize(0);
+ _Channels[i]._IdxBuffer.resize(0);
+ }
+ }
+}
+
+void ImDrawListSplitter::Merge(ImDrawList* draw_list)
+{
+ // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
+ if (_Count <= 1)
+ return;
+
+ SetCurrentChannel(draw_list, 0);
+ draw_list->_PopUnusedDrawCmd();
+
+ // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
+ int new_cmd_buffer_count = 0;
+ int new_idx_buffer_count = 0;
+ ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL;
+ int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;
+ for (int i = 1; i < _Count; i++)
+ {
+ ImDrawChannel& ch = _Channels[i];
+ if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
+ ch._CmdBuffer.pop_back();
+
+ if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
+ {
+ // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves.
+ // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter.
+ ImDrawCmd* next_cmd = &ch._CmdBuffer[0];
+ if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)
+ {
+ // Merge previous channel last draw command with current channel first draw command if matching.
+ last_cmd->ElemCount += next_cmd->ElemCount;
+ idx_offset += next_cmd->ElemCount;
+ ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
+ }
+ }
+ if (ch._CmdBuffer.Size > 0)
+ last_cmd = &ch._CmdBuffer.back();
+ new_cmd_buffer_count += ch._CmdBuffer.Size;
+ new_idx_buffer_count += ch._IdxBuffer.Size;
+ for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++)
+ {
+ ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
+ idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount;
+ }
+ }
+ draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);
+ draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);
+
+ // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)
+ ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;
+ ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;
+ for (int i = 1; i < _Count; i++)
+ {
+ ImDrawChannel& ch = _Channels[i];
+ if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
+ if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
+ }
+ draw_list->_IdxWritePtr = idx_write;
+
+ // Ensure there's always a non-callback draw command trailing the command-buffer
+ if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL)
+ draw_list->AddDrawCmd();
+
+ // If current command is used with different settings we need to add a new command
+ ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
+ if (curr_cmd->ElemCount == 0)
+ ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset
+ else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
+ draw_list->AddDrawCmd();
+
+ _Count = 1;
+}
+
+void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
+{
+ IM_ASSERT(idx >= 0 && idx < _Count);
+ if (_Current == idx)
+ return;
+
+ // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
+ memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));
+ memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));
+ _Current = idx;
+ memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));
+ memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));
+ draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
+
+ // If current command is used with different settings we need to add a new command
+ ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
+ if (curr_cmd == NULL)
+ draw_list->AddDrawCmd();
+ else if (curr_cmd->ElemCount == 0)
+ ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset
+ else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
+ draw_list->AddDrawCmd();
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImDrawData
+//-----------------------------------------------------------------------------
+
+void ImDrawData::Clear()
+{
+ Valid = false;
+ CmdListsCount = TotalIdxCount = TotalVtxCount = 0;
+ CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them.
+ DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f);
+ OwnerViewport = NULL;
+ Textures = NULL;
+}
+
+// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list
+// as long at it is expected that the result will be later merged into draw_data->CmdLists[].
+void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list)
+{
+ if (draw_list->CmdBuffer.Size == 0)
+ return;
+ if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
+ return;
+
+ // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
+ // May trigger for you if you are using PrimXXX functions incorrectly.
+ IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
+ IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
+ if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
+ IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
+
+ // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
+ // If this assert triggers because you are drawing lots of stuff manually:
+ // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
+ // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
+ // - If you want large meshes with more than 64K vertices, you can either:
+ // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
+ // Most example backends already support this from 1.71. Pre-1.71 backends won't.
+ // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
+ // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
+ // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
+ // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
+ // Your own engine or render API may use different parameters or function calls to specify index sizes.
+ // 2 and 4 bytes indices are generally supported by most graphics API.
+ // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
+ // the 64K limit to split your draw commands in multiple draw lists.
+ if (sizeof(ImDrawIdx) == 2)
+ IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
+
+ // Resolve callback data pointers
+ if (draw_list->_CallbacksDataBuf.Size > 0)
+ for (ImDrawCmd& cmd : draw_list->CmdBuffer)
+ if (cmd.UserCallback != NULL && cmd.UserCallbackDataOffset != -1 && cmd.UserCallbackDataSize > 0)
+ cmd.UserCallbackData = draw_list->_CallbacksDataBuf.Data + cmd.UserCallbackDataOffset;
+
+ // Add to output list + records state in ImDrawData
+ out_list->push_back(draw_list);
+ draw_data->CmdListsCount++;
+ draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
+ draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
+}
+
+void ImDrawData::AddDrawList(ImDrawList* draw_list)
+{
+ IM_ASSERT(CmdLists.Size == CmdListsCount);
+ draw_list->_PopUnusedDrawCmd();
+ ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list);
+}
+
+// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
+void ImDrawData::DeIndexAllBuffers()
+{
+ ImVector new_vtx_buffer;
+ TotalVtxCount = TotalIdxCount = 0;
+ for (ImDrawList* draw_list : CmdLists)
+ {
+ if (draw_list->IdxBuffer.empty())
+ continue;
+ new_vtx_buffer.resize(draw_list->IdxBuffer.Size);
+ for (int j = 0; j < draw_list->IdxBuffer.Size; j++)
+ new_vtx_buffer[j] = draw_list->VtxBuffer[draw_list->IdxBuffer[j]];
+ draw_list->VtxBuffer.swap(new_vtx_buffer);
+ draw_list->IdxBuffer.resize(0);
+ TotalVtxCount += draw_list->VtxBuffer.Size;
+ }
+}
+
+// Helper to scale the ClipRect field of each ImDrawCmd.
+// Use if your final output buffer is at a different scale than draw_data->DisplaySize,
+// or if there is a difference between your window resolution and framebuffer resolution.
+void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
+{
+ for (ImDrawList* draw_list : CmdLists)
+ for (ImDrawCmd& cmd : draw_list->CmdBuffer)
+ cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Helpers ShadeVertsXXX functions
+//-----------------------------------------------------------------------------
+
+// Generic linear color gradient, write to RGB fields, leave A untouched.
+void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
+{
+ ImVec2 gradient_extent = gradient_p1 - gradient_p0;
+ float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
+ ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
+ ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
+ const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF;
+ const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF;
+ const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF;
+ const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r;
+ const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g;
+ const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b;
+ for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
+ {
+ float d = ImDot(vert->pos - gradient_p0, gradient_extent);
+ float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
+ int r = (int)(col0_r + col_delta_r * t);
+ int g = (int)(col0_g + col_delta_g * t);
+ int b = (int)(col0_b + col_delta_b * t);
+ vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);
+ }
+}
+
+// Distribute UV over (a, b) rectangle
+void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
+{
+ const ImVec2 size = b - a;
+ const ImVec2 uv_size = uv_b - uv_a;
+ const ImVec2 scale = ImVec2(
+ size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,
+ size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);
+
+ ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
+ ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
+ if (clamp)
+ {
+ const ImVec2 min = ImMin(uv_a, uv_b);
+ const ImVec2 max = ImMax(uv_a, uv_b);
+ for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
+ vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);
+ }
+ else
+ {
+ for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
+ vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);
+ }
+}
+
+void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out)
+{
+ ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
+ ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
+ for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
+ vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontConfig
+//-----------------------------------------------------------------------------
+
+// FIXME-NEWATLAS: Oversample specification could be more dynamic. For now, favoring automatic selection.
+ImFontConfig::ImFontConfig()
+{
+ memset(this, 0, sizeof(*this));
+ FontDataOwnedByAtlas = true;
+ OversampleH = 0; // Auto == 1 or 2 depending on size
+ OversampleV = 0; // Auto == 1
+ GlyphMaxAdvanceX = FLT_MAX;
+ RasterizerMultiply = 1.0f;
+ RasterizerDensity = 1.0f;
+ EllipsisChar = 0;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImTextureData
+//-----------------------------------------------------------------------------
+// - ImTextureData::Create()
+// - ImTextureData::DestroyPixels()
+//-----------------------------------------------------------------------------
+
+int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format)
+{
+ switch (format)
+ {
+ case ImTextureFormat_Alpha8: return 1;
+ case ImTextureFormat_RGBA32: return 4;
+ }
+ IM_ASSERT(0);
+ return 0;
+}
+
+const char* ImTextureDataGetStatusName(ImTextureStatus status)
+{
+ switch (status)
+ {
+ case ImTextureStatus_OK: return "OK";
+ case ImTextureStatus_Destroyed: return "Destroyed";
+ case ImTextureStatus_WantCreate: return "WantCreate";
+ case ImTextureStatus_WantUpdates: return "WantUpdates";
+ case ImTextureStatus_WantDestroy: return "WantDestroy";
+ }
+ return "N/A";
+}
+
+const char* ImTextureDataGetFormatName(ImTextureFormat format)
+{
+ switch (format)
+ {
+ case ImTextureFormat_Alpha8: return "Alpha8";
+ case ImTextureFormat_RGBA32: return "RGBA32";
+ }
+ return "N/A";
+}
+
+void ImTextureData::Create(ImTextureFormat format, int w, int h)
+{
+ IM_ASSERT(Status == ImTextureStatus_Destroyed);
+ DestroyPixels();
+ Format = format;
+ Status = ImTextureStatus_WantCreate;
+ Width = w;
+ Height = h;
+ BytesPerPixel = ImTextureDataGetFormatBytesPerPixel(format);
+ UseColors = false;
+ Pixels = (unsigned char*)IM_ALLOC(Width * Height * BytesPerPixel);
+ IM_ASSERT(Pixels != NULL);
+ memset(Pixels, 0, Width * Height * BytesPerPixel);
+ UsedRect.x = UsedRect.y = UsedRect.w = UsedRect.h = 0;
+ UpdateRect.x = UpdateRect.y = (unsigned short)~0;
+ UpdateRect.w = UpdateRect.h = 0;
+}
+
+void ImTextureData::DestroyPixels()
+{
+ if (Pixels)
+ IM_FREE(Pixels);
+ Pixels = NULL;
+ UseColors = false;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontAtlas, ImFontAtlasBuilder
+//-----------------------------------------------------------------------------
+// - Default texture data encoded in ASCII
+// - ImFontAtlas()
+// - ImFontAtlas::Clear()
+// - ImFontAtlas::CompactCache()
+// - ImFontAtlas::ClearInputData()
+// - ImFontAtlas::ClearTexData()
+// - ImFontAtlas::ClearFonts()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasUpdateNewFrame()
+// - ImFontAtlasTextureBlockConvert()
+// - ImFontAtlasTextureBlockPostProcess()
+// - ImFontAtlasTextureBlockPostProcessMultiply()
+// - ImFontAtlasTextureBlockFill()
+// - ImFontAtlasTextureBlockCopy()
+// - ImFontAtlasTextureBlockQueueUpload()
+//-----------------------------------------------------------------------------
+// - ImFontAtlas::GetTexDataAsAlpha8() [legacy]
+// - ImFontAtlas::GetTexDataAsRGBA32() [legacy]
+// - ImFontAtlas::Build() [legacy]
+//-----------------------------------------------------------------------------
+// - ImFontAtlas::AddFont()
+// - ImFontAtlas::AddFontDefault()
+// - ImFontAtlas::AddFontFromFileTTF()
+// - ImFontAtlas::AddFontFromMemoryTTF()
+// - ImFontAtlas::AddFontFromMemoryCompressedTTF()
+// - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF()
+// - ImFontAtlas::RemoveFont()
+// - ImFontAtlasBuildNotifySetFont()
+//-----------------------------------------------------------------------------
+// - ImFontAtlas::AddCustomRect()
+// - ImFontAtlas::RemoveCustomRect()
+// - ImFontAtlas::GetCustomRect()
+// - ImFontAtlas::AddCustomRectFontGlyph() [legacy]
+// - ImFontAtlas::AddCustomRectFontGlyphForSize() [legacy]
+// - ImFontAtlasGetMouseCursorTexData()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasBuildMain()
+// - ImFontAtlasBuildSetupFontLoader()
+// - ImFontAtlasBuildPreloadAllGlyphRanges()
+// - ImFontAtlasBuildUpdatePointers()
+// - ImFontAtlasBuildRenderBitmapFromString()
+// - ImFontAtlasBuildUpdateBasicTexData()
+// - ImFontAtlasBuildUpdateLinesTexData()
+// - ImFontAtlasBuildAddFont()
+// - ImFontAtlasBuildSetupFontBakedEllipsis()
+// - ImFontAtlasBuildSetupFontBakedBlanks()
+// - ImFontAtlasBuildSetupFontBakedFallback()
+// - ImFontAtlasBuildSetupFontSpecialGlyphs()
+// - ImFontAtlasBuildDiscardBakes()
+// - ImFontAtlasBuildDiscardFontBakedGlyph()
+// - ImFontAtlasBuildDiscardFontBaked()
+// - ImFontAtlasBuildDiscardFontBakes()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasAddDrawListSharedData()
+// - ImFontAtlasRemoveDrawListSharedData()
+// - ImFontAtlasUpdateDrawListsTextures()
+// - ImFontAtlasUpdateDrawListsSharedData()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasBuildSetTexture()
+// - ImFontAtlasBuildAddTexture()
+// - ImFontAtlasBuildMakeSpace()
+// - ImFontAtlasBuildRepackTexture()
+// - ImFontAtlasBuildGrowTexture()
+// - ImFontAtlasBuildRepackOrGrowTexture()
+// - ImFontAtlasBuildGetTextureSizeEstimate()
+// - ImFontAtlasBuildCompactTexture()
+// - ImFontAtlasBuildInit()
+// - ImFontAtlasBuildDestroy()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasPackInit()
+// - ImFontAtlasPackAllocRectEntry()
+// - ImFontAtlasPackReuseRectEntry()
+// - ImFontAtlasPackDiscardRect()
+// - ImFontAtlasPackAddRect()
+// - ImFontAtlasPackGetRect()
+//-----------------------------------------------------------------------------
+// - ImFontBaked_BuildGrowIndex()
+// - ImFontBaked_BuildLoadGlyph()
+// - ImFontBaked_BuildLoadGlyphAdvanceX()
+// - ImFontAtlasDebugLogTextureRequests()
+//-----------------------------------------------------------------------------
+// - ImFontAtlasGetFontLoaderForStbTruetype()
+//-----------------------------------------------------------------------------
+
+// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
+// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
+// (This is used when io.MouseDrawCursor = true)
+const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing.
+const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
+static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
+{
+ "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX "
+ "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X"
+ "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X"
+ "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X "
+ "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X "
+ "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X "
+ "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X "
+ "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X "
+ "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X "
+ "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X "
+ "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X "
+ "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X "
+ "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X"
+ "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X"
+ "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX "
+ "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------"
+ "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - "
+ "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - "
+ "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - "
+ "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - "
+ " X..X - - X...X - X...X - X..X X..X - - X........X - "
+ " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - "
+ "------------- - X - X -X.....................X- ------------------- "
+ " ----------------------------------- X...XXXXXXXXXXXXX...X - "
+ " - X..X X..X - "
+ " - X.X X.X - "
+ " - XX XX - "
+};
+
+static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
+{
+ // Pos ........ Size ......... Offset ......
+ { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
+ { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput
+ { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll
+ { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS
+ { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW
+ { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
+ { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
+ { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
+ { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Wait // Arrow + custom code in ImGui::RenderMouseCursor()
+ { ImVec2(0,3), ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Progress // Arrow + custom code in ImGui::RenderMouseCursor()
+ { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed
+};
+
+#define IM_FONTGLYPH_INDEX_UNUSED ((ImU16)-1) // 0xFFFF
+#define IM_FONTGLYPH_INDEX_NOT_FOUND ((ImU16)-2) // 0xFFFE
+
+ImFontAtlas::ImFontAtlas()
+{
+ memset(this, 0, sizeof(*this));
+ TexDesiredFormat = ImTextureFormat_RGBA32;
+ TexGlyphPadding = 1;
+ TexMinWidth = 512;
+ TexMinHeight = 128;
+ TexMaxWidth = 8192;
+ TexMaxHeight = 8192;
+ TexRef._TexID = ImTextureID_Invalid;
+ RendererHasTextures = false; // Assumed false by default, as apps can call e.g Atlas::Build() after backend init and before ImGui can update.
+ TexNextUniqueID = 1;
+ FontNextUniqueID = 1;
+ Builder = NULL;
+}
+
+ImFontAtlas::~ImFontAtlas()
+{
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+ RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't.
+ ClearFonts();
+ ClearTexData();
+ TexList.clear_delete();
+ TexData = NULL;
+}
+
+void ImFontAtlas::Clear()
+{
+ bool backup_renderer_has_textures = RendererHasTextures;
+ RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't.
+ ClearFonts();
+ ClearTexData();
+ RendererHasTextures = backup_renderer_has_textures;
+}
+
+void ImFontAtlas::CompactCache()
+{
+ ImFontAtlasTextureCompact(this);
+}
+
+void ImFontAtlas::SetFontLoader(const ImFontLoader* font_loader)
+{
+ ImFontAtlasBuildSetupFontLoader(this, font_loader);
+}
+
+void ImFontAtlas::ClearInputData()
+{
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+
+ for (ImFont* font : Fonts)
+ ImFontAtlasFontDestroyOutput(this, font);
+ for (ImFontConfig& font_cfg : Sources)
+ ImFontAtlasFontDestroySourceData(this, &font_cfg);
+ for (ImFont* font : Fonts)
+ {
+ // When clearing this we lose access to the font name and other information used to build the font.
+ font->Sources.clear();
+ font->Flags |= ImFontFlags_NoLoadGlyphs;
+ }
+ Sources.clear();
+}
+
+// Clear CPU-side copy of the texture data.
+void ImFontAtlas::ClearTexData()
+{
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+ IM_ASSERT(RendererHasTextures == false && "Not supported for dynamic atlases, but you may call Clear().");
+ for (ImTextureData* tex : TexList)
+ tex->DestroyPixels();
+ //Locked = true; // Hoped to be able to lock this down but some reload patterns may not be happy with it.
+}
+
+void ImFontAtlas::ClearFonts()
+{
+ // FIXME-NEWATLAS: Illegal to remove currently bound font.
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+ ImFontAtlasBuildDestroy(this);
+ ClearInputData();
+ Fonts.clear_delete();
+ TexIsBuilt = false;
+ for (ImDrawListSharedData* shared_data : DrawListSharedDatas)
+ if (shared_data->FontAtlas == this)
+ {
+ shared_data->Font = NULL;
+ shared_data->FontScale = shared_data->FontSize = 0.0f;
+ }
+}
+
+static void ImFontAtlasBuildUpdateRendererHasTexturesFromContext(ImFontAtlas* atlas)
+{
+ // [LEGACY] Copy back the ImGuiBackendFlags_RendererHasTextures flag from ImGui context.
+ // - This is the 1% exceptional case where that dependency if useful, to bypass an issue where otherwise at the
+ // time of an early call to Build(), it would be impossible for us to tell if the backend supports texture update.
+ // - Without this hack, we would have quite a pitfall as many legacy codebases have an early call to Build().
+ // Whereas conversely, the portion of people using ImDrawList without ImGui is expected to be pathologically rare.
+ for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
+ if (ImGuiContext* imgui_ctx = shared_data->Context)
+ {
+ atlas->RendererHasTextures = (imgui_ctx->IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0;
+ break;
+ }
+}
+
+// Called by NewFrame() for atlases owned by a context.
+// If you manually manage font atlases, you'll need to call this yourself.
+// - 'frame_count' needs to be provided because we can gc/prioritize baked fonts based on their age.
+// - 'frame_count' may not match those of all imgui contexts using this atlas, as contexts may be updated as different frequencies. But generally you can use ImGui::GetFrameCount() on one of your context.
+void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count, bool renderer_has_textures)
+{
+ IM_ASSERT(atlas->Builder == NULL || atlas->Builder->FrameCount < frame_count); // Protection against being called twice.
+ atlas->RendererHasTextures = renderer_has_textures;
+
+ // Check that font atlas was built or backend support texture reload in which case we can build now
+ if (atlas->RendererHasTextures)
+ {
+ atlas->TexIsBuilt = true;
+ if (atlas->Builder == NULL) // This will only happen if fonts were not already loaded.
+ ImFontAtlasBuildMain(atlas);
+ }
+ // Legacy backend
+ if (!atlas->RendererHasTextures)
+ IM_ASSERT_USER_ERROR(atlas->TexIsBuilt, "Backend does not support ImGuiBackendFlags_RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8().");
+ if (atlas->TexIsBuilt && atlas->Builder->PreloadedAllGlyphsRanges)
+ IM_ASSERT_USER_ERROR(atlas->RendererHasTextures == false, "Called ImFontAtlas::Build() before ImGuiBackendFlags_RendererHasTextures got set! With new backends: you don't need to call Build().");
+
+ // Clear BakedCurrent cache, this is important because it ensure the uncached path gets taken once.
+ // We also rely on ImFontBaked* pointers never crossing frames.
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ builder->FrameCount = frame_count;
+ for (ImFont* font : atlas->Fonts)
+ font->LastBaked = NULL;
+
+ // Garbage collect BakedPool
+ if (builder->BakedDiscardedCount > 0)
+ {
+ int dst_n = 0, src_n = 0;
+ for (; src_n < builder->BakedPool.Size; src_n++)
+ {
+ ImFontBaked* p_src = &builder->BakedPool[src_n];
+ if (p_src->WantDestroy)
+ continue;
+ ImFontBaked* p_dst = &builder->BakedPool[dst_n++];
+ if (p_dst == p_src)
+ continue;
+ memcpy(p_dst, p_src, sizeof(ImFontBaked));
+ builder->BakedMap.SetVoidPtr(p_dst->BakedId, p_dst);
+ }
+ IM_ASSERT(dst_n + builder->BakedDiscardedCount == src_n);
+ builder->BakedPool.Size -= builder->BakedDiscardedCount;
+ builder->BakedDiscardedCount = 0;
+ }
+
+ // Update texture status
+ for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++)
+ {
+ ImTextureData* tex = atlas->TexList[tex_n];
+ bool remove_from_list = false;
+ if (tex->Status == ImTextureStatus_OK)
+ {
+ tex->Updates.resize(0);
+ tex->UpdateRect.x = tex->UpdateRect.y = (unsigned short)~0;
+ tex->UpdateRect.w = tex->UpdateRect.h = 0;
+ }
+ if (tex->Status == ImTextureStatus_WantCreate && atlas->RendererHasTextures)
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture's TexID/BackendUserData but did not update Status to OK.");
+
+ // Request destroy
+ // - Keep bool to true in order to differentiate a planned destroy vs a destroy decided by the backend.
+ // - We don't destroy pixels right away, as backend may have an in-flight copy from RAM.
+ if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_Destroyed && tex->Status != ImTextureStatus_WantDestroy)
+ {
+ IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates);
+ tex->Status = ImTextureStatus_WantDestroy;
+ }
+
+ // If a texture has never reached the backend, they don't need to know about it.
+ // (note: backends between 1.92.0 and 1.92.4 could set an already destroyed texture to ImTextureStatus_WantDestroy
+ // when invalidating graphics objects twice, which would previously remove it from the list and crash.)
+ if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL)
+ tex->Status = ImTextureStatus_Destroyed;
+
+ // Process texture being destroyed
+ if (tex->Status == ImTextureStatus_Destroyed)
+ {
+ IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!");
+ if (tex->WantDestroyNextFrame)
+ remove_from_list = true; // Destroy was scheduled by us
+ else
+ tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend: recreate it (e.g. freed resources mid-run)
+ }
+
+ // The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering.
+ // We allow the texture staying in _WantDestroy state and increment a counter which the backend can use to take its decision.
+ if (tex->Status == ImTextureStatus_WantDestroy)
+ tex->UnusedFrames++;
+
+ // Destroy and remove
+ if (remove_from_list)
+ {
+ IM_ASSERT(atlas->TexData != tex);
+ tex->DestroyPixels();
+ IM_DELETE(tex);
+ atlas->TexList.erase(atlas->TexList.begin() + tex_n);
+ tex_n--;
+ }
+ }
+}
+
+void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h)
+{
+ IM_ASSERT(src_pixels != NULL && dst_pixels != NULL);
+ if (src_fmt == dst_fmt)
+ {
+ int line_sz = w * ImTextureDataGetFormatBytesPerPixel(src_fmt);
+ for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch)
+ memcpy(dst_pixels, src_pixels, line_sz);
+ }
+ else if (src_fmt == ImTextureFormat_Alpha8 && dst_fmt == ImTextureFormat_RGBA32)
+ {
+ for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch)
+ {
+ const ImU8* src_p = (const ImU8*)src_pixels;
+ ImU32* dst_p = (ImU32*)(void*)dst_pixels;
+ for (int nx = w; nx > 0; nx--)
+ *dst_p++ = IM_COL32(255, 255, 255, (unsigned int)(*src_p++));
+ }
+ }
+ else if (src_fmt == ImTextureFormat_RGBA32 && dst_fmt == ImTextureFormat_Alpha8)
+ {
+ for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch)
+ {
+ const ImU32* src_p = (const ImU32*)(void*)src_pixels;
+ ImU8* dst_p = (ImU8*)dst_pixels;
+ for (int nx = w; nx > 0; nx--)
+ *dst_p++ = ((*src_p++) >> IM_COL32_A_SHIFT) & 0xFF;
+ }
+ }
+ else
+ {
+ IM_ASSERT(0);
+ }
+}
+
+// Source buffer may be written to (used for in-place mods).
+// Post-process hooks may eventually be added here.
+void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data)
+{
+ // Multiply operator (legacy)
+ if (data->FontSrc->RasterizerMultiply != 1.0f)
+ ImFontAtlasTextureBlockPostProcessMultiply(data, data->FontSrc->RasterizerMultiply);
+}
+
+void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor)
+{
+ unsigned char* pixels = (unsigned char*)data->Pixels;
+ int pitch = data->Pitch;
+ if (data->Format == ImTextureFormat_Alpha8)
+ {
+ for (int ny = data->Height; ny > 0; ny--, pixels += pitch)
+ {
+ ImU8* p = (ImU8*)pixels;
+ for (int nx = data->Width; nx > 0; nx--, p++)
+ {
+ unsigned int v = ImMin((unsigned int)(*p * multiply_factor), (unsigned int)255);
+ *p = (unsigned char)v;
+ }
+ }
+ }
+ else if (data->Format == ImTextureFormat_RGBA32) //-V547
+ {
+ for (int ny = data->Height; ny > 0; ny--, pixels += pitch)
+ {
+ ImU32* p = (ImU32*)(void*)pixels;
+ for (int nx = data->Width; nx > 0; nx--, p++)
+ {
+ unsigned int a = ImMin((unsigned int)(((*p >> IM_COL32_A_SHIFT) & 0xFF) * multiply_factor), (unsigned int)255);
+ *p = IM_COL32((*p >> IM_COL32_R_SHIFT) & 0xFF, (*p >> IM_COL32_G_SHIFT) & 0xFF, (*p >> IM_COL32_B_SHIFT) & 0xFF, a);
+ }
+ }
+ }
+ else
+ {
+ IM_ASSERT(0);
+ }
+}
+
+// Fill with single color. We don't use this directly but it is convenient for anyone working on uploading custom rects.
+void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col)
+{
+ if (dst_tex->Format == ImTextureFormat_Alpha8)
+ {
+ ImU8 col_a = (col >> IM_COL32_A_SHIFT) & 0xFF;
+ for (int y = 0; y < h; y++)
+ memset((ImU8*)dst_tex->GetPixelsAt(dst_x, dst_y + y), col_a, w);
+ }
+ else
+ {
+ for (int y = 0; y < h; y++)
+ {
+ ImU32* p = (ImU32*)(void*)dst_tex->GetPixelsAt(dst_x, dst_y + y);
+ for (int x = w; x > 0; x--, p++)
+ *p = col;
+ }
+ }
+}
+
+// Copy block from one texture to another
+void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h)
+{
+ IM_ASSERT(src_tex->Pixels != NULL && dst_tex->Pixels != NULL);
+ IM_ASSERT(src_tex->Format == dst_tex->Format);
+ IM_ASSERT(src_x >= 0 && src_x + w <= src_tex->Width);
+ IM_ASSERT(src_y >= 0 && src_y + h <= src_tex->Height);
+ IM_ASSERT(dst_x >= 0 && dst_x + w <= dst_tex->Width);
+ IM_ASSERT(dst_y >= 0 && dst_y + h <= dst_tex->Height);
+ for (int y = 0; y < h; y++)
+ memcpy(dst_tex->GetPixelsAt(dst_x, dst_y + y), src_tex->GetPixelsAt(src_x, src_y + y), w * dst_tex->BytesPerPixel);
+}
+
+// Queue texture block update for renderer backend
+void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h)
+{
+ IM_ASSERT(tex->Status != ImTextureStatus_WantDestroy && tex->Status != ImTextureStatus_Destroyed);
+ IM_ASSERT(x >= 0 && x <= 0xFFFF && y >= 0 && y <= 0xFFFF && w >= 0 && x + w <= 0x10000 && h >= 0 && y + h <= 0x10000);
+ IM_UNUSED(atlas);
+
+ ImTextureRect req = { (unsigned short)x, (unsigned short)y, (unsigned short)w, (unsigned short)h };
+ int new_x1 = ImMax(tex->UpdateRect.w == 0 ? 0 : tex->UpdateRect.x + tex->UpdateRect.w, req.x + req.w);
+ int new_y1 = ImMax(tex->UpdateRect.h == 0 ? 0 : tex->UpdateRect.y + tex->UpdateRect.h, req.y + req.h);
+ tex->UpdateRect.x = ImMin(tex->UpdateRect.x, req.x);
+ tex->UpdateRect.y = ImMin(tex->UpdateRect.y, req.y);
+ tex->UpdateRect.w = (unsigned short)(new_x1 - tex->UpdateRect.x);
+ tex->UpdateRect.h = (unsigned short)(new_y1 - tex->UpdateRect.y);
+ tex->UsedRect.x = ImMin(tex->UsedRect.x, req.x);
+ tex->UsedRect.y = ImMin(tex->UsedRect.y, req.y);
+ tex->UsedRect.w = (unsigned short)(ImMax(tex->UsedRect.x + tex->UsedRect.w, req.x + req.w) - tex->UsedRect.x);
+ tex->UsedRect.h = (unsigned short)(ImMax(tex->UsedRect.y + tex->UsedRect.h, req.y + req.h) - tex->UsedRect.y);
+ atlas->TexIsBuilt = false;
+
+ // No need to queue if status is == ImTextureStatus_WantCreate
+ if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates)
+ {
+ tex->Status = ImTextureStatus_WantUpdates;
+ tex->Updates.push_back(req);
+ }
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+static void GetTexDataAsFormat(ImFontAtlas* atlas, ImTextureFormat format, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+ ImTextureData* tex = atlas->TexData;
+ if (!atlas->TexIsBuilt || tex == NULL || tex->Pixels == NULL || atlas->TexDesiredFormat != format)
+ {
+ atlas->TexDesiredFormat = format;
+ atlas->Build();
+ tex = atlas->TexData;
+ }
+ if (out_pixels) { *out_pixels = (unsigned char*)tex->Pixels; };
+ if (out_width) { *out_width = tex->Width; };
+ if (out_height) { *out_height = tex->Height; };
+ if (out_bytes_per_pixel) { *out_bytes_per_pixel = tex->BytesPerPixel; }
+}
+
+void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+ GetTexDataAsFormat(this, ImTextureFormat_Alpha8, out_pixels, out_width, out_height, out_bytes_per_pixel);
+}
+
+void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
+{
+ GetTexDataAsFormat(this, ImTextureFormat_RGBA32, out_pixels, out_width, out_height, out_bytes_per_pixel);
+}
+
+bool ImFontAtlas::Build()
+{
+ ImFontAtlasBuildMain(this);
+ return true;
+}
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in)
+{
+ // Sanity Checks
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+ IM_ASSERT((font_cfg_in->FontData != NULL && font_cfg_in->FontDataSize > 0) || (font_cfg_in->FontLoader != NULL));
+ //IM_ASSERT(font_cfg_in->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?");
+ IM_ASSERT(font_cfg_in->RasterizerDensity > 0.0f && "Is ImFontConfig struct correctly initialized?");
+ if (font_cfg_in->GlyphOffset.x != 0.0f || font_cfg_in->GlyphOffset.y != 0.0f || font_cfg_in->GlyphMinAdvanceX != 0.0f || font_cfg_in->GlyphMaxAdvanceX != FLT_MAX)
+ IM_ASSERT(font_cfg_in->SizePixels != 0.0f && "Specifying glyph offset/advances requires a reference size to base it on.");
+
+ // Lazily create builder on the first call to AddFont
+ if (Builder == NULL)
+ ImFontAtlasBuildInit(this);
+
+ // Create new font
+ ImFont* font;
+ if (!font_cfg_in->MergeMode)
+ {
+ font = IM_NEW(ImFont)();
+ font->FontId = FontNextUniqueID++;
+ font->Flags = font_cfg_in->Flags;
+ font->LegacySize = font_cfg_in->SizePixels;
+ font->CurrentRasterizerDensity = font_cfg_in->RasterizerDensity;
+ Fonts.push_back(font);
+ }
+ else
+ {
+ IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
+ font = font_cfg_in->DstFont ? font_cfg_in->DstFont : Fonts.back();
+ }
+
+ // Add to list
+ Sources.push_back(*font_cfg_in);
+ ImFontConfig* font_cfg = &Sources.back();
+ if (font_cfg->DstFont == NULL)
+ font_cfg->DstFont = font;
+ font->Sources.push_back(font_cfg);
+ ImFontAtlasBuildUpdatePointers(this); // Pointers to Sources are otherwise dangling after we called Sources.push_back().
+
+ if (font_cfg->FontDataOwnedByAtlas == false)
+ {
+ font_cfg->FontDataOwnedByAtlas = true;
+ font_cfg->FontData = ImMemdup(font_cfg->FontData, (size_t)font_cfg->FontDataSize);
+ }
+
+ // Sanity check
+ // We don't round cfg.SizePixels yet as relative size of merged fonts are used afterwards.
+ if (font_cfg->GlyphExcludeRanges != NULL)
+ {
+ int size = 0;
+ for (const ImWchar* p = font_cfg->GlyphExcludeRanges; p[0] != 0; p++, size++) {}
+ IM_ASSERT((size & 1) == 0 && "GlyphExcludeRanges[] size must be multiple of two!");
+ IM_ASSERT((size <= 64) && "GlyphExcludeRanges[] size must be small!");
+ font_cfg->GlyphExcludeRanges = (ImWchar*)ImMemdup(font_cfg->GlyphExcludeRanges, sizeof(font_cfg->GlyphExcludeRanges[0]) * (size + 1));
+ }
+ if (font_cfg->FontLoader != NULL)
+ {
+ IM_ASSERT(font_cfg->FontLoader->FontBakedLoadGlyph != NULL);
+ IM_ASSERT(font_cfg->FontLoader->LoaderInit == NULL && font_cfg->FontLoader->LoaderShutdown == NULL); // FIXME-NEWATLAS: Unsupported yet.
+ }
+ IM_ASSERT(font_cfg->FontLoaderData == NULL);
+
+ if (!ImFontAtlasFontSourceInit(this, font_cfg))
+ {
+ // Rollback (this is a fragile/rarely exercised code-path. TestSuite's "misc_atlas_add_invalid_font" aim to test this)
+ ImFontAtlasFontDestroySourceData(this, font_cfg);
+ Sources.pop_back();
+ font->Sources.pop_back();
+ if (!font_cfg->MergeMode)
+ {
+ IM_DELETE(font);
+ Fonts.pop_back();
+ }
+ return NULL;
+ }
+ ImFontAtlasFontSourceAddToFont(this, font, font_cfg);
+
+ return font;
+}
+
+// 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 unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; }
+static void Decode85(const unsigned char* src, unsigned char* dst)
+{
+ while (*src)
+ {
+ unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4]))));
+ dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness.
+ src += 5;
+ dst += 4;
+ }
+}
+#ifndef IMGUI_DISABLE_DEFAULT_FONT
+static const char* GetDefaultCompressedFontDataTTF(int* out_size);
+#endif
+
+// Load embedded ProggyClean.ttf at size 13, disable oversampling
+// If you want a similar font which may be better scaled, consider using ProggyVector from the same author!
+ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
+{
+#ifndef IMGUI_DISABLE_DEFAULT_FONT
+ ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+ if (!font_cfg_template)
+ {
+ font_cfg.OversampleH = font_cfg.OversampleV = 1;
+ font_cfg.PixelSnapH = true;
+ }
+ if (font_cfg.SizePixels <= 0.0f)
+ font_cfg.SizePixels = 13.0f * 1.0f;
+ if (font_cfg.Name[0] == '\0')
+ ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf");
+ font_cfg.EllipsisChar = (ImWchar)0x0085;
+ font_cfg.GlyphOffset.y += 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
+
+ int ttf_compressed_size = 0;
+ const char* ttf_compressed = GetDefaultCompressedFontDataTTF(&ttf_compressed_size);
+ return AddFontFromMemoryCompressedTTF(ttf_compressed, ttf_compressed_size, font_cfg.SizePixels, &font_cfg);
+#else
+ IM_ASSERT(0 && "AddFontDefault() disabled in this build.");
+ IM_UNUSED(font_cfg_template);
+ return NULL;
+#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT
+}
+
+ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+ size_t data_size = 0;
+ void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
+ if (!data)
+ {
+ if (font_cfg_template == NULL || (font_cfg_template->Flags & ImFontFlags_NoLoadError) == 0)
+ {
+ IMGUI_DEBUG_LOG("While loading '%s'\n", filename);
+ IM_ASSERT_USER_ERROR(0, "Could not load font file!");
+ }
+ return NULL;
+ }
+ ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+ if (font_cfg.Name[0] == '\0')
+ {
+ // Store a short copy of filename into into the font name for convenience
+ const char* p;
+ for (p = filename + ImStrlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
+ ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s", p);
+ }
+ return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);
+}
+
+// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
+ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+ ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+ IM_ASSERT(font_cfg.FontData == NULL);
+ IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size.
+ font_cfg.FontData = font_data;
+ font_cfg.FontDataSize = font_data_size;
+ font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels;
+ if (glyph_ranges)
+ font_cfg.GlyphRanges = glyph_ranges;
+ return AddFont(&font_cfg);
+}
+
+ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
+{
+ const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data);
+ unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size);
+ stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
+
+ ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
+ IM_ASSERT(font_cfg.FontData == NULL);
+ font_cfg.FontDataOwnedByAtlas = true;
+ return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);
+}
+
+ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
+{
+ int compressed_ttf_size = (((int)ImStrlen(compressed_ttf_data_base85) + 4) / 5) * 4;
+ void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);
+ Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
+ ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
+ IM_FREE(compressed_ttf);
+ return font;
+}
+
+// On font removal we need to remove references (otherwise we could queue removal?)
+// We allow old_font == new_font which forces updating all values (e.g. sizes)
+static void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font)
+{
+ for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
+ {
+ if (shared_data->Font == old_font)
+ shared_data->Font = new_font;
+ if (ImGuiContext* ctx = shared_data->Context)
+ {
+ if (ctx->IO.FontDefault == old_font)
+ ctx->IO.FontDefault = new_font;
+ if (ctx->Font == old_font)
+ {
+ ImGuiContext* curr_ctx = ImGui::GetCurrentContext();
+ bool need_bind_ctx = ctx != curr_ctx;
+ if (need_bind_ctx)
+ ImGui::SetCurrentContext(ctx);
+ ImGui::SetCurrentFont(new_font, ctx->FontSizeBase, ctx->FontSize);
+ if (need_bind_ctx)
+ ImGui::SetCurrentContext(curr_ctx);
+ }
+ for (ImFontStackData& font_stack_data : ctx->FontStack)
+ if (font_stack_data.Font == old_font)
+ font_stack_data.Font = new_font;
+ }
+ }
+}
+
+void ImFontAtlas::RemoveFont(ImFont* font)
+{
+ IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!");
+ font->ClearOutputData();
+
+ ImFontAtlasFontDestroyOutput(this, font);
+ for (ImFontConfig* src : font->Sources)
+ ImFontAtlasFontDestroySourceData(this, src);
+ for (int src_n = 0; src_n < Sources.Size; src_n++)
+ if (Sources[src_n].DstFont == font)
+ Sources.erase(&Sources[src_n--]);
+
+ bool removed = Fonts.find_erase(font);
+ IM_ASSERT(removed);
+ IM_UNUSED(removed);
+
+ ImFontAtlasBuildUpdatePointers(this);
+
+ font->ContainerAtlas = NULL;
+ IM_DELETE(font);
+
+ // Notify external systems
+ ImFont* new_current_font = Fonts.empty() ? NULL : Fonts[0];
+ ImFontAtlasBuildNotifySetFont(this, font, new_current_font);
+}
+
+// At it is common to do an AddCustomRect() followed by a GetCustomRect(), we provide an optional 'ImFontAtlasRect* out_r = NULL' argument to retrieve the info straight away.
+ImFontAtlasRectId ImFontAtlas::AddCustomRect(int width, int height, ImFontAtlasRect* out_r)
+{
+ IM_ASSERT(width > 0 && width <= 0xFFFF);
+ IM_ASSERT(height > 0 && height <= 0xFFFF);
+
+ if (Builder == NULL)
+ ImFontAtlasBuildInit(this);
+
+ ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height);
+ if (r_id == ImFontAtlasRectId_Invalid)
+ return ImFontAtlasRectId_Invalid;
+ if (out_r != NULL)
+ GetCustomRect(r_id, out_r);
+
+ if (RendererHasTextures)
+ {
+ ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id);
+ ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h);
+ }
+ return r_id;
+}
+
+void ImFontAtlas::RemoveCustomRect(ImFontAtlasRectId id)
+{
+ if (ImFontAtlasPackGetRectSafe(this, id) == NULL)
+ return;
+ ImFontAtlasPackDiscardRect(this, id);
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+// This API does not make sense anymore with scalable fonts.
+// - Prefer adding a font source (ImFontConfig) using a custom/procedural loader.
+// - You may use ImFontFlags_LockBakedSizes to limit an existing font to known baked sizes:
+// ImFont* myfont = io.Fonts->AddFontFromFileTTF(....);
+// myfont->GetFontBaked(16.0f);
+// myfont->Flags |= ImFontFlags_LockBakedSizes;
+ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset)
+{
+ float font_size = font->LegacySize;
+ return AddCustomRectFontGlyphForSize(font, font_size, codepoint, width, height, advance_x, offset);
+}
+// FIXME: we automatically set glyph.Colored=true by default.
+// If you need to alter this, you can write 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph().
+ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset)
+{
+#ifdef IMGUI_USE_WCHAR32
+ IM_ASSERT(codepoint <= IM_UNICODE_CODEPOINT_MAX);
+#endif
+ IM_ASSERT(font != NULL);
+ IM_ASSERT(width > 0 && width <= 0xFFFF);
+ IM_ASSERT(height > 0 && height <= 0xFFFF);
+
+ ImFontBaked* baked = font->GetFontBaked(font_size);
+
+ ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height);
+ if (r_id == ImFontAtlasRectId_Invalid)
+ return ImFontAtlasRectId_Invalid;
+ ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id);
+ if (RendererHasTextures)
+ ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h);
+
+ if (baked->IsGlyphLoaded(codepoint))
+ ImFontAtlasBakedDiscardFontGlyph(this, font, baked, baked->FindGlyph(codepoint));
+
+ ImFontGlyph glyph;
+ glyph.Codepoint = codepoint;
+ glyph.AdvanceX = advance_x;
+ glyph.X0 = offset.x;
+ glyph.Y0 = offset.y;
+ glyph.X1 = offset.x + r->w;
+ glyph.Y1 = offset.y + r->h;
+ glyph.Visible = true;
+ glyph.Colored = true; // FIXME: Arbitrary
+ glyph.PackId = r_id;
+ ImFontAtlasBakedAddFontGlyph(this, baked, font->Sources[0], &glyph);
+ return r_id;
+}
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+bool ImFontAtlas::GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const
+{
+ ImTextureRect* r = ImFontAtlasPackGetRectSafe((ImFontAtlas*)this, id);
+ if (r == NULL)
+ return false;
+ IM_ASSERT(TexData->Width > 0 && TexData->Height > 0); // Font atlas needs to be built before we can calculate UV coordinates
+ if (out_r == NULL)
+ return true;
+ out_r->x = r->x;
+ out_r->y = r->y;
+ out_r->w = r->w;
+ out_r->h = r->h;
+ out_r->uv0 = ImVec2((float)(r->x), (float)(r->y)) * TexUvScale;
+ out_r->uv1 = ImVec2((float)(r->x + r->w), (float)(r->y + r->h)) * TexUvScale;
+ return true;
+}
+
+bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, 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 (atlas->Flags & ImFontAtlasFlags_NoMouseCursors)
+ return false;
+
+ ImTextureRect* r = ImFontAtlasPackGetRect(atlas, atlas->Builder->PackIdMouseCursors);
+ ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->x, (float)r->y);
+ ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
+ *out_size = size;
+ *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
+ out_uv_border[0] = (pos) * atlas->TexUvScale;
+ out_uv_border[1] = (pos + size) * atlas->TexUvScale;
+ pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
+ out_uv_fill[0] = (pos) * atlas->TexUvScale;
+ out_uv_fill[1] = (pos + size) * atlas->TexUvScale;
+ return true;
+}
+
+// When atlas->RendererHasTextures = true, this is only called if no font were loaded.
+void ImFontAtlasBuildMain(ImFontAtlas* atlas)
+{
+ IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!");
+ if (atlas->TexData && atlas->TexData->Format != atlas->TexDesiredFormat)
+ ImFontAtlasBuildClear(atlas);
+
+ if (atlas->Builder == NULL)
+ ImFontAtlasBuildInit(atlas);
+
+ // Default font is none are specified
+ if (atlas->Sources.Size == 0)
+ atlas->AddFontDefault();
+
+ // [LEGACY] For backends not supporting RendererHasTextures: preload all glyphs
+ ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas);
+ if (atlas->RendererHasTextures == false) // ~ImGuiBackendFlags_RendererHasTextures
+ ImFontAtlasBuildLegacyPreloadAllGlyphRanges(atlas);
+ atlas->TexIsBuilt = true;
+}
+
+void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v)
+{
+ // Automatically disable horizontal oversampling over size 36
+ const float raster_size = baked->Size * baked->RasterizerDensity * src->RasterizerDensity;
+ *out_oversample_h = (src->OversampleH != 0) ? src->OversampleH : (raster_size > 36.0f || src->PixelSnapH) ? 1 : 2;
+ *out_oversample_v = (src->OversampleV != 0) ? src->OversampleV : 1;
+}
+
+// Setup main font loader for the atlas
+// Every font source (ImFontConfig) will use this unless ImFontConfig::FontLoader specify a custom loader.
+void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader)
+{
+ if (atlas->FontLoader == font_loader)
+ return;
+ IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!");
+
+ for (ImFont* font : atlas->Fonts)
+ ImFontAtlasFontDestroyOutput(atlas, font);
+ if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown)
+ atlas->FontLoader->LoaderShutdown(atlas);
+
+ atlas->FontLoader = font_loader;
+ atlas->FontLoaderName = font_loader ? font_loader->Name : "NULL";
+ IM_ASSERT(atlas->FontLoaderData == NULL);
+
+ if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderInit)
+ atlas->FontLoader->LoaderInit(atlas);
+ for (ImFont* font : atlas->Fonts)
+ ImFontAtlasFontInitOutput(atlas, font);
+ for (ImFont* font : atlas->Fonts)
+ for (ImFontConfig* src : font->Sources)
+ ImFontAtlasFontSourceAddToFont(atlas, font, src);
+}
+
+// Preload all glyph ranges for legacy backends.
+// This may lead to multiple texture creation which might be a little slower than before.
+void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas)
+{
+ atlas->Builder->PreloadedAllGlyphsRanges = true;
+ for (ImFont* font : atlas->Fonts)
+ {
+ ImFontBaked* baked = font->GetFontBaked(font->LegacySize);
+ if (font->FallbackChar != 0)
+ baked->FindGlyph(font->FallbackChar);
+ if (font->EllipsisChar != 0)
+ baked->FindGlyph(font->EllipsisChar);
+ for (ImFontConfig* src : font->Sources)
+ {
+ const ImWchar* ranges = src->GlyphRanges ? src->GlyphRanges : atlas->GetGlyphRangesDefault();
+ for (; ranges[0]; ranges += 2)
+ for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560
+ baked->FindGlyph((ImWchar)c);
+ }
+ }
+}
+
+// FIXME: May make ImFont::Sources a ImSpan<> and move ownership to ImFontAtlas
+void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas)
+{
+ for (ImFont* font : atlas->Fonts)
+ font->Sources.resize(0);
+ for (ImFontConfig& src : atlas->Sources)
+ src.DstFont->Sources.push_back(&src);
+}
+
+// Render a white-colored bitmap encoded in a string
+void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char)
+{
+ ImTextureData* tex = atlas->TexData;
+ IM_ASSERT(x >= 0 && x + w <= tex->Width);
+ IM_ASSERT(y >= 0 && y + h <= tex->Height);
+
+ switch (tex->Format)
+ {
+ case ImTextureFormat_Alpha8:
+ {
+ ImU8* out_p = (ImU8*)tex->GetPixelsAt(x, y);
+ for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w)
+ for (int off_x = 0; off_x < w; off_x++)
+ out_p[off_x] = (in_str[off_x] == in_marker_char) ? 0xFF : 0x00;
+ break;
+ }
+ case ImTextureFormat_RGBA32:
+ {
+ ImU32* out_p = (ImU32*)tex->GetPixelsAt(x, y);
+ for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w)
+ for (int off_x = 0; off_x < w; off_x++)
+ out_p[off_x] = (in_str[off_x] == in_marker_char) ? IM_COL32_WHITE : IM_COL32_BLACK_TRANS;
+ break;
+ }
+ }
+}
+
+static void ImFontAtlasBuildUpdateBasicTexData(ImFontAtlas* atlas)
+{
+ // Pack and store identifier so we can refresh UV coordinates on texture resize.
+ // FIXME-NEWATLAS: User/custom rects where user code wants to store UV coordinates will need to do the same thing.
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ ImVec2i pack_size = (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) ? ImVec2i(2, 2) : ImVec2i(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
+
+ ImFontAtlasRect r;
+ bool add_and_draw = (atlas->GetCustomRect(builder->PackIdMouseCursors, &r) == false);
+ if (add_and_draw)
+ {
+ builder->PackIdMouseCursors = atlas->AddCustomRect(pack_size.x, pack_size.y, &r);
+ IM_ASSERT(builder->PackIdMouseCursors != ImFontAtlasRectId_Invalid);
+
+ // Draw to texture
+ if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors)
+ {
+ // 2x2 white pixels
+ ImFontAtlasBuildRenderBitmapFromString(atlas, r.x, r.y, 2, 2, "XX" "XX", 'X');
+ }
+ else
+ {
+ // 2x2 white pixels + mouse cursors
+ const int x_for_white = r.x;
+ const int x_for_black = r.x + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
+ ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.');
+ ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X');
+ }
+ }
+
+ // Refresh UV coordinates
+ atlas->TexUvWhitePixel = ImVec2((r.x + 0.5f) * atlas->TexUvScale.x, (r.y + 0.5f) * atlas->TexUvScale.y);
+}
+
+static void ImFontAtlasBuildUpdateLinesTexData(ImFontAtlas* atlas)
+{
+ if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
+ return;
+
+ // Pack and store identifier so we can refresh UV coordinates on texture resize.
+ ImTextureData* tex = atlas->TexData;
+ ImFontAtlasBuilder* builder = atlas->Builder;
+
+ ImFontAtlasRect r;
+ bool add_and_draw = atlas->GetCustomRect(builder->PackIdLinesTexData, &r) == false;
+ if (add_and_draw)
+ {
+ ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
+ builder->PackIdLinesTexData = atlas->AddCustomRect(pack_size.x, pack_size.y, &r);
+ IM_ASSERT(builder->PackIdLinesTexData != ImFontAtlasRectId_Invalid);
+ }
+
+ // Register texture region for thick lines
+ // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
+ // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
+ for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
+ {
+ // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
+ const int y = n;
+ const int line_width = n;
+ const int pad_left = (r.w - line_width) / 2;
+ const int pad_right = r.w - (pad_left + line_width);
+ IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels
+
+ // Write each slice
+ if (add_and_draw && tex->Format == ImTextureFormat_Alpha8)
+ {
+ ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y);
+ for (int i = 0; i < pad_left; i++)
+ *(write_ptr + i) = 0x00;
+
+ for (int i = 0; i < line_width; i++)
+ *(write_ptr + pad_left + i) = 0xFF;
+
+ for (int i = 0; i < pad_right; i++)
+ *(write_ptr + pad_left + line_width + i) = 0x00;
+ }
+ else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32)
+ {
+ ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y);
+ for (int i = 0; i < pad_left; i++)
+ *(write_ptr + i) = IM_COL32(255, 255, 255, 0);
+
+ for (int i = 0; i < line_width; i++)
+ *(write_ptr + pad_left + i) = IM_COL32_WHITE;
+
+ for (int i = 0; i < pad_right; i++)
+ *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
+ }
+
+ // Refresh UV coordinates
+ ImVec2 uv0 = ImVec2((float)(r.x + pad_left - 1), (float)(r.y + y)) * atlas->TexUvScale;
+ ImVec2 uv1 = ImVec2((float)(r.x + pad_left + line_width + 1), (float)(r.y + y + 1)) * atlas->TexUvScale;
+ float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
+ atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
+ }
+}
+
+//-----------------------------------------------------------------------------------------------------------------------------
+
+// Was tempted to lazily init FontSrc but wouldn't save much + makes it more complicated to detect invalid data at AddFont()
+bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font)
+{
+ bool ret = true;
+ for (ImFontConfig* src : font->Sources)
+ if (!ImFontAtlasFontSourceInit(atlas, src))
+ ret = false;
+ IM_ASSERT(ret); // Unclear how to react to this meaningfully. Assume that result will be same as initial AddFont() call.
+ return ret;
+}
+
+// Keep source/input FontData
+void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font)
+{
+ font->ClearOutputData();
+ for (ImFontConfig* src : font->Sources)
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ if (loader && loader->FontSrcDestroy != NULL)
+ loader->FontSrcDestroy(atlas, src);
+ }
+}
+
+//-----------------------------------------------------------------------------------------------------------------------------
+
+bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src)
+{
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ if (loader->FontSrcInit != NULL && !loader->FontSrcInit(atlas, src))
+ return false;
+ return true;
+}
+
+void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src)
+{
+ if (src->MergeMode == false)
+ {
+ font->ClearOutputData();
+ //font->FontSize = src->SizePixels;
+ font->ContainerAtlas = atlas;
+ IM_ASSERT(font->Sources[0] == src);
+ }
+ atlas->TexIsBuilt = false; // For legacy backends
+ ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src);
+}
+
+void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src)
+{
+ IM_UNUSED(atlas);
+ if (src->FontDataOwnedByAtlas)
+ IM_FREE(src->FontData);
+ src->FontData = NULL;
+ if (src->GlyphExcludeRanges)
+ IM_FREE((void*)src->GlyphExcludeRanges);
+ src->GlyphExcludeRanges = NULL;
+}
+
+// Create a compact, baked "..." if it doesn't exist, by using the ".".
+// This may seem overly complicated right now but the point is to exercise and improve a technique which should be increasingly used.
+// FIXME-NEWATLAS: This borrows too much from FontLoader's FontLoadGlyph() handlers and suggest that we should add further helpers.
+static ImFontGlyph* ImFontAtlasBuildSetupFontBakedEllipsis(ImFontAtlas* atlas, ImFontBaked* baked)
+{
+ ImFont* font = baked->ContainerFont;
+ IM_ASSERT(font->EllipsisChar != 0);
+
+ const ImFontGlyph* dot_glyph = baked->FindGlyphNoFallback((ImWchar)'.');
+ if (dot_glyph == NULL)
+ dot_glyph = baked->FindGlyphNoFallback((ImWchar)0xFF0E);
+ if (dot_glyph == NULL)
+ return NULL;
+ ImFontAtlasRectId dot_r_id = dot_glyph->PackId; // Deep copy to avoid invalidation of glyphs and rect pointers
+ ImTextureRect* dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id);
+ const int dot_spacing = 1;
+ const float dot_step = (dot_glyph->X1 - dot_glyph->X0) + dot_spacing;
+
+ ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, (dot_r->w * 3 + dot_spacing * 2), dot_r->h);
+ ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id);
+
+ ImFontGlyph glyph_in = {};
+ ImFontGlyph* glyph = &glyph_in;
+ glyph->Codepoint = font->EllipsisChar;
+ glyph->AdvanceX = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + dot_step * 3.0f - dot_spacing); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents.
+ glyph->X0 = dot_glyph->X0;
+ glyph->Y0 = dot_glyph->Y0;
+ glyph->X1 = dot_glyph->X0 + dot_step * 3 - dot_spacing;
+ glyph->Y1 = dot_glyph->Y1;
+ glyph->Visible = true;
+ glyph->PackId = pack_id;
+ glyph = ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, glyph);
+ dot_glyph = NULL; // Invalidated
+
+ // Copy to texture, post-process and queue update for backend
+ // FIXME-NEWATLAS-V2: Dot glyph is already post-processed as this point, so this would damage it.
+ dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id);
+ ImTextureData* tex = atlas->TexData;
+ for (int n = 0; n < 3; n++)
+ ImFontAtlasTextureBlockCopy(tex, dot_r->x, dot_r->y, tex, r->x + (dot_r->w + dot_spacing) * n, r->y, dot_r->w, dot_r->h);
+ ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h);
+
+ return glyph;
+}
+
+// Load fallback in order to obtain its index
+// (this is called from in hot-path so we avoid extraneous parameters to minimize impact on code size)
+static void ImFontAtlasBuildSetupFontBakedFallback(ImFontBaked* baked)
+{
+ IM_ASSERT(baked->FallbackGlyphIndex == -1);
+ IM_ASSERT(baked->FallbackAdvanceX == 0.0f);
+ ImFont* font = baked->ContainerFont;
+ ImFontGlyph* fallback_glyph = NULL;
+ if (font->FallbackChar != 0)
+ fallback_glyph = baked->FindGlyphNoFallback(font->FallbackChar);
+ if (fallback_glyph == NULL)
+ {
+ ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' ');
+ ImFontGlyph glyph;
+ glyph.Codepoint = 0;
+ glyph.AdvanceX = space_glyph ? space_glyph->AdvanceX : IM_ROUND(baked->Size * 0.40f);
+ fallback_glyph = ImFontAtlasBakedAddFontGlyph(font->ContainerAtlas, baked, NULL, &glyph);
+ }
+ baked->FallbackGlyphIndex = baked->Glyphs.index_from_ptr(fallback_glyph); // Storing index avoid need to update pointer on growth and simplify inner loop code
+ baked->FallbackAdvanceX = fallback_glyph->AdvanceX;
+}
+
+static void ImFontAtlasBuildSetupFontBakedBlanks(ImFontAtlas* atlas, ImFontBaked* baked)
+{
+ // Mark space as always hidden (not strictly correct/necessary. but some e.g. icons fonts don't have a space. it tends to look neater in previews)
+ ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' ');
+ if (space_glyph != NULL)
+ space_glyph->Visible = false;
+
+ // Setup Tab character.
+ // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
+ if (baked->FindGlyphNoFallback('\t') == NULL && space_glyph != NULL)
+ {
+ ImFontGlyph tab_glyph;
+ tab_glyph.Codepoint = '\t';
+ tab_glyph.AdvanceX = space_glyph->AdvanceX * IM_TABSIZE;
+ ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, &tab_glyph);
+ }
+}
+
+// Load/identify special glyphs
+// (note that this is called again for fonts with MergeMode)
+void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src)
+{
+ IM_UNUSED(atlas);
+ IM_ASSERT(font->Sources.contains(src));
+
+ // Find Fallback character. Actual glyph loaded in GetFontBaked().
+ const ImWchar fallback_chars[] = { font->FallbackChar, (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };
+ if (font->FallbackChar == 0)
+ for (ImWchar candidate_char : fallback_chars)
+ if (candidate_char != 0 && font->IsGlyphInFont(candidate_char))
+ {
+ font->FallbackChar = (ImWchar)candidate_char;
+ break;
+ }
+
+ // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
+ // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
+ // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.
+ const ImWchar ellipsis_chars[] = { src->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 };
+ if (font->EllipsisChar == 0)
+ for (ImWchar candidate_char : ellipsis_chars)
+ if (candidate_char != 0 && font->IsGlyphInFont(candidate_char))
+ {
+ font->EllipsisChar = candidate_char;
+ break;
+ }
+ if (font->EllipsisChar == 0)
+ {
+ font->EllipsisChar = 0x0085;
+ font->EllipsisAutoBake = true;
+ }
+}
+
+void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph)
+{
+ if (glyph->PackId != ImFontAtlasRectId_Invalid)
+ {
+ ImFontAtlasPackDiscardRect(atlas, glyph->PackId);
+ glyph->PackId = ImFontAtlasRectId_Invalid;
+ }
+ ImWchar c = (ImWchar)glyph->Codepoint;
+ IM_ASSERT(font->FallbackChar != c && font->EllipsisChar != c); // Unsupported for simplicity
+ IM_ASSERT(glyph >= baked->Glyphs.Data && glyph < baked->Glyphs.Data + baked->Glyphs.Size);
+ IM_UNUSED(font);
+ baked->IndexLookup[c] = IM_FONTGLYPH_INDEX_UNUSED;
+ baked->IndexAdvanceX[c] = baked->FallbackAdvanceX;
+}
+
+ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id)
+{
+ IMGUI_DEBUG_LOG_FONT("[font] Created baked %.2fpx\n", font_size);
+ ImFontBaked* baked = atlas->Builder->BakedPool.push_back(ImFontBaked());
+ baked->Size = font_size;
+ baked->RasterizerDensity = font_rasterizer_density;
+ baked->BakedId = baked_id;
+ baked->ContainerFont = font;
+ baked->LastUsedFrame = atlas->Builder->FrameCount;
+
+ // Initialize backend data
+ size_t loader_data_size = 0;
+ for (ImFontConfig* src : font->Sources) // Cannot easily be cached as we allow changing backend
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ loader_data_size += loader->FontBakedSrcLoaderDataSize;
+ }
+ baked->FontLoaderDatas = (loader_data_size > 0) ? IM_ALLOC(loader_data_size) : NULL;
+ char* loader_data_p = (char*)baked->FontLoaderDatas;
+ for (ImFontConfig* src : font->Sources)
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ if (loader->FontBakedInit)
+ loader->FontBakedInit(atlas, src, baked, loader_data_p);
+ loader_data_p += loader->FontBakedSrcLoaderDataSize;
+ }
+
+ ImFontAtlasBuildSetupFontBakedBlanks(atlas, baked);
+ return baked;
+}
+
+// FIXME-OPT: This is not a fast query. Adding a BakedCount field in Font might allow to take a shortcut for the most common case.
+ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density)
+{
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ for (int step_n = 0; step_n < 2; step_n++)
+ {
+ ImFontBaked* closest_larger_match = NULL;
+ ImFontBaked* closest_smaller_match = NULL;
+ for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+ {
+ ImFontBaked* baked = &builder->BakedPool[baked_n];
+ if (baked->ContainerFont != font || baked->WantDestroy)
+ continue;
+ if (step_n == 0 && baked->RasterizerDensity != font_rasterizer_density) // First try with same density
+ continue;
+ if (baked->Size > font_size && (closest_larger_match == NULL || baked->Size < closest_larger_match->Size))
+ closest_larger_match = baked;
+ if (baked->Size < font_size && (closest_smaller_match == NULL || baked->Size > closest_smaller_match->Size))
+ closest_smaller_match = baked;
+ }
+ if (closest_larger_match)
+ if (closest_smaller_match == NULL || (closest_larger_match->Size >= font_size * 2.0f && closest_smaller_match->Size > font_size * 0.5f))
+ return closest_larger_match;
+ if (closest_smaller_match)
+ return closest_smaller_match;
+ }
+ return NULL;
+}
+
+void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked)
+{
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ IMGUI_DEBUG_LOG_FONT("[font] Discard baked %.2f for \"%s\"\n", baked->Size, font->GetDebugName());
+
+ for (ImFontGlyph& glyph : baked->Glyphs)
+ if (glyph.PackId != ImFontAtlasRectId_Invalid)
+ ImFontAtlasPackDiscardRect(atlas, glyph.PackId);
+
+ char* loader_data_p = (char*)baked->FontLoaderDatas;
+ for (ImFontConfig* src : font->Sources)
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ if (loader->FontBakedDestroy)
+ loader->FontBakedDestroy(atlas, src, baked, loader_data_p);
+ loader_data_p += loader->FontBakedSrcLoaderDataSize;
+ }
+ if (baked->FontLoaderDatas)
+ {
+ IM_FREE(baked->FontLoaderDatas);
+ baked->FontLoaderDatas = NULL;
+ }
+ builder->BakedMap.SetVoidPtr(baked->BakedId, NULL);
+ builder->BakedDiscardedCount++;
+ baked->ClearOutputData();
+ baked->WantDestroy = true;
+ font->LastBaked = NULL;
+}
+
+// use unused_frames==0 to discard everything.
+void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames)
+{
+ if (ImFontAtlasBuilder* builder = atlas->Builder) // This can be called from font destructor
+ for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+ {
+ ImFontBaked* baked = &builder->BakedPool[baked_n];
+ if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount)
+ continue;
+ if (baked->ContainerFont != font || baked->WantDestroy)
+ continue;
+ ImFontAtlasBakedDiscard(atlas, font, baked);
+ }
+}
+
+// use unused_frames==0 to discard everything.
+void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames)
+{
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+ {
+ ImFontBaked* baked = &builder->BakedPool[baked_n];
+ if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount)
+ continue;
+ if (baked->WantDestroy || (baked->ContainerFont->Flags & ImFontFlags_LockBakedSizes))
+ continue;
+ ImFontAtlasBakedDiscard(atlas, baked->ContainerFont, baked);
+ }
+}
+
+// Those functions are designed to facilitate changing the underlying structures for ImFontAtlas to store an array of ImDrawListSharedData*
+void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data)
+{
+ IM_ASSERT(!atlas->DrawListSharedDatas.contains(data));
+ atlas->DrawListSharedDatas.push_back(data);
+}
+
+void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data)
+{
+ IM_ASSERT(atlas->DrawListSharedDatas.contains(data));
+ atlas->DrawListSharedDatas.find_erase(data);
+}
+
+// Update texture identifier in all active draw lists
+void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex)
+{
+ for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
+ for (ImDrawList* draw_list : shared_data->DrawLists)
+ {
+ // Replace in command-buffer
+ // (there is not need to replace in ImDrawListSplitter: current channel is in ImDrawList's CmdBuffer[],
+ // other channels will be on SetCurrentChannel() which already needs to compare CmdHeader anyhow)
+ if (draw_list->CmdBuffer.Size > 0 && draw_list->_CmdHeader.TexRef == old_tex)
+ draw_list->_SetTexture(new_tex);
+
+ // Replace in stack
+ for (ImTextureRef& stacked_tex : draw_list->_TextureStack)
+ if (stacked_tex == old_tex)
+ stacked_tex = new_tex;
+ }
+}
+
+// Update texture coordinates in all draw list shared context
+// FIXME-NEWATLAS FIXME-OPT: Doesn't seem necessary to update for all, only one bound to current context?
+void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas)
+{
+ for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas)
+ if (shared_data->FontAtlas == atlas)
+ {
+ shared_data->TexUvWhitePixel = atlas->TexUvWhitePixel;
+ shared_data->TexUvLines = atlas->TexUvLines;
+ }
+}
+
+// Set current texture. This is mostly called from AddTexture() + to handle a failed resize.
+static void ImFontAtlasBuildSetTexture(ImFontAtlas* atlas, ImTextureData* tex)
+{
+ ImTextureRef old_tex_ref = atlas->TexRef;
+ atlas->TexData = tex;
+ atlas->TexUvScale = ImVec2(1.0f / tex->Width, 1.0f / tex->Height);
+ atlas->TexRef._TexData = tex;
+ //atlas->TexRef._TexID = tex->TexID; // <-- We intentionally don't do that. It would be misleading and betray promise that both fields aren't set.
+ ImFontAtlasUpdateDrawListsTextures(atlas, old_tex_ref, atlas->TexRef);
+}
+
+// Create a new texture, discard previous one
+ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h)
+{
+ ImTextureData* old_tex = atlas->TexData;
+ ImTextureData* new_tex;
+
+ // FIXME: Cannot reuse texture because old UV may have been used already (unless we remap UV).
+ /*if (old_tex != NULL && old_tex->Status == ImTextureStatus_WantCreate)
+ {
+ // Reuse texture not yet used by backend.
+ IM_ASSERT(old_tex->TexID == ImTextureID_Invalid && old_tex->BackendUserData == NULL);
+ old_tex->DestroyPixels();
+ old_tex->Updates.clear();
+ new_tex = old_tex;
+ old_tex = NULL;
+ }
+ else*/
+ {
+ // Add new
+ new_tex = IM_NEW(ImTextureData)();
+ new_tex->UniqueID = atlas->TexNextUniqueID++;
+ atlas->TexList.push_back(new_tex);
+ }
+ if (old_tex != NULL)
+ {
+ // Queue old as to destroy next frame
+ old_tex->WantDestroyNextFrame = true;
+ IM_ASSERT(old_tex->Status == ImTextureStatus_OK || old_tex->Status == ImTextureStatus_WantCreate || old_tex->Status == ImTextureStatus_WantUpdates);
+ }
+
+ new_tex->Create(atlas->TexDesiredFormat, w, h);
+ atlas->TexIsBuilt = false;
+
+ ImFontAtlasBuildSetTexture(atlas, new_tex);
+
+ return new_tex;
+}
+
+#if 0
+#define STB_IMAGE_WRITE_IMPLEMENTATION
+#include "../stb/stb_image_write.h"
+static void ImFontAtlasDebugWriteTexToDisk(ImTextureData* tex, const char* description)
+{
+ ImGuiContext& g = *GImGui;
+ char buf[128];
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "[%05d] Texture #%03d - %s.png", g.FrameCount, tex->UniqueID, description);
+ stbi_write_png(buf, tex->Width, tex->Height, tex->BytesPerPixel, tex->Pixels, tex->GetPitch()); // tex->BytesPerPixel is technically not component, but ok for the formats we support.
+}
+#endif
+
+void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h)
+{
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ builder->LockDisableResize = true;
+
+ ImTextureData* old_tex = atlas->TexData;
+ ImTextureData* new_tex = ImFontAtlasTextureAdd(atlas, w, h);
+ new_tex->UseColors = old_tex->UseColors;
+ IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize+repack %dx%d => Texture #%03d: %dx%d\n", old_tex->UniqueID, old_tex->Width, old_tex->Height, new_tex->UniqueID, new_tex->Width, new_tex->Height);
+ //for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+ // IMGUI_DEBUG_LOG_FONT("[font] - Baked %.2fpx, %d glyphs, want_destroy=%d\n", builder->BakedPool[baked_n].FontSize, builder->BakedPool[baked_n].Glyphs.Size, builder->BakedPool[baked_n].WantDestroy);
+ //IMGUI_DEBUG_LOG_FONT("[font] - Old packed rects: %d, area %d px\n", builder->RectsPackedCount, builder->RectsPackedSurface);
+ //ImFontAtlasDebugWriteTexToDisk(old_tex, "Before Pack");
+
+ // Repack, lose discarded rectangle, copy pixels
+ // FIXME-NEWATLAS: This is unstable because packing order is based on RectsIndex
+ // FIXME-NEWATLAS-V2: Repacking in batch would be beneficial to packing heuristic, and fix stability.
+ // FIXME-NEWATLAS-TESTS: Test calling RepackTexture with size too small to fits existing rects.
+ ImFontAtlasPackInit(atlas);
+ ImVector old_rects;
+ ImVector old_index = builder->RectsIndex;
+ old_rects.swap(builder->Rects);
+
+ for (ImFontAtlasRectEntry& index_entry : builder->RectsIndex)
+ {
+ if (index_entry.IsUsed == false)
+ continue;
+ ImTextureRect& old_r = old_rects[index_entry.TargetIndex];
+ if (old_r.w == 0 && old_r.h == 0)
+ continue;
+ ImFontAtlasRectId new_r_id = ImFontAtlasPackAddRect(atlas, old_r.w, old_r.h, &index_entry);
+ if (new_r_id == ImFontAtlasRectId_Invalid)
+ {
+ // Undo, grow texture and try repacking again.
+ // FIXME-NEWATLAS-TESTS: This is a very rarely exercised path! It needs to be automatically tested properly.
+ IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize failed. Will grow.\n", new_tex->UniqueID);
+ new_tex->WantDestroyNextFrame = true;
+ builder->Rects.swap(old_rects);
+ builder->RectsIndex = old_index;
+ ImFontAtlasBuildSetTexture(atlas, old_tex);
+ ImFontAtlasTextureGrow(atlas, w, h); // Recurse
+ return;
+ }
+ IM_ASSERT(ImFontAtlasRectId_GetIndex(new_r_id) == builder->RectsIndex.index_from_ptr(&index_entry));
+ ImTextureRect* new_r = ImFontAtlasPackGetRect(atlas, new_r_id);
+ ImFontAtlasTextureBlockCopy(old_tex, old_r.x, old_r.y, new_tex, new_r->x, new_r->y, new_r->w, new_r->h);
+ }
+ IM_ASSERT(old_rects.Size == builder->Rects.Size + builder->RectsDiscardedCount);
+ builder->RectsDiscardedCount = 0;
+ builder->RectsDiscardedSurface = 0;
+
+ // Patch glyphs UV
+ for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++)
+ for (ImFontGlyph& glyph : builder->BakedPool[baked_n].Glyphs)
+ if (glyph.PackId != ImFontAtlasRectId_Invalid)
+ {
+ ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph.PackId);
+ glyph.U0 = (r->x) * atlas->TexUvScale.x;
+ glyph.V0 = (r->y) * atlas->TexUvScale.y;
+ glyph.U1 = (r->x + r->w) * atlas->TexUvScale.x;
+ glyph.V1 = (r->y + r->h) * atlas->TexUvScale.y;
+ }
+
+ // Update other cached UV
+ ImFontAtlasBuildUpdateLinesTexData(atlas);
+ ImFontAtlasBuildUpdateBasicTexData(atlas);
+
+ builder->LockDisableResize = false;
+ ImFontAtlasUpdateDrawListsSharedData(atlas);
+ //ImFontAtlasDebugWriteTexToDisk(new_tex, "After Pack");
+}
+
+void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_tex_w, int old_tex_h)
+{
+ //ImFontAtlasDebugWriteTexToDisk(atlas->TexData, "Before Grow");
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ if (old_tex_w == -1)
+ old_tex_w = atlas->TexData->Width;
+ if (old_tex_h == -1)
+ old_tex_h = atlas->TexData->Height;
+
+ // FIXME-NEWATLAS-V2: What to do when reaching limits exposed by backend?
+ // FIXME-NEWATLAS-V2: Does ImFontAtlasFlags_NoPowerOfTwoHeight makes sense now? Allow 'lock' and 'compact' operations?
+ IM_ASSERT(ImIsPowerOfTwo(old_tex_w) && ImIsPowerOfTwo(old_tex_h));
+ IM_ASSERT(ImIsPowerOfTwo(atlas->TexMinWidth) && ImIsPowerOfTwo(atlas->TexMaxWidth) && ImIsPowerOfTwo(atlas->TexMinHeight) && ImIsPowerOfTwo(atlas->TexMaxHeight));
+
+ // Grow texture so it follows roughly a square.
+ // - Grow height before width, as width imply more packing nodes.
+ // - Caller should be taking account of RectsDiscardedSurface and may not need to grow.
+ int new_tex_w = (old_tex_h <= old_tex_w) ? old_tex_w : old_tex_w * 2;
+ int new_tex_h = (old_tex_h <= old_tex_w) ? old_tex_h * 2 : old_tex_h;
+
+ // Handle minimum size first (for pathologically large packed rects)
+ const int pack_padding = atlas->TexGlyphPadding;
+ new_tex_w = ImMax(new_tex_w, ImUpperPowerOfTwo(builder->MaxRectSize.x + pack_padding));
+ new_tex_h = ImMax(new_tex_h, ImUpperPowerOfTwo(builder->MaxRectSize.y + pack_padding));
+ new_tex_w = ImClamp(new_tex_w, atlas->TexMinWidth, atlas->TexMaxWidth);
+ new_tex_h = ImClamp(new_tex_h, atlas->TexMinHeight, atlas->TexMaxHeight);
+ if (new_tex_w == old_tex_w && new_tex_h == old_tex_h)
+ return;
+
+ ImFontAtlasTextureRepack(atlas, new_tex_w, new_tex_h);
+}
+
+void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas)
+{
+ // Can some baked contents be ditched?
+ //IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlasBuildMakeSpace()\n");
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ ImFontAtlasBuildDiscardBakes(atlas, 2);
+
+ // Currently using a heuristic for repack without growing.
+ if (builder->RectsDiscardedSurface < builder->RectsPackedSurface * 0.20f)
+ ImFontAtlasTextureGrow(atlas);
+ else
+ ImFontAtlasTextureRepack(atlas, atlas->TexData->Width, atlas->TexData->Height);
+}
+
+ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas)
+{
+ int min_w = ImUpperPowerOfTwo(atlas->TexMinWidth);
+ int min_h = ImUpperPowerOfTwo(atlas->TexMinHeight);
+ if (atlas->Builder == NULL || atlas->TexData == NULL || atlas->TexData->Status == ImTextureStatus_WantDestroy)
+ return ImVec2i(min_w, min_h);
+
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ min_w = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.x), min_w);
+ min_h = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.y), min_h);
+ const int surface_approx = builder->RectsPackedSurface - builder->RectsDiscardedSurface; // Expected surface after repack
+ const int surface_sqrt = (int)sqrtf((float)surface_approx);
+
+ int new_tex_w;
+ int new_tex_h;
+ if (min_w >= min_h)
+ {
+ new_tex_w = ImMax(min_w, ImUpperPowerOfTwo(surface_sqrt));
+ new_tex_h = ImMax(min_h, (int)((surface_approx + new_tex_w - 1) / new_tex_w));
+ if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0)
+ new_tex_h = ImUpperPowerOfTwo(new_tex_h);
+ }
+ else
+ {
+ new_tex_h = ImMax(min_h, ImUpperPowerOfTwo(surface_sqrt));
+ if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0)
+ new_tex_h = ImUpperPowerOfTwo(new_tex_h);
+ new_tex_w = ImMax(min_w, (int)((surface_approx + new_tex_h - 1) / new_tex_h));
+ }
+
+ IM_ASSERT(ImIsPowerOfTwo(new_tex_w) && ImIsPowerOfTwo(new_tex_h));
+ return ImVec2i(new_tex_w, new_tex_h);
+}
+
+// Clear all output. Invalidates all AddCustomRect() return values!
+void ImFontAtlasBuildClear(ImFontAtlas* atlas)
+{
+ ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas);
+ ImFontAtlasBuildDestroy(atlas);
+ ImFontAtlasTextureAdd(atlas, new_tex_size.x, new_tex_size.y);
+ ImFontAtlasBuildInit(atlas);
+ for (ImFontConfig& src : atlas->Sources)
+ ImFontAtlasFontSourceInit(atlas, &src);
+ for (ImFont* font : atlas->Fonts)
+ for (ImFontConfig* src : font->Sources)
+ ImFontAtlasFontSourceAddToFont(atlas, font, src);
+}
+
+// You should not need to call this manually!
+// If you think you do, let us know and we can advise about policies auto-compact.
+void ImFontAtlasTextureCompact(ImFontAtlas* atlas)
+{
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ ImFontAtlasBuildDiscardBakes(atlas, 1);
+
+ ImTextureData* old_tex = atlas->TexData;
+ ImVec2i old_tex_size = ImVec2i(old_tex->Width, old_tex->Height);
+ ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas);
+ if (builder->RectsDiscardedCount == 0 && new_tex_size.x == old_tex_size.x && new_tex_size.y == old_tex_size.y)
+ return;
+
+ ImFontAtlasTextureRepack(atlas, new_tex_size.x, new_tex_size.y);
+}
+
+// Start packing over current empty texture
+void ImFontAtlasBuildInit(ImFontAtlas* atlas)
+{
+ // Select Backend
+ // - Note that we do not reassign to atlas->FontLoader, since it is likely to point to static data which
+ // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
+ // using a hot-reloading scheme that messes up static data, store your own instance of FontLoader somewhere
+ // and point to it instead of pointing directly to return value of the GetFontLoaderXXX functions.
+ if (atlas->FontLoader == NULL)
+ {
+#ifdef IMGUI_ENABLE_FREETYPE
+ atlas->SetFontLoader(ImGuiFreeType::GetFontLoader());
+#elif defined(IMGUI_ENABLE_STB_TRUETYPE)
+ atlas->SetFontLoader(ImFontAtlasGetFontLoaderForStbTruetype());
+#else
+ IM_ASSERT(0); // Invalid Build function
+#endif
+ }
+
+ // Create initial texture size
+ if (atlas->TexData == NULL || atlas->TexData->Pixels == NULL)
+ ImFontAtlasTextureAdd(atlas, ImUpperPowerOfTwo(atlas->TexMinWidth), ImUpperPowerOfTwo(atlas->TexMinHeight));
+
+ atlas->Builder = IM_NEW(ImFontAtlasBuilder)();
+ if (atlas->FontLoader->LoaderInit)
+ atlas->FontLoader->LoaderInit(atlas);
+
+ ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas);
+
+ ImFontAtlasPackInit(atlas);
+
+ // Add required texture data
+ ImFontAtlasBuildUpdateLinesTexData(atlas);
+ ImFontAtlasBuildUpdateBasicTexData(atlas);
+
+ // Register fonts
+ ImFontAtlasBuildUpdatePointers(atlas);
+
+ // Update UV coordinates etc. stored in bound ImDrawListSharedData instance
+ ImFontAtlasUpdateDrawListsSharedData(atlas);
+
+ //atlas->TexIsBuilt = true;
+}
+
+// Destroy builder and all cached glyphs. Do not destroy actual fonts.
+void ImFontAtlasBuildDestroy(ImFontAtlas* atlas)
+{
+ for (ImFont* font : atlas->Fonts)
+ ImFontAtlasFontDestroyOutput(atlas, font);
+ if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown)
+ {
+ atlas->FontLoader->LoaderShutdown(atlas);
+ IM_ASSERT(atlas->FontLoaderData == NULL);
+ }
+ IM_DELETE(atlas->Builder);
+ atlas->Builder = NULL;
+}
+
+void ImFontAtlasPackInit(ImFontAtlas * atlas)
+{
+ ImTextureData* tex = atlas->TexData;
+ ImFontAtlasBuilder* builder = atlas->Builder;
+
+ // In theory we could decide to reduce the number of nodes, e.g. halve them, and waste a little texture space, but it doesn't seem worth it.
+ const int pack_node_count = tex->Width / 2;
+ builder->PackNodes.resize(pack_node_count);
+ IM_STATIC_ASSERT(sizeof(stbrp_context) <= sizeof(stbrp_context_opaque));
+ stbrp_init_target((stbrp_context*)(void*)&builder->PackContext, tex->Width, tex->Height, builder->PackNodes.Data, builder->PackNodes.Size);
+ builder->RectsPackedSurface = builder->RectsPackedCount = 0;
+ builder->MaxRectSize = ImVec2i(0, 0);
+ builder->MaxRectBounds = ImVec2i(0, 0);
+}
+
+// This is essentially a free-list pattern, it may be nice to wrap it into a dedicated type.
+static ImFontAtlasRectId ImFontAtlasPackAllocRectEntry(ImFontAtlas* atlas, int rect_idx)
+{
+ ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder;
+ int index_idx;
+ ImFontAtlasRectEntry* index_entry;
+ if (builder->RectsIndexFreeListStart < 0)
+ {
+ builder->RectsIndex.resize(builder->RectsIndex.Size + 1);
+ index_idx = builder->RectsIndex.Size - 1;
+ index_entry = &builder->RectsIndex[index_idx];
+ memset(index_entry, 0, sizeof(*index_entry));
+ }
+ else
+ {
+ index_idx = builder->RectsIndexFreeListStart;
+ index_entry = &builder->RectsIndex[index_idx];
+ IM_ASSERT(index_entry->IsUsed == false && index_entry->Generation > 0); // Generation is incremented during DiscardRect
+ builder->RectsIndexFreeListStart = index_entry->TargetIndex;
+ }
+ index_entry->TargetIndex = rect_idx;
+ index_entry->IsUsed = 1;
+ return ImFontAtlasRectId_Make(index_idx, index_entry->Generation);
+}
+
+// Overwrite existing entry
+static ImFontAtlasRectId ImFontAtlasPackReuseRectEntry(ImFontAtlas* atlas, ImFontAtlasRectEntry* index_entry)
+{
+ IM_ASSERT(index_entry->IsUsed);
+ index_entry->TargetIndex = atlas->Builder->Rects.Size - 1;
+ int index_idx = atlas->Builder->RectsIndex.index_from_ptr(index_entry);
+ return ImFontAtlasRectId_Make(index_idx, index_entry->Generation);
+}
+
+// This is expected to be called in batches and followed by a repack
+void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id)
+{
+ IM_ASSERT(id != ImFontAtlasRectId_Invalid);
+
+ ImTextureRect* rect = ImFontAtlasPackGetRect(atlas, id);
+ if (rect == NULL)
+ return;
+
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ int index_idx = ImFontAtlasRectId_GetIndex(id);
+ ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx];
+ IM_ASSERT(index_entry->IsUsed && index_entry->TargetIndex >= 0);
+ index_entry->IsUsed = false;
+ index_entry->TargetIndex = builder->RectsIndexFreeListStart;
+ index_entry->Generation++;
+ if (index_entry->Generation == 0)
+ index_entry->Generation++; // Keep non-zero on overflow
+
+ const int pack_padding = atlas->TexGlyphPadding;
+ builder->RectsIndexFreeListStart = index_idx;
+ builder->RectsDiscardedCount++;
+ builder->RectsDiscardedSurface += (rect->w + pack_padding) * (rect->h + pack_padding);
+ rect->w = rect->h = 0; // Clear rectangle so it won't be packed again
+}
+
+// Important: Calling this may recreate a new texture and therefore change atlas->TexData
+// FIXME-NEWFONTS: Expose other glyph padding settings for custom alteration (e.g. drop shadows). See #7962
+ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry)
+{
+ IM_ASSERT(w > 0 && w <= 0xFFFF);
+ IM_ASSERT(h > 0 && h <= 0xFFFF);
+
+ ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder;
+ const int pack_padding = atlas->TexGlyphPadding;
+ builder->MaxRectSize.x = ImMax(builder->MaxRectSize.x, w);
+ builder->MaxRectSize.y = ImMax(builder->MaxRectSize.y, h);
+
+ // Pack
+ ImTextureRect r = { 0, 0, (unsigned short)w, (unsigned short)h };
+ for (int attempts_remaining = 3; attempts_remaining >= 0; attempts_remaining--)
+ {
+ // Try packing
+ stbrp_rect pack_r = {};
+ pack_r.w = w + pack_padding;
+ pack_r.h = h + pack_padding;
+ stbrp_pack_rects((stbrp_context*)(void*)&builder->PackContext, &pack_r, 1);
+ r.x = (unsigned short)pack_r.x;
+ r.y = (unsigned short)pack_r.y;
+ if (pack_r.was_packed)
+ break;
+
+ // If we ran out of attempts, return fallback
+ if (attempts_remaining == 0 || builder->LockDisableResize)
+ {
+ IMGUI_DEBUG_LOG_FONT("[font] Failed packing %dx%d rectangle. Returning fallback.\n", w, h);
+ return ImFontAtlasRectId_Invalid;
+ }
+
+ // Resize or repack atlas! (this should be a rare event)
+ ImFontAtlasTextureMakeSpace(atlas);
+ }
+
+ builder->MaxRectBounds.x = ImMax(builder->MaxRectBounds.x, r.x + r.w + pack_padding);
+ builder->MaxRectBounds.y = ImMax(builder->MaxRectBounds.y, r.y + r.h + pack_padding);
+ builder->RectsPackedCount++;
+ builder->RectsPackedSurface += (w + pack_padding) * (h + pack_padding);
+
+ builder->Rects.push_back(r);
+ if (overwrite_entry != NULL)
+ return ImFontAtlasPackReuseRectEntry(atlas, overwrite_entry); // Write into an existing entry instead of adding one (used during repack)
+ else
+ return ImFontAtlasPackAllocRectEntry(atlas, builder->Rects.Size - 1);
+}
+
+// Generally for non-user facing functions: assert on invalid ID.
+ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id)
+{
+ IM_ASSERT(id != ImFontAtlasRectId_Invalid);
+ int index_idx = ImFontAtlasRectId_GetIndex(id);
+ ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder;
+ ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx];
+ IM_ASSERT(index_entry->Generation == ImFontAtlasRectId_GetGeneration(id));
+ IM_ASSERT(index_entry->IsUsed);
+ return &builder->Rects[index_entry->TargetIndex];
+}
+
+// For user-facing functions: return NULL on invalid ID.
+// Important: return pointer is valid until next call to AddRect(), e.g. FindGlyph(), CalcTextSize() can all potentially invalidate previous pointers.
+ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id)
+{
+ if (id == ImFontAtlasRectId_Invalid)
+ return NULL;
+ int index_idx = ImFontAtlasRectId_GetIndex(id);
+ if (atlas->Builder == NULL)
+ ImFontAtlasBuildInit(atlas);
+ ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder;
+ IM_MSVC_WARNING_SUPPRESS(28182); // Static Analysis false positive "warning C28182: Dereferencing NULL pointer 'builder'"
+ if (index_idx >= builder->RectsIndex.Size)
+ return NULL;
+ ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx];
+ if (index_entry->Generation != ImFontAtlasRectId_GetGeneration(id) || !index_entry->IsUsed)
+ return NULL;
+ return &builder->Rects[index_entry->TargetIndex];
+}
+
+// Important! This assume by ImFontConfig::GlyphExcludeRanges[] is a SMALL ARRAY (e.g. <10 entries)
+// Use "Input Glyphs Overlap Detection Tool" to display a list of glyphs provided by multiple sources in order to set this array up.
+static bool ImFontAtlasBuildAcceptCodepointForSource(ImFontConfig* src, ImWchar codepoint)
+{
+ if (const ImWchar* exclude_list = src->GlyphExcludeRanges)
+ for (; exclude_list[0] != 0; exclude_list += 2)
+ if (codepoint >= exclude_list[0] && codepoint <= exclude_list[1])
+ return false;
+ return true;
+}
+
+static void ImFontBaked_BuildGrowIndex(ImFontBaked* baked, int new_size)
+{
+ IM_ASSERT(baked->IndexAdvanceX.Size == baked->IndexLookup.Size);
+ if (new_size <= baked->IndexLookup.Size)
+ return;
+ baked->IndexAdvanceX.resize(new_size, -1.0f);
+ baked->IndexLookup.resize(new_size, IM_FONTGLYPH_INDEX_UNUSED);
+}
+
+static void ImFontAtlas_FontHookRemapCodepoint(ImFontAtlas* atlas, ImFont* font, ImWchar* c)
+{
+ IM_UNUSED(atlas);
+ if (font->RemapPairs.Data.Size != 0)
+ *c = (ImWchar)font->RemapPairs.GetInt((ImGuiID)*c, (int)*c);
+}
+
+static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codepoint, float* only_load_advance_x)
+{
+ ImFont* font = baked->ContainerFont;
+ ImFontAtlas* atlas = font->ContainerAtlas;
+ if (atlas->Locked || (font->Flags & ImFontFlags_NoLoadGlyphs))
+ {
+ // Lazily load fallback glyph
+ if (baked->FallbackGlyphIndex == -1 && baked->LoadNoFallback == 0)
+ ImFontAtlasBuildSetupFontBakedFallback(baked);
+ return NULL;
+ }
+
+ // User remapping hooks
+ ImWchar src_codepoint = codepoint;
+ ImFontAtlas_FontHookRemapCodepoint(atlas, font, &codepoint);
+
+ //char utf8_buf[5];
+ //IMGUI_DEBUG_LOG("[font] BuildLoadGlyph U+%04X (%s)\n", (unsigned int)codepoint, ImTextCharToUtf8(utf8_buf, (unsigned int)codepoint));
+
+ // Special hook
+ // FIXME-NEWATLAS: it would be nicer if this used a more standardized way of hooking
+ if (codepoint == font->EllipsisChar && font->EllipsisAutoBake)
+ if (ImFontGlyph* glyph = ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked))
+ return glyph;
+
+ // Call backend
+ char* loader_user_data_p = (char*)baked->FontLoaderDatas;
+ int src_n = 0;
+ for (ImFontConfig* src : font->Sources)
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ if (!src->GlyphExcludeRanges || ImFontAtlasBuildAcceptCodepointForSource(src, codepoint))
+ {
+ if (only_load_advance_x == NULL)
+ {
+ ImFontGlyph glyph_buf;
+ if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, &glyph_buf, NULL))
+ {
+ // FIXME: Add hooks for e.g. #7962
+ glyph_buf.Codepoint = src_codepoint;
+ glyph_buf.SourceIdx = src_n;
+ return ImFontAtlasBakedAddFontGlyph(atlas, baked, src, &glyph_buf);
+ }
+ }
+ else
+ {
+ // Special mode but only loading glyphs metrics. Will rasterize and pack later.
+ if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, NULL, only_load_advance_x))
+ {
+ ImFontAtlasBakedAddFontGlyphAdvancedX(atlas, baked, src, codepoint, *only_load_advance_x);
+ return NULL;
+ }
+ }
+ }
+ loader_user_data_p += loader->FontBakedSrcLoaderDataSize;
+ src_n++;
+ }
+
+ // Lazily load fallback glyph
+ if (baked->LoadNoFallback)
+ return NULL;
+ if (baked->FallbackGlyphIndex == -1)
+ ImFontAtlasBuildSetupFontBakedFallback(baked);
+
+ // Mark index as not found, so we don't attempt the search twice
+ ImFontBaked_BuildGrowIndex(baked, codepoint + 1);
+ baked->IndexAdvanceX[codepoint] = baked->FallbackAdvanceX;
+ baked->IndexLookup[codepoint] = IM_FONTGLYPH_INDEX_NOT_FOUND;
+ return NULL;
+}
+
+static float ImFontBaked_BuildLoadGlyphAdvanceX(ImFontBaked* baked, ImWchar codepoint)
+{
+ if (baked->Size >= IMGUI_FONT_SIZE_THRESHOLD_FOR_LOADADVANCEXONLYMODE || baked->LoadNoRenderOnLayout)
+ {
+ // First load AdvanceX value used by CalcTextSize() API then load the rest when loaded by drawing API.
+ float only_advance_x = 0.0f;
+ ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, &only_advance_x);
+ return glyph ? glyph->AdvanceX : only_advance_x;
+ }
+ else
+ {
+ ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint, NULL);
+ return glyph ? glyph->AdvanceX : baked->FallbackAdvanceX;
+ }
+}
+
+// The point of this indirection is to not be inlined in debug mode in order to not bloat inner loop.b
+IM_MSVC_RUNTIME_CHECKS_OFF
+static float BuildLoadGlyphGetAdvanceOrFallback(ImFontBaked* baked, unsigned int codepoint)
+{
+ return ImFontBaked_BuildLoadGlyphAdvanceX(baked, (ImWchar)codepoint);
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas)
+{
+ // [DEBUG] Log texture update requests
+ ImGuiContext& g = *GImGui;
+ IM_UNUSED(g);
+ for (ImTextureData* tex : atlas->TexList)
+ {
+ if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
+ IM_ASSERT(tex->Updates.Size == 0);
+ if (tex->Status == ImTextureStatus_WantCreate)
+ IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: create %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
+ else if (tex->Status == ImTextureStatus_WantDestroy)
+ IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: destroy %dx%d, texid=0x%" IM_PRIX64 ", backend_data=%p\n", tex->UniqueID, tex->Width, tex->Height, IM_TEXTUREID_TO_U64(tex->TexID), tex->BackendUserData);
+ else if (tex->Status == ImTextureStatus_WantUpdates)
+ {
+ IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update %d regions, texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, tex->Updates.Size, IM_TEXTUREID_TO_U64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData);
+ for (const ImTextureRect& r : tex->Updates)
+ {
+ IM_UNUSED(r);
+ IM_ASSERT(r.x >= 0 && r.y >= 0);
+ IM_ASSERT(r.x + r.w <= tex->Width && r.y + r.h <= tex->Height); // In theory should subtract PackPadding but it's currently part of atlas and mid-frame change would wreck assert.
+ //IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update (% 4d..%-4d)->(% 4d..%-4d), texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, r.x, r.y, r.x + r.w, r.y + r.h, IM_TEXTUREID_TO_U64(tex->TexID), (ImU64)(intptr_t)tex->BackendUserData);
+ }
+ }
+ }
+}
+#endif
+
+//-------------------------------------------------------------------------
+// [SECTION] ImFontAtlas: backend for stb_truetype
+//-------------------------------------------------------------------------
+// (imstb_truetype.h in included near the top of this file, when IMGUI_ENABLE_STB_TRUETYPE is set)
+//-------------------------------------------------------------------------
+
+#ifdef IMGUI_ENABLE_STB_TRUETYPE
+
+// One for each ConfigData
+struct ImGui_ImplStbTrueType_FontSrcData
+{
+ stbtt_fontinfo FontInfo;
+ float ScaleFactor;
+};
+
+static bool ImGui_ImplStbTrueType_FontSrcInit(ImFontAtlas* atlas, ImFontConfig* src)
+{
+ IM_UNUSED(atlas);
+
+ ImGui_ImplStbTrueType_FontSrcData* bd_font_data = IM_NEW(ImGui_ImplStbTrueType_FontSrcData);
+ IM_ASSERT(src->FontLoaderData == NULL);
+
+ // Initialize helper structure for font loading and verify that the TTF/OTF data is correct
+ const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)src->FontData, src->FontNo);
+ if (font_offset < 0)
+ {
+ IM_DELETE(bd_font_data);
+ IM_ASSERT_USER_ERROR(0, "stbtt_GetFontOffsetForIndex(): FontData is incorrect, or FontNo cannot be found.");
+ return false;
+ }
+ if (!stbtt_InitFont(&bd_font_data->FontInfo, (unsigned char*)src->FontData, font_offset))
+ {
+ IM_DELETE(bd_font_data);
+ IM_ASSERT_USER_ERROR(0, "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.");
+ return false;
+ }
+ src->FontLoaderData = bd_font_data;
+
+ const float ref_size = src->DstFont->Sources[0]->SizePixels;
+ if (src->MergeMode && src->SizePixels == 0.0f)
+ src->SizePixels = ref_size;
+
+ if (src->SizePixels >= 0.0f)
+ bd_font_data->ScaleFactor = stbtt_ScaleForPixelHeight(&bd_font_data->FontInfo, 1.0f);
+ else
+ bd_font_data->ScaleFactor = stbtt_ScaleForMappingEmToPixels(&bd_font_data->FontInfo, 1.0f);
+ if (src->MergeMode && src->SizePixels != 0.0f && ref_size != 0.0f)
+ bd_font_data->ScaleFactor *= src->SizePixels / ref_size; // FIXME-NEWATLAS: Should tidy up that a bit
+
+ return true;
+}
+
+static void ImGui_ImplStbTrueType_FontSrcDestroy(ImFontAtlas* atlas, ImFontConfig* src)
+{
+ IM_UNUSED(atlas);
+ ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData;
+ IM_DELETE(bd_font_data);
+ src->FontLoaderData = NULL;
+}
+
+static bool ImGui_ImplStbTrueType_FontSrcContainsGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint)
+{
+ IM_UNUSED(atlas);
+
+ ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData;
+ IM_ASSERT(bd_font_data != NULL);
+
+ int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint);
+ return glyph_index != 0;
+}
+
+static bool ImGui_ImplStbTrueType_FontBakedInit(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*)
+{
+ IM_UNUSED(atlas);
+
+ ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData;
+ if (src->MergeMode == false)
+ {
+ // FIXME-NEWFONTS: reevaluate how to use sizing metrics
+ // FIXME-NEWFONTS: make use of line gap value
+ float scale_for_layout = bd_font_data->ScaleFactor * baked->Size;
+ int unscaled_ascent, unscaled_descent, unscaled_line_gap;
+ stbtt_GetFontVMetrics(&bd_font_data->FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
+ baked->Ascent = ImCeil(unscaled_ascent * scale_for_layout);
+ baked->Descent = ImFloor(unscaled_descent * scale_for_layout);
+ }
+ return true;
+}
+
+static bool ImGui_ImplStbTrueType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*, ImWchar codepoint, ImFontGlyph* out_glyph, float* out_advance_x)
+{
+ // Search for first font which has the glyph
+ ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData;
+ IM_ASSERT(bd_font_data);
+ int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint);
+ if (glyph_index == 0)
+ return false;
+
+ // Fonts unit to pixels
+ int oversample_h, oversample_v;
+ ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v);
+ const float scale_for_layout = bd_font_data->ScaleFactor * baked->Size;
+ const float rasterizer_density = src->RasterizerDensity * baked->RasterizerDensity;
+ const float scale_for_raster_x = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_h;
+ const float scale_for_raster_y = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_v;
+
+ // Obtain size and advance
+ int x0, y0, x1, y1;
+ int advance, lsb;
+ stbtt_GetGlyphBitmapBoxSubpixel(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, 0, 0, &x0, &y0, &x1, &y1);
+ stbtt_GetGlyphHMetrics(&bd_font_data->FontInfo, glyph_index, &advance, &lsb);
+
+ // Load metrics only mode
+ if (out_advance_x != NULL)
+ {
+ IM_ASSERT(out_glyph == NULL);
+ *out_advance_x = advance * scale_for_layout;
+ return true;
+ }
+
+ // Prepare glyph
+ out_glyph->Codepoint = codepoint;
+ out_glyph->AdvanceX = advance * scale_for_layout;
+
+ // Pack and retrieve position inside texture atlas
+ // (generally based on stbtt_PackFontRangesRenderIntoRects)
+ const bool is_visible = (x0 != x1 && y0 != y1);
+ if (is_visible)
+ {
+ const int w = (x1 - x0 + oversample_h - 1);
+ const int h = (y1 - y0 + oversample_v - 1);
+ ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, w, h);
+ if (pack_id == ImFontAtlasRectId_Invalid)
+ {
+ // Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?)
+ IM_ASSERT(pack_id != ImFontAtlasRectId_Invalid && "Out of texture memory.");
+ return false;
+ }
+ ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id);
+
+ // Render
+ stbtt_GetGlyphBitmapBox(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, &x0, &y0, &x1, &y1);
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ builder->TempBuffer.resize(w * h * 1);
+ unsigned char* bitmap_pixels = builder->TempBuffer.Data;
+ memset(bitmap_pixels, 0, w * h * 1);
+
+ // Render with oversampling
+ // (those functions conveniently assert if pixels are not cleared, which is another safety layer)
+ float sub_x, sub_y;
+ stbtt_MakeGlyphBitmapSubpixelPrefilter(&bd_font_data->FontInfo, bitmap_pixels, w, h, w,
+ scale_for_raster_x, scale_for_raster_y, 0, 0, oversample_h, oversample_v, &sub_x, &sub_y, glyph_index);
+
+ const float ref_size = baked->ContainerFont->Sources[0]->SizePixels;
+ const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
+ float font_off_x = (src->GlyphOffset.x * offsets_scale);
+ float font_off_y = (src->GlyphOffset.y * offsets_scale);
+ if (src->PixelSnapH) // Snap scaled offset. This is to mitigate backward compatibility issues for GlyphOffset, but a better design would be welcome.
+ font_off_x = IM_ROUND(font_off_x);
+ if (src->PixelSnapV)
+ font_off_y = IM_ROUND(font_off_y);
+ font_off_x += sub_x;
+ font_off_y += sub_y + IM_ROUND(baked->Ascent);
+ float recip_h = 1.0f / (oversample_h * rasterizer_density);
+ float recip_v = 1.0f / (oversample_v * rasterizer_density);
+
+ // Register glyph
+ // r->x r->y are coordinates inside texture (in pixels)
+ // glyph.X0, glyph.Y0 are drawing coordinates from base text position, and accounting for oversampling.
+ out_glyph->X0 = x0 * recip_h + font_off_x;
+ out_glyph->Y0 = y0 * recip_v + font_off_y;
+ out_glyph->X1 = (x0 + (int)r->w) * recip_h + font_off_x;
+ out_glyph->Y1 = (y0 + (int)r->h) * recip_v + font_off_y;
+ out_glyph->Visible = true;
+ out_glyph->PackId = pack_id;
+ ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, out_glyph, r, bitmap_pixels, ImTextureFormat_Alpha8, w);
+ }
+
+ return true;
+}
+
+const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype()
+{
+ static ImFontLoader loader;
+ loader.Name = "stb_truetype";
+ loader.FontSrcInit = ImGui_ImplStbTrueType_FontSrcInit;
+ loader.FontSrcDestroy = ImGui_ImplStbTrueType_FontSrcDestroy;
+ loader.FontSrcContainsGlyph = ImGui_ImplStbTrueType_FontSrcContainsGlyph;
+ loader.FontBakedInit = ImGui_ImplStbTrueType_FontBakedInit;
+ loader.FontBakedDestroy = NULL;
+ loader.FontBakedLoadGlyph = ImGui_ImplStbTrueType_FontBakedLoadGlyph;
+ return &loader;
+}
+
+#endif // IMGUI_ENABLE_STB_TRUETYPE
+
+//-------------------------------------------------------------------------
+// [SECTION] ImFontAtlas: glyph ranges helpers
+//-------------------------------------------------------------------------
+// - GetGlyphRangesDefault()
+// Obsolete functions since 1.92:
+// - GetGlyphRangesGreek()
+// - GetGlyphRangesKorean()
+// - GetGlyphRangesChineseFull()
+// - GetGlyphRangesChineseSimplifiedCommon()
+// - GetGlyphRangesJapanese()
+// - GetGlyphRangesCyrillic()
+// - GetGlyphRangesThai()
+// - GetGlyphRangesVietnamese()
+//-----------------------------------------------------------------------------
+
+// Retrieve list of range (2 int per range, values are inclusive)
+const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
+{
+ static const ImWchar ranges[] =
+ {
+ 0x0020, 0x00FF, // Basic Latin + Latin Supplement
+ 0,
+ };
+ return &ranges[0];
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+const ImWchar* ImFontAtlas::GetGlyphRangesGreek()
+{
+ static const ImWchar ranges[] =
+ {
+ 0x0020, 0x00FF, // Basic Latin + Latin Supplement
+ 0x0370, 0x03FF, // Greek and Coptic
+ 0,
+ };
+ return &ranges[0];
+}
+
+const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
+{
+ static const ImWchar ranges[] =
+ {
+ 0x0020, 0x00FF, // Basic Latin + Latin Supplement
+ 0x3131, 0x3163, // Korean alphabets
+ 0xAC00, 0xD7A3, // Korean characters
+ 0xFFFD, 0xFFFD, // Invalid
+ 0,
+ };
+ return &ranges[0];
+}
+
+const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull()
+{
+ static const ImWchar ranges[] =
+ {
+ 0x0020, 0x00FF, // Basic Latin + Latin Supplement
+ 0x2000, 0x206F, // General Punctuation
+ 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
+ 0x31F0, 0x31FF, // Katakana Phonetic Extensions
+ 0xFF00, 0xFFEF, // Half-width characters
+ 0xFFFD, 0xFFFD, // Invalid
+ 0x4e00, 0x9FAF, // CJK Ideograms
+ 0,
+ };
+ return &ranges[0];
+}
+
+static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges)
+{
+ for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2)
+ {
+ out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]);
+ base_codepoint += accumulative_offsets[n];
+ }
+ out_ranges[0] = 0;
+}
+
+const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
+{
+ // Store 2500 regularly used characters for Simplified Chinese.
+ // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8
+ // This table covers 97.97% of all characters used during the month in July, 1987.
+ // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
+ // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
+ static const short accumulative_offsets_from_0x4E00[] =
+ {
+ 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2,
+ 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4,
+ 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1,
+ 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2,
+ 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6,
+ 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1,
+ 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3,
+ 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4,
+ 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12,
+ 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1,
+ 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23,
+ 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6,
+ 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6,
+ 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1,
+ 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5,
+ 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15,
+ 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6,
+ 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4,
+ 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5,
+ 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2,
+ 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16,
+ 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31,
+ 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7,
+ 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2,
+ 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13,
+ 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3,
+ 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4,
+ 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1,
+ 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3,
+ 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11,
+ 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9,
+ 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2,
+ 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3,
+ 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12,
+ 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8,
+ 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5,
+ 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1,
+ 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5,
+ 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6,
+ 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6
+ };
+ static ImWchar base_ranges[] = // not zero-terminated
+ {
+ 0x0020, 0x00FF, // Basic Latin + Latin Supplement
+ 0x2000, 0x206F, // General Punctuation
+ 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
+ 0x31F0, 0x31FF, // Katakana Phonetic Extensions
+ 0xFF00, 0xFFEF, // Half-width characters
+ 0xFFFD, 0xFFFD // Invalid
+ };
+ static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
+ if (!full_ranges[0])
+ {
+ memcpy(full_ranges, base_ranges, sizeof(base_ranges));
+ UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
+ }
+ return &full_ranges[0];
+}
+
+const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
+{
+ // 2999 ideograms code points for Japanese
+ // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points
+ // - 863 Jinmeiyo (meaning "for personal name") Kanji code points
+ // - Sourced from official information provided by the government agencies of Japan:
+ // - List of Joyo Kanji by the Agency for Cultural Affairs
+ // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/
+ // - List of Jinmeiyo Kanji by the Ministry of Justice
+ // - http://www.moj.go.jp/MINJI/minji86.html
+ // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0).
+ // - https://creativecommons.org/licenses/by/4.0/legalcode
+ // - You can generate this code by the script at:
+ // - https://github.com/vaiorabbit/everyday_use_kanji
+ // - References:
+ // - List of Joyo Kanji
+ // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji
+ // - List of Jinmeiyo Kanji
+ // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji
+ // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details.
+ // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
+ // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
+ static const short accumulative_offsets_from_0x4E00[] =
+ {
+ 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1,
+ 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3,
+ 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8,
+ 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5,
+ 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1,
+ 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30,
+ 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3,
+ 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4,
+ 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14,
+ 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1,
+ 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1,
+ 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1,
+ 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1,
+ 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2,
+ 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7,
+ 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5,
+ 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1,
+ 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7,
+ 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2,
+ 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5,
+ 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6,
+ 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2,
+ 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16,
+ 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11,
+ 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18,
+ 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9,
+ 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3,
+ 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6,
+ 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1,
+ 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8,
+ 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1,
+ 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10,
+ 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5,
+ 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2,
+ 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5,
+ 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1,
+ 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5,
+ 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4,
+ 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7,
+ 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5,
+ 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13,
+ 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21,
+ 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1,
+ 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38,
+ 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4,
+ 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4,
+ 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,
+ 3,2,1,1,1,1,2,1,1,
+ };
+ static ImWchar base_ranges[] = // not zero-terminated
+ {
+ 0x0020, 0x00FF, // Basic Latin + Latin Supplement
+ 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
+ 0x31F0, 0x31FF, // Katakana Phonetic Extensions
+ 0xFF00, 0xFFEF, // Half-width characters
+ 0xFFFD, 0xFFFD // Invalid
+ };
+ static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
+ if (!full_ranges[0])
+ {
+ memcpy(full_ranges, base_ranges, sizeof(base_ranges));
+ UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
+ }
+ return &full_ranges[0];
+}
+
+const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic()
+{
+ static const ImWchar ranges[] =
+ {
+ 0x0020, 0x00FF, // Basic Latin + Latin Supplement
+ 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement
+ 0x2DE0, 0x2DFF, // Cyrillic Extended-A
+ 0xA640, 0xA69F, // Cyrillic Extended-B
+ 0,
+ };
+ return &ranges[0];
+}
+
+const ImWchar* ImFontAtlas::GetGlyphRangesThai()
+{
+ static const ImWchar ranges[] =
+ {
+ 0x0020, 0x00FF, // Basic Latin
+ 0x2010, 0x205E, // Punctuations
+ 0x0E00, 0x0E7F, // Thai
+ 0,
+ };
+ return &ranges[0];
+}
+
+const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese()
+{
+ static const ImWchar ranges[] =
+ {
+ 0x0020, 0x00FF, // Basic Latin
+ 0x0102, 0x0103,
+ 0x0110, 0x0111,
+ 0x0128, 0x0129,
+ 0x0168, 0x0169,
+ 0x01A0, 0x01A1,
+ 0x01AF, 0x01B0,
+ 0x1EA0, 0x1EF9,
+ 0,
+ };
+ return &ranges[0];
+}
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontGlyphRangesBuilder
+//-----------------------------------------------------------------------------
+
+void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
+{
+ while (text_end ? (text < text_end) : *text)
+ {
+ unsigned int c = 0;
+ int c_len = ImTextCharFromUtf8(&c, text, text_end);
+ text += c_len;
+ if (c_len == 0)
+ break;
+ AddChar((ImWchar)c);
+ }
+}
+
+void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
+{
+ for (; ranges[0]; ranges += 2)
+ for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560
+ AddChar((ImWchar)c);
+}
+
+void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges)
+{
+ const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;
+ for (int n = 0; n <= max_codepoint; n++)
+ if (GetBit(n))
+ {
+ out_ranges->push_back((ImWchar)n);
+ while (n < max_codepoint && GetBit(n + 1))
+ n++;
+ out_ranges->push_back((ImWchar)n);
+ }
+ out_ranges->push_back(0);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFont
+//-----------------------------------------------------------------------------
+
+ImFontBaked::ImFontBaked()
+{
+ memset(this, 0, sizeof(*this));
+ FallbackGlyphIndex = -1;
+}
+
+void ImFontBaked::ClearOutputData()
+{
+ FallbackAdvanceX = 0.0f;
+ Glyphs.clear();
+ IndexAdvanceX.clear();
+ IndexLookup.clear();
+ FallbackGlyphIndex = -1;
+ Ascent = Descent = 0.0f;
+ MetricsTotalSurface = 0;
+}
+
+ImFont::ImFont()
+{
+ memset(this, 0, sizeof(*this));
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ Scale = 1.0f;
+#endif
+}
+
+ImFont::~ImFont()
+{
+ ClearOutputData();
+}
+
+void ImFont::ClearOutputData()
+{
+ if (ImFontAtlas* atlas = ContainerAtlas)
+ ImFontAtlasFontDiscardBakes(atlas, this, 0);
+ FallbackChar = EllipsisChar = 0;
+ memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap));
+ LastBaked = NULL;
+}
+
+// API is designed this way to avoid exposing the 8K page size
+// e.g. use with IsGlyphRangeUnused(0, 255)
+bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
+{
+ unsigned int page_begin = (c_begin / 8192);
+ unsigned int page_last = (c_last / 8192);
+ for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
+ if ((page_n >> 3) < sizeof(Used8kPagesMap))
+ if (Used8kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
+ return false;
+ return true;
+}
+
+// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
+// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
+// - 'src' is not necessarily == 'this->Sources' because multiple source fonts+configs can be used to build one target font.
+ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph)
+{
+ int glyph_idx = baked->Glyphs.Size;
+ baked->Glyphs.push_back(*in_glyph);
+ ImFontGlyph* glyph = &baked->Glyphs[glyph_idx];
+ IM_ASSERT(baked->Glyphs.Size < 0xFFFE); // IndexLookup[] hold 16-bit values and -1/-2 are reserved.
+
+ // Set UV from packed rectangle
+ if (glyph->PackId != ImFontAtlasRectId_Invalid)
+ {
+ ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph->PackId);
+ IM_ASSERT(glyph->U0 == 0.0f && glyph->V0 == 0.0f && glyph->U1 == 0.0f && glyph->V1 == 0.0f);
+ glyph->U0 = (r->x) * atlas->TexUvScale.x;
+ glyph->V0 = (r->y) * atlas->TexUvScale.y;
+ glyph->U1 = (r->x + r->w) * atlas->TexUvScale.x;
+ glyph->V1 = (r->y + r->h) * atlas->TexUvScale.y;
+ baked->MetricsTotalSurface += r->w * r->h;
+ }
+
+ if (src != NULL)
+ {
+ // Clamp & recenter if needed
+ const float ref_size = baked->ContainerFont->Sources[0]->SizePixels;
+ const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
+ float advance_x = ImClamp(glyph->AdvanceX, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale);
+ if (advance_x != glyph->AdvanceX)
+ {
+ float char_off_x = src->PixelSnapH ? ImTrunc((advance_x - glyph->AdvanceX) * 0.5f) : (advance_x - glyph->AdvanceX) * 0.5f;
+ glyph->X0 += char_off_x;
+ glyph->X1 += char_off_x;
+ }
+
+ // Snap to pixel
+ if (src->PixelSnapH)
+ advance_x = IM_ROUND(advance_x);
+
+ // Bake spacing
+ glyph->AdvanceX = advance_x + src->GlyphExtraAdvanceX;
+ }
+ if (glyph->Colored)
+ atlas->TexPixelsUseColors = atlas->TexData->UseColors = true;
+
+ // Update lookup tables
+ const int codepoint = glyph->Codepoint;
+ ImFontBaked_BuildGrowIndex(baked, codepoint + 1);
+ baked->IndexAdvanceX[codepoint] = glyph->AdvanceX;
+ baked->IndexLookup[codepoint] = (ImU16)glyph_idx;
+ const int page_n = codepoint / 8192;
+ baked->ContainerFont->Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
+
+ return glyph;
+}
+
+// FIXME: Code is duplicated with code above.
+void ImFontAtlasBakedAddFontGlyphAdvancedX(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImWchar codepoint, float advance_x)
+{
+ IM_UNUSED(atlas);
+ if (src != NULL)
+ {
+ // Clamp & recenter if needed
+ const float ref_size = baked->ContainerFont->Sources[0]->SizePixels;
+ const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f;
+ advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale);
+
+ // Snap to pixel
+ if (src->PixelSnapH)
+ advance_x = IM_ROUND(advance_x);
+
+ // Bake spacing
+ advance_x += src->GlyphExtraAdvanceX;
+ }
+
+ ImFontBaked_BuildGrowIndex(baked, codepoint + 1);
+ baked->IndexAdvanceX[codepoint] = advance_x;
+}
+
+// Copy to texture, post-process and queue update for backend
+void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch)
+{
+ ImTextureData* tex = atlas->TexData;
+ IM_ASSERT(r->x + r->w <= tex->Width && r->y + r->h <= tex->Height);
+ ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, (unsigned char*)tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h);
+ ImFontAtlasPostProcessData pp_data = { atlas, baked->ContainerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h };
+ ImFontAtlasTextureBlockPostProcess(&pp_data);
+ ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h);
+}
+
+void ImFont::AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint)
+{
+ RemapPairs.SetInt((ImGuiID)from_codepoint, (int)to_codepoint);
+}
+
+// Find glyph, load if necessary, return fallback if missing
+ImFontGlyph* ImFontBaked::FindGlyph(ImWchar c)
+{
+ if (c < (size_t)IndexLookup.Size) IM_LIKELY
+ {
+ const int i = (int)IndexLookup.Data[c];
+ if (i == IM_FONTGLYPH_INDEX_NOT_FOUND)
+ return &Glyphs.Data[FallbackGlyphIndex];
+ if (i != IM_FONTGLYPH_INDEX_UNUSED)
+ return &Glyphs.Data[i];
+ }
+ ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL);
+ return glyph ? glyph : &Glyphs.Data[FallbackGlyphIndex];
+}
+
+// Attempt to load but when missing, return NULL instead of FallbackGlyph
+ImFontGlyph* ImFontBaked::FindGlyphNoFallback(ImWchar c)
+{
+ if (c < (size_t)IndexLookup.Size) IM_LIKELY
+ {
+ const int i = (int)IndexLookup.Data[c];
+ if (i == IM_FONTGLYPH_INDEX_NOT_FOUND)
+ return NULL;
+ if (i != IM_FONTGLYPH_INDEX_UNUSED)
+ return &Glyphs.Data[i];
+ }
+ LoadNoFallback = true; // This is actually a rare call, not done in hot-loop, so we prioritize not adding extra cruft to ImFontBaked_BuildLoadGlyph() call sites.
+ ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c, NULL);
+ LoadNoFallback = false;
+ return glyph;
+}
+
+bool ImFontBaked::IsGlyphLoaded(ImWchar c)
+{
+ if (c < (size_t)IndexLookup.Size) IM_LIKELY
+ {
+ const int i = (int)IndexLookup.Data[c];
+ if (i == IM_FONTGLYPH_INDEX_NOT_FOUND)
+ return false;
+ if (i != IM_FONTGLYPH_INDEX_UNUSED)
+ return true;
+ }
+ return false;
+}
+
+// This is not fast query
+bool ImFont::IsGlyphInFont(ImWchar c)
+{
+ ImFontAtlas* atlas = ContainerAtlas;
+ ImFontAtlas_FontHookRemapCodepoint(atlas, this, &c);
+ for (ImFontConfig* src : Sources)
+ {
+ const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader;
+ if (loader->FontSrcContainsGlyph != NULL && loader->FontSrcContainsGlyph(atlas, src, c))
+ return true;
+ }
+ return false;
+}
+
+// This is manually inlined in CalcTextSizeA() and CalcWordWrapPosition(), with a non-inline call to BuildLoadGlyphGetAdvanceOrFallback().
+IM_MSVC_RUNTIME_CHECKS_OFF
+float ImFontBaked::GetCharAdvance(ImWchar c)
+{
+ if ((int)c < IndexAdvanceX.Size)
+ {
+ // Missing glyphs fitting inside index will have stored FallbackAdvanceX already.
+ const float x = IndexAdvanceX.Data[c];
+ if (x >= 0.0f)
+ return x;
+ }
+ return ImFontBaked_BuildLoadGlyphAdvanceX(this, c);
+}
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density)
+{
+ struct { ImGuiID FontId; float BakedSize; float RasterizerDensity; } hashed_data;
+ hashed_data.FontId = font_id;
+ hashed_data.BakedSize = baked_size;
+ hashed_data.RasterizerDensity = rasterizer_density;
+ return ImHashData(&hashed_data, sizeof(hashed_data));
+}
+
+// ImFontBaked pointers are valid for the entire frame but shall never be kept between frames.
+ImFontBaked* ImFont::GetFontBaked(float size, float density)
+{
+ ImFontBaked* baked = LastBaked;
+
+ // Round font size
+ // - ImGui::PushFont() will already round, but other paths calling GetFontBaked() directly also needs it (e.g. ImFontAtlasBuildPreloadAllGlyphRanges)
+ size = ImGui::GetRoundedFontSize(size);
+
+ if (density < 0.0f)
+ density = CurrentRasterizerDensity;
+ if (baked && baked->Size == size && baked->RasterizerDensity == density)
+ return baked;
+
+ ImFontAtlas* atlas = ContainerAtlas;
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ baked = ImFontAtlasBakedGetOrAdd(atlas, this, size, density);
+ if (baked == NULL)
+ return NULL;
+ baked->LastUsedFrame = builder->FrameCount;
+ LastBaked = baked;
+ return baked;
+}
+
+ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density)
+{
+ // FIXME-NEWATLAS: Design for picking a nearest size based on some criteria?
+ // FIXME-NEWATLAS: Altering font density won't work right away.
+ IM_ASSERT(font_size > 0.0f && font_rasterizer_density > 0.0f);
+ ImGuiID baked_id = ImFontAtlasBakedGetId(font->FontId, font_size, font_rasterizer_density);
+ ImFontAtlasBuilder* builder = atlas->Builder;
+ ImFontBaked** p_baked_in_map = (ImFontBaked**)builder->BakedMap.GetVoidPtrRef(baked_id);
+ ImFontBaked* baked = *p_baked_in_map;
+ if (baked != NULL)
+ {
+ IM_ASSERT(baked->Size == font_size && baked->ContainerFont == font && baked->BakedId == baked_id);
+ return baked;
+ }
+
+ // If atlas is locked, find closest match
+ // FIXME-OPT: This is not an optimal query.
+ if ((font->Flags & ImFontFlags_LockBakedSizes) || atlas->Locked)
+ {
+ baked = ImFontAtlasBakedGetClosestMatch(atlas, font, font_size, font_rasterizer_density);
+ if (baked != NULL)
+ return baked;
+ if (atlas->Locked)
+ {
+ IM_ASSERT(!atlas->Locked && "Cannot use dynamic font size with a locked ImFontAtlas!"); // Locked because rendering backend does not support ImGuiBackendFlags_RendererHasTextures!
+ return NULL;
+ }
+ }
+
+ // Create new
+ baked = ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id);
+ *p_baked_in_map = baked; // To avoid 'builder->BakedMap.SetVoidPtr(baked_id, baked);' while we can.
+ return baked;
+}
+
+// Trim trailing space and find beginning of next line
+const char* ImTextCalcWordWrapNextLineStart(const char* text, const char* text_end, ImDrawTextFlags flags)
+{
+ if ((flags & ImDrawTextFlags_WrapKeepBlanks) == 0)
+ while (text < text_end && ImCharIsBlankA(*text))
+ text++;
+ if (*text == '\n')
+ text++;
+ return text;
+}
+
+// Simple word-wrapping for English, not full-featured. Please submit failing cases!
+// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.
+// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
+const char* ImFontCalcWordWrapPositionEx(ImFont* font, float size, const char* text, const char* text_end, float wrap_width, ImDrawTextFlags flags)
+{
+ // For references, possible wrap point marked with ^
+ // "aaa bbb, ccc,ddd. eee fff. ggg!"
+ // ^ ^ ^ ^ ^__ ^ ^
+
+ // List of hardcoded separators: .,;!?'"
+
+ // Skip extra blanks after a line returns (that includes not counting them in width computation)
+ // e.g. "Hello world" --> "Hello" "World"
+
+ // Cut words that cannot possibly fit within one line.
+ // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
+
+ ImFontBaked* baked = font->GetFontBaked(size);
+ const float scale = size / baked->Size;
+
+ float line_width = 0.0f;
+ float word_width = 0.0f;
+ float blank_width = 0.0f;
+ wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters
+
+ const char* word_end = text;
+ const char* prev_word_end = NULL;
+ bool inside_word = true;
+
+ const char* s = text;
+ IM_ASSERT(text_end != NULL);
+ while (s < text_end)
+ {
+ unsigned int c = (unsigned int)*s;
+ const char* next_s;
+ if (c < 0x80)
+ next_s = s + 1;
+ else
+ next_s = s + ImTextCharFromUtf8(&c, s, text_end);
+
+ if (c < 32)
+ {
+ if (c == '\n')
+ return s; // Direct return, skip "Wrap_width is too small to fit anything" path.
+ if (c == '\r')
+ {
+ s = next_s;
+ continue;
+ }
+ }
+
+ // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);'
+ float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f;
+ if (char_width < 0.0f)
+ char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c);
+
+ if (ImCharIsBlankW(c))
+ {
+ if (inside_word)
+ {
+ line_width += blank_width;
+ blank_width = 0.0f;
+ word_end = s;
+ }
+ blank_width += char_width;
+ inside_word = false;
+ }
+ else
+ {
+ word_width += char_width;
+ if (inside_word)
+ {
+ word_end = next_s;
+ }
+ else
+ {
+ prev_word_end = word_end;
+ line_width += word_width + blank_width;
+ if ((flags & ImDrawTextFlags_WrapKeepBlanks) && line_width <= wrap_width)
+ prev_word_end = s;
+ word_width = blank_width = 0.0f;
+ }
+
+ // Allow wrapping after punctuation.
+ inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"' && c != 0x3001 && c != 0x3002);
+ }
+
+ // We ignore blank width at the end of the line (they can be skipped)
+ if (line_width + word_width > wrap_width)
+ {
+ // Words that cannot possibly fit within an entire line will be cut anywhere.
+ if (word_width < wrap_width)
+ s = prev_word_end ? prev_word_end : word_end;
+ break;
+ }
+
+ s = next_s;
+ }
+
+ // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
+ // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).
+ if (s == text && text < text_end)
+ return s + ImTextCountUtf8BytesFromChar(s, text_end);
+ return s;
+}
+
+const char* ImFont::CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width)
+{
+ return ImFontCalcWordWrapPositionEx(this, size, text, text_end, wrap_width, ImDrawTextFlags_None);
+}
+
+ImVec2 ImFontCalcTextSizeEx(ImFont* font, float size, float max_width, float wrap_width, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags)
+{
+ if (!text_end)
+ text_end = text_begin + ImStrlen(text_begin); // FIXME-OPT: Need to avoid this.
+ if (!text_end_display)
+ text_end_display = text_end;
+
+ ImFontBaked* baked = font->GetFontBaked(size);
+ const float line_height = size;
+ const float scale = line_height / baked->Size;
+
+ ImVec2 text_size = ImVec2(0, 0);
+ float line_width = 0.0f;
+
+ const bool word_wrap_enabled = (wrap_width > 0.0f);
+ const char* word_wrap_eol = NULL;
+
+ const char* s = text_begin;
+ while (s < text_end_display)
+ {
+ // Word-wrapping
+ if (word_wrap_enabled)
+ {
+ // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
+ if (!word_wrap_eol)
+ word_wrap_eol = ImFontCalcWordWrapPositionEx(font, size, s, text_end, wrap_width - line_width, flags);
+
+ if (s >= word_wrap_eol)
+ {
+ if (text_size.x < line_width)
+ text_size.x = line_width;
+ text_size.y += line_height;
+ line_width = 0.0f;
+ s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); // Wrapping skips upcoming blanks
+ if (flags & ImDrawTextFlags_StopOnNewLine)
+ break;
+ word_wrap_eol = NULL;
+ continue;
+ }
+ }
+
+ // Decode and advance source
+ const char* prev_s = s;
+ unsigned int c = (unsigned int)*s;
+ if (c < 0x80)
+ s += 1;
+ else
+ s += ImTextCharFromUtf8(&c, s, text_end);
+
+ if (c == '\n')
+ {
+ text_size.x = ImMax(text_size.x, line_width);
+ text_size.y += line_height;
+ line_width = 0.0f;
+ if (flags & ImDrawTextFlags_StopOnNewLine)
+ break;
+ continue;
+ }
+ if (c == '\r')
+ continue;
+
+ // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);'
+ float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f;
+ if (char_width < 0.0f)
+ char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c);
+ char_width *= scale;
+
+ if (line_width + char_width >= max_width)
+ {
+ s = prev_s;
+ break;
+ }
+
+ line_width += char_width;
+ }
+
+ if (text_size.x < line_width)
+ text_size.x = line_width;
+
+ if (out_offset != NULL)
+ *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n
+
+ if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n
+ text_size.y += line_height;
+
+ if (out_remaining != NULL)
+ *out_remaining = s;
+
+ return text_size;
+}
+
+ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** out_remaining)
+{
+ return ImFontCalcTextSizeEx(this, size, max_width, wrap_width, text_begin, text_end, text_end, out_remaining, NULL, ImDrawTextFlags_None);
+}
+
+// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
+void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip)
+{
+ ImFontBaked* baked = GetFontBaked(size);
+ const ImFontGlyph* glyph = baked->FindGlyph(c);
+ if (!glyph || !glyph->Visible)
+ return;
+ if (glyph->Colored)
+ col |= ~IM_COL32_A_MASK;
+ float scale = (size >= 0.0f) ? (size / baked->Size) : 1.0f;
+ float x = IM_TRUNC(pos.x);
+ float y = IM_TRUNC(pos.y);
+
+ float x1 = x + glyph->X0 * scale;
+ float x2 = x + glyph->X1 * scale;
+ if (cpu_fine_clip && (x1 > cpu_fine_clip->z || x2 < cpu_fine_clip->x))
+ return;
+ float y1 = y + glyph->Y0 * scale;
+ float y2 = y + glyph->Y1 * scale;
+ float u1 = glyph->U0;
+ float v1 = glyph->V0;
+ float u2 = glyph->U1;
+ float v2 = glyph->V1;
+
+ // Always CPU fine clip. Code extracted from RenderText().
+ // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
+ if (cpu_fine_clip != NULL)
+ {
+ if (x1 < cpu_fine_clip->x) { u1 = u1 + (1.0f - (x2 - cpu_fine_clip->x) / (x2 - x1)) * (u2 - u1); x1 = cpu_fine_clip->x; }
+ if (y1 < cpu_fine_clip->y) { v1 = v1 + (1.0f - (y2 - cpu_fine_clip->y) / (y2 - y1)) * (v2 - v1); y1 = cpu_fine_clip->y; }
+ if (x2 > cpu_fine_clip->z) { u2 = u1 + ((cpu_fine_clip->z - x1) / (x2 - x1)) * (u2 - u1); x2 = cpu_fine_clip->z; }
+ if (y2 > cpu_fine_clip->w) { v2 = v1 + ((cpu_fine_clip->w - y1) / (y2 - y1)) * (v2 - v1); y2 = cpu_fine_clip->w; }
+ if (y1 >= y2)
+ return;
+ }
+ draw_list->PrimReserve(6, 4);
+ draw_list->PrimRectUV(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(u1, v1), ImVec2(u2, v2), col);
+}
+
+// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
+// DO NOT CALL DIRECTLY THIS WILL CHANGE WILDLY IN 2025-2025. Use ImDrawList::AddText().
+void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, ImDrawTextFlags flags)
+{
+ // Align to be pixel perfect
+begin:
+ float x = IM_TRUNC(pos.x);
+ float y = IM_TRUNC(pos.y);
+ if (y > clip_rect.w)
+ return;
+
+ if (!text_end)
+ text_end = text_begin + ImStrlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
+
+ const float line_height = size;
+ ImFontBaked* baked = GetFontBaked(size);
+
+ const float scale = size / baked->Size;
+ const float origin_x = x;
+ const bool word_wrap_enabled = (wrap_width > 0.0f);
+
+ // Fast-forward to first visible line
+ const char* s = text_begin;
+ if (y + line_height < clip_rect.y)
+ while (y + line_height < clip_rect.y && s < text_end)
+ {
+ const char* line_end = (const char*)ImMemchr(s, '\n', text_end - s);
+ if (word_wrap_enabled)
+ {
+ // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPosition().
+ // If the specs for CalcWordWrapPosition() were reworked to optionally return on \n we could combine both.
+ // However it is still better than nothing performing the fast-forward!
+ s = ImFontCalcWordWrapPositionEx(this, size, s, line_end ? line_end : text_end, wrap_width, flags);
+ s = ImTextCalcWordWrapNextLineStart(s, text_end, flags);
+ }
+ else
+ {
+ s = line_end ? line_end + 1 : text_end;
+ }
+ y += line_height;
+ }
+
+ // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve()
+ // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm)
+ if (text_end - s > 10000 && !word_wrap_enabled)
+ {
+ const char* s_end = s;
+ float y_end = y;
+ while (y_end < clip_rect.w && s_end < text_end)
+ {
+ s_end = (const char*)ImMemchr(s_end, '\n', text_end - s_end);
+ s_end = s_end ? s_end + 1 : text_end;
+ y_end += line_height;
+ }
+ text_end = s_end;
+ }
+ if (s == text_end)
+ return;
+
+ // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
+ const int vtx_count_max = (int)(text_end - s) * 4;
+ const int idx_count_max = (int)(text_end - s) * 6;
+ const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
+ draw_list->PrimReserve(idx_count_max, vtx_count_max);
+ ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
+ ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
+ unsigned int vtx_index = draw_list->_VtxCurrentIdx;
+ const int cmd_count = draw_list->CmdBuffer.Size;
+ const bool cpu_fine_clip = (flags & ImDrawTextFlags_CpuFineClip) != 0;
+
+ const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
+ const char* word_wrap_eol = NULL;
+
+ while (s < text_end)
+ {
+ if (word_wrap_enabled)
+ {
+ // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
+ if (!word_wrap_eol)
+ word_wrap_eol = ImFontCalcWordWrapPositionEx(this, size, s, text_end, wrap_width - (x - origin_x), flags);
+
+ if (s >= word_wrap_eol)
+ {
+ x = origin_x;
+ y += line_height;
+ if (y > clip_rect.w)
+ break; // break out of main loop
+ word_wrap_eol = NULL;
+ s = ImTextCalcWordWrapNextLineStart(s, text_end, flags); // Wrapping skips upcoming blanks
+ continue;
+ }
+ }
+
+ // Decode and advance source
+ unsigned int c = (unsigned int)*s;
+ if (c < 0x80)
+ s += 1;
+ else
+ s += ImTextCharFromUtf8(&c, s, text_end);
+
+ if (c < 32)
+ {
+ if (c == '\n')
+ {
+ x = origin_x;
+ y += line_height;
+ if (y > clip_rect.w)
+ break; // break out of main loop
+ continue;
+ }
+ if (c == '\r')
+ continue;
+ }
+
+ const ImFontGlyph* glyph = baked->FindGlyph((ImWchar)c);
+ //if (glyph == NULL)
+ // continue;
+
+ float char_width = glyph->AdvanceX * scale;
+ if (glyph->Visible)
+ {
+ // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
+ float x1 = x + glyph->X0 * scale;
+ float x2 = x + glyph->X1 * scale;
+ float y1 = y + glyph->Y0 * scale;
+ float y2 = y + glyph->Y1 * scale;
+ if (x1 <= clip_rect.z && x2 >= clip_rect.x)
+ {
+ // Render a character
+ float u1 = glyph->U0;
+ float v1 = glyph->V0;
+ float u2 = glyph->U1;
+ float v2 = glyph->V1;
+
+ // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
+ if (cpu_fine_clip)
+ {
+ if (x1 < clip_rect.x)
+ {
+ u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
+ x1 = clip_rect.x;
+ }
+ if (y1 < clip_rect.y)
+ {
+ v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
+ y1 = clip_rect.y;
+ }
+ if (x2 > clip_rect.z)
+ {
+ u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
+ x2 = clip_rect.z;
+ }
+ if (y2 > clip_rect.w)
+ {
+ v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
+ y2 = clip_rect.w;
+ }
+ if (y1 >= y2)
+ {
+ x += char_width;
+ continue;
+ }
+ }
+
+ // Support for untinted glyphs
+ ImU32 glyph_col = glyph->Colored ? col_untinted : col;
+
+ // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
+ {
+ vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
+ vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
+ vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
+ vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
+ idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2);
+ idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3);
+ vtx_write += 4;
+ vtx_index += 4;
+ idx_write += 6;
+ }
+ }
+ }
+ x += char_width;
+ }
+
+ // Edge case: calling RenderText() with unloaded glyphs triggering texture change. It doesn't happen via ImGui:: calls because CalcTextSize() is always used.
+ if (cmd_count != draw_list->CmdBuffer.Size) //-V547
+ {
+ IM_ASSERT(draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount == 0);
+ draw_list->CmdBuffer.pop_back();
+ draw_list->PrimUnreserve(idx_count_max, vtx_count_max);
+ draw_list->AddDrawCmd();
+ //IMGUI_DEBUG_LOG("RenderText: cancel and retry to missing glyphs.\n"); // [DEBUG]
+ //draw_list->AddRectFilled(pos, pos + ImVec2(10, 10), IM_COL32(255, 0, 0, 255)); // [DEBUG]
+ goto begin;
+ //RenderText(draw_list, size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip); // FIXME-OPT: Would a 'goto begin' be better for code-gen?
+ //return;
+ }
+
+ // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
+ draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
+ draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
+ draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
+ draw_list->_VtxWritePtr = vtx_write;
+ draw_list->_IdxWritePtr = idx_write;
+ draw_list->_VtxCurrentIdx = vtx_index;
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGui Internal Render Helpers
+//-----------------------------------------------------------------------------
+// Vaguely redesigned to stop accessing ImGui global state:
+// - RenderArrow()
+// - RenderBullet()
+// - RenderCheckMark()
+// - RenderArrowPointingAt()
+// - RenderRectFilledRangeH()
+// - RenderRectFilledWithHole()
+//-----------------------------------------------------------------------------
+// Function in need of a redesign (legacy mess)
+// - RenderColorRectWithAlphaCheckerboard()
+//-----------------------------------------------------------------------------
+
+// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
+void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
+{
+ const float h = draw_list->_Data->FontSize * 1.00f;
+ float r = h * 0.40f * scale;
+ ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);
+
+ ImVec2 a, b, c;
+ switch (dir)
+ {
+ case ImGuiDir_Up:
+ case ImGuiDir_Down:
+ if (dir == ImGuiDir_Up) r = -r;
+ a = ImVec2(+0.000f, +0.750f) * r;
+ b = ImVec2(-0.866f, -0.750f) * r;
+ c = ImVec2(+0.866f, -0.750f) * r;
+ break;
+ case ImGuiDir_Left:
+ case ImGuiDir_Right:
+ if (dir == ImGuiDir_Left) r = -r;
+ a = ImVec2(+0.750f, +0.000f) * r;
+ b = ImVec2(-0.750f, +0.866f) * r;
+ c = ImVec2(-0.750f, -0.866f) * r;
+ break;
+ case ImGuiDir_None:
+ case ImGuiDir_COUNT:
+ IM_ASSERT(0);
+ break;
+ }
+ draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
+}
+
+void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
+{
+ // FIXME-OPT: This should be baked in font now that it's easier.
+ float font_size = draw_list->_Data->FontSize;
+ draw_list->AddCircleFilled(pos, font_size * 0.20f, col, (font_size < 22) ? 8 : (font_size < 40) ? 12 : 0); // Hardcode optimal/nice tessellation threshold
+}
+
+void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)
+{
+ float thickness = ImMax(sz / 5.0f, 1.0f);
+ sz -= thickness * 0.5f;
+ pos += ImVec2(thickness * 0.25f, thickness * 0.25f);
+
+ float third = sz / 3.0f;
+ float bx = pos.x + third;
+ float by = pos.y + sz - third * 0.5f;
+ draw_list->PathLineTo(ImVec2(bx - third, by - third));
+ draw_list->PathLineTo(ImVec2(bx, by));
+ draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));
+ draw_list->PathStroke(col, 0, thickness);
+}
+
+// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
+void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
+{
+ switch (direction)
+ {
+ case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
+ case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
+ case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
+ case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
+ case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
+ }
+}
+
+static inline float ImAcos01(float x)
+{
+ if (x <= 0.0f) return IM_PI * 0.5f;
+ if (x >= 1.0f) return 0.0f;
+ return ImAcos(x);
+ //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do.
+}
+
+// FIXME: Cleanup and move code to ImDrawList.
+void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding)
+{
+ if (x_end_norm == x_start_norm)
+ return;
+ if (x_start_norm > x_end_norm)
+ ImSwap(x_start_norm, x_end_norm);
+
+ ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);
+ ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);
+ if (rounding == 0.0f)
+ {
+ draw_list->AddRectFilled(p0, p1, col, 0.0f);
+ return;
+ }
+
+ rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding);
+ const float inv_rounding = 1.0f / rounding;
+ const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);
+ const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);
+ const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.
+ const float x0 = ImMax(p0.x, rect.Min.x + rounding);
+ if (arc0_b == arc0_e)
+ {
+ draw_list->PathLineTo(ImVec2(x0, p1.y));
+ draw_list->PathLineTo(ImVec2(x0, p0.y));
+ }
+ else if (arc0_b == 0.0f && arc0_e == half_pi)
+ {
+ draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL
+ draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR
+ }
+ else
+ {
+ draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b); // BL
+ draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e); // TR
+ }
+ if (p1.x > rect.Min.x + rounding)
+ {
+ const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding);
+ const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding);
+ const float x1 = ImMin(p1.x, rect.Max.x - rounding);
+ if (arc1_b == arc1_e)
+ {
+ draw_list->PathLineTo(ImVec2(x1, p0.y));
+ draw_list->PathLineTo(ImVec2(x1, p1.y));
+ }
+ else if (arc1_b == 0.0f && arc1_e == half_pi)
+ {
+ draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR
+ draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR
+ }
+ else
+ {
+ draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b); // TR
+ draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e); // BR
+ }
+ }
+ draw_list->PathFillConvex(col);
+}
+
+void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding)
+{
+ const bool fill_L = (inner.Min.x > outer.Min.x);
+ const bool fill_R = (inner.Max.x < outer.Max.x);
+ const bool fill_U = (inner.Min.y > outer.Min.y);
+ const bool fill_D = (inner.Max.y < outer.Max.y);
+ if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft));
+ if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight));
+ if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight));
+ if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight));
+ if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft);
+ if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight);
+ if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft);
+ if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight);
+}
+
+// Helper for ColorPicker4()
+// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
+// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
+// FIXME: uses ImGui::GetColorU32
+void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags)
+{
+ if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
+ flags = ImDrawFlags_RoundCornersDefault_;
+ if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
+ {
+ ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));
+ ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));
+ draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags);
+
+ int yi = 0;
+ for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
+ {
+ float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
+ if (y2 <= y1)
+ continue;
+ for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
+ {
+ float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
+ if (x2 <= x1)
+ continue;
+ ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone;
+ if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; }
+ if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; }
+
+ // Combine flags
+ cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags);
+ draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags);
+ }
+ }
+ }
+ else
+ {
+ draw_list->AddRectFilled(p_min, p_max, col, rounding, flags);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Decompression code
+//-----------------------------------------------------------------------------
+// Compressed with stb_compress() then converted to a C array and encoded as base85.
+// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
+// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
+// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
+//-----------------------------------------------------------------------------
+
+static unsigned int stb_decompress_length(const unsigned char *input)
+{
+ return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];
+}
+
+static unsigned char *stb__barrier_out_e, *stb__barrier_out_b;
+static const unsigned char *stb__barrier_in_b;
+static unsigned char *stb__dout;
+static void stb__match(const unsigned char *data, unsigned int length)
+{
+ // INVERSE of memmove... write each byte before copying the next...
+ IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
+ if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
+ if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; }
+ while (length--) *stb__dout++ = *data++;
+}
+
+static void stb__lit(const unsigned char *data, unsigned int length)
+{
+ IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
+ if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
+ if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; }
+ memcpy(stb__dout, data, length);
+ stb__dout += length;
+}
+
+#define stb__in2(x) ((i[x] << 8) + i[(x)+1])
+#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1))
+#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1))
+
+static const unsigned char *stb_decompress_token(const unsigned char *i)
+{
+ if (*i >= 0x20) { // use fewer if's for cases that expand small
+ if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2;
+ else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3;
+ else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);
+ } else { // more ifs for cases that expand large, since overhead is amortized
+ if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4;
+ else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5;
+ else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);
+ else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);
+ else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5;
+ else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6;
+ }
+ return i;
+}
+
+static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)
+{
+ const unsigned long ADLER_MOD = 65521;
+ unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
+ unsigned long blocklen = buflen % 5552;
+
+ unsigned long i;
+ while (buflen) {
+ for (i=0; i + 7 < blocklen; i += 8) {
+ s1 += buffer[0], s2 += s1;
+ s1 += buffer[1], s2 += s1;
+ s1 += buffer[2], s2 += s1;
+ s1 += buffer[3], s2 += s1;
+ s1 += buffer[4], s2 += s1;
+ s1 += buffer[5], s2 += s1;
+ s1 += buffer[6], s2 += s1;
+ s1 += buffer[7], s2 += s1;
+
+ buffer += 8;
+ }
+
+ for (; i < blocklen; ++i)
+ s1 += *buffer++, s2 += s1;
+
+ s1 %= ADLER_MOD, s2 %= ADLER_MOD;
+ buflen -= blocklen;
+ blocklen = 5552;
+ }
+ return (unsigned int)(s2 << 16) + (unsigned int)s1;
+}
+
+static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)
+{
+ if (stb__in4(0) != 0x57bC0000) return 0;
+ if (stb__in4(4) != 0) return 0; // error! stream is > 4GB
+ const unsigned int olen = stb_decompress_length(i);
+ stb__barrier_in_b = i;
+ stb__barrier_out_e = output + olen;
+ stb__barrier_out_b = output;
+ i += 16;
+
+ stb__dout = output;
+ for (;;) {
+ const unsigned char *old_i = i;
+ i = stb_decompress_token(i);
+ if (i == old_i) {
+ if (*i == 0x05 && i[1] == 0xfa) {
+ IM_ASSERT(stb__dout == output + olen);
+ if (stb__dout != output + olen) return 0;
+ if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2))
+ return 0;
+ return olen;
+ } else {
+ IM_ASSERT(0); /* NOTREACHED */
+ return 0;
+ }
+ }
+ IM_ASSERT(stb__dout <= output + olen);
+ if (stb__dout > output + olen)
+ return 0;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Default font data (ProggyClean.ttf)
+//-----------------------------------------------------------------------------
+// ProggyClean.ttf
+// Copyright (c) 2004, 2005 Tristan Grimmer
+// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download)
+// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
+// If you want a similar font which may be better scaled, consider using ProggyVector from the same author!
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_DEFAULT_FONT
+
+// File: 'ProggyClean.ttf' (41208 bytes)
+// Exported using binary_to_compressed_c.exe -u8 "ProggyClean.ttf" proggy_clean_ttf
+static const unsigned int proggy_clean_ttf_compressed_size = 9583;
+static const unsigned char proggy_clean_ttf_compressed_data[9583] =
+{
+ 87,188,0,0,0,0,0,0,0,0,160,248,0,4,0,0,55,0,1,0,0,0,12,0,128,0,3,0,64,79,83,47,50,136,235,116,144,0,0,1,72,130,21,44,78,99,109,97,112,2,18,35,117,0,0,3,160,130,19,36,82,99,118,116,
+ 32,130,23,130,2,33,4,252,130,4,56,2,103,108,121,102,18,175,137,86,0,0,7,4,0,0,146,128,104,101,97,100,215,145,102,211,130,27,32,204,130,3,33,54,104,130,16,39,8,66,1,195,0,0,1,4,130,
+ 15,59,36,104,109,116,120,138,0,126,128,0,0,1,152,0,0,2,6,108,111,99,97,140,115,176,216,0,0,5,130,30,41,2,4,109,97,120,112,1,174,0,218,130,31,32,40,130,16,44,32,110,97,109,101,37,89,
+ 187,150,0,0,153,132,130,19,44,158,112,111,115,116,166,172,131,239,0,0,155,36,130,51,44,210,112,114,101,112,105,2,1,18,0,0,4,244,130,47,32,8,132,203,46,1,0,0,60,85,233,213,95,15,60,
+ 245,0,3,8,0,131,0,34,183,103,119,130,63,43,0,0,189,146,166,215,0,0,254,128,3,128,131,111,130,241,33,2,0,133,0,32,1,130,65,38,192,254,64,0,0,3,128,131,16,130,5,32,1,131,7,138,3,33,2,
+ 0,130,17,36,1,1,0,144,0,130,121,130,23,38,2,0,8,0,64,0,10,130,9,32,118,130,9,130,6,32,0,130,59,33,1,144,131,200,35,2,188,2,138,130,16,32,143,133,7,37,1,197,0,50,2,0,131,0,33,4,9,131,
+ 5,145,3,43,65,108,116,115,0,64,0,0,32,172,8,0,131,0,35,5,0,1,128,131,77,131,3,33,3,128,191,1,33,1,128,130,184,35,0,0,128,0,130,3,131,11,32,1,130,7,33,0,128,131,1,32,1,136,9,32,0,132,
+ 15,135,5,32,1,131,13,135,27,144,35,32,1,149,25,131,21,32,0,130,0,32,128,132,103,130,35,132,39,32,0,136,45,136,97,133,17,130,5,33,0,0,136,19,34,0,128,1,133,13,133,5,32,128,130,15,132,
+ 131,32,3,130,5,32,3,132,27,144,71,32,0,133,27,130,29,130,31,136,29,131,63,131,3,65,63,5,132,5,132,205,130,9,33,0,0,131,9,137,119,32,3,132,19,138,243,130,55,32,1,132,35,135,19,131,201,
+ 136,11,132,143,137,13,130,41,32,0,131,3,144,35,33,128,0,135,1,131,223,131,3,141,17,134,13,136,63,134,15,136,53,143,15,130,96,33,0,3,131,4,130,3,34,28,0,1,130,5,34,0,0,76,130,17,131,
+ 9,36,28,0,4,0,48,130,17,46,8,0,8,0,2,0,0,0,127,0,255,32,172,255,255,130,9,34,0,0,129,132,9,130,102,33,223,213,134,53,132,22,33,1,6,132,6,64,4,215,32,129,165,216,39,177,0,1,141,184,
+ 1,255,133,134,45,33,198,0,193,1,8,190,244,1,28,1,158,2,20,2,136,2,252,3,20,3,88,3,156,3,222,4,20,4,50,4,80,4,98,4,162,5,22,5,102,5,188,6,18,6,116,6,214,7,56,7,126,7,236,8,78,8,108,
+ 8,150,8,208,9,16,9,74,9,136,10,22,10,128,11,4,11,86,11,200,12,46,12,130,12,234,13,94,13,164,13,234,14,80,14,150,15,40,15,176,16,18,16,116,16,224,17,82,17,182,18,4,18,110,18,196,19,
+ 76,19,172,19,246,20,88,20,174,20,234,21,64,21,128,21,166,21,184,22,18,22,126,22,198,23,52,23,142,23,224,24,86,24,186,24,238,25,54,25,150,25,212,26,72,26,156,26,240,27,92,27,200,28,
+ 4,28,76,28,150,28,234,29,42,29,146,29,210,30,64,30,142,30,224,31,36,31,118,31,166,31,166,32,16,130,1,52,46,32,138,32,178,32,200,33,20,33,116,33,152,33,238,34,98,34,134,35,12,130,1,
+ 33,128,35,131,1,60,152,35,176,35,216,36,0,36,74,36,104,36,144,36,174,37,6,37,96,37,130,37,248,37,248,38,88,38,170,130,1,8,190,216,39,64,39,154,40,10,40,104,40,168,41,14,41,32,41,184,
+ 41,248,42,54,42,96,42,96,43,2,43,42,43,94,43,172,43,230,44,32,44,52,44,154,45,40,45,92,45,120,45,170,45,232,46,38,46,166,47,38,47,182,47,244,48,94,48,200,49,62,49,180,50,30,50,158,
+ 51,30,51,130,51,238,52,92,52,206,53,58,53,134,53,212,54,38,54,114,54,230,55,118,55,216,56,58,56,166,57,18,57,116,57,174,58,46,58,154,59,6,59,124,59,232,60,58,60,150,61,34,61,134,61,
+ 236,62,86,62,198,63,42,63,154,64,18,64,106,64,208,65,54,65,162,66,8,66,64,66,122,66,184,66,240,67,98,67,204,68,42,68,138,68,238,69,88,69,182,69,226,70,84,70,180,71,20,71,122,71,218,
+ 72,84,72,198,73,64,0,36,70,21,8,8,77,3,0,7,0,11,0,15,0,19,0,23,0,27,0,31,0,35,0,39,0,43,0,47,0,51,0,55,0,59,0,63,0,67,0,71,0,75,0,79,0,83,0,87,0,91,0,95,0,99,0,103,0,107,0,111,0,115,
+ 0,119,0,123,0,127,0,131,0,135,0,139,0,143,0,0,17,53,51,21,49,150,3,32,5,130,23,32,33,130,3,211,7,151,115,32,128,133,0,37,252,128,128,2,128,128,190,5,133,74,32,4,133,6,206,5,42,0,7,
+ 1,128,0,0,2,0,4,0,0,65,139,13,37,0,1,53,51,21,7,146,3,32,3,130,19,32,1,141,133,32,3,141,14,131,13,38,255,0,128,128,0,6,1,130,84,35,2,128,4,128,140,91,132,89,32,51,65,143,6,139,7,33,
+ 1,0,130,57,32,254,130,3,32,128,132,4,32,4,131,14,138,89,35,0,0,24,0,130,0,33,3,128,144,171,66,55,33,148,115,65,187,19,32,5,130,151,143,155,163,39,32,1,136,182,32,253,134,178,132,7,
+ 132,200,145,17,32,3,65,48,17,165,17,39,0,0,21,0,128,255,128,3,65,175,17,65,3,27,132,253,131,217,139,201,155,233,155,27,131,67,131,31,130,241,33,255,0,131,181,137,232,132,15,132,4,138,
+ 247,34,255,0,128,179,238,32,0,130,0,32,20,65,239,48,33,0,19,67,235,10,32,51,65,203,14,65,215,11,32,7,154,27,135,39,32,33,130,35,33,128,128,130,231,32,253,132,231,32,128,132,232,34,
+ 128,128,254,133,13,136,8,32,253,65,186,5,130,36,130,42,176,234,133,231,34,128,0,0,66,215,44,33,0,1,68,235,6,68,211,19,32,49,68,239,14,139,207,139,47,66,13,7,32,51,130,47,33,1,0,130,
+ 207,35,128,128,1,0,131,222,131,5,130,212,130,6,131,212,32,0,130,10,133,220,130,233,130,226,32,254,133,255,178,233,39,3,1,128,3,0,2,0,4,68,15,7,68,99,12,130,89,130,104,33,128,4,133,
+ 93,130,10,38,0,0,11,1,0,255,0,68,63,16,70,39,9,66,215,8,32,7,68,77,6,68,175,14,32,29,68,195,6,132,7,35,2,0,128,255,131,91,132,4,65,178,5,141,111,67,129,23,165,135,140,107,142,135,33,
+ 21,5,69,71,6,131,7,33,1,0,140,104,132,142,130,4,137,247,140,30,68,255,12,39,11,0,128,0,128,3,0,3,69,171,15,67,251,7,65,15,8,66,249,11,65,229,7,67,211,7,66,13,7,35,1,128,128,254,133,
+ 93,32,254,131,145,132,4,132,18,32,2,151,128,130,23,34,0,0,9,154,131,65,207,8,68,107,15,68,51,7,32,7,70,59,7,135,121,130,82,32,128,151,111,41,0,0,4,0,128,255,0,1,128,1,137,239,33,0,
+ 37,70,145,10,65,77,10,65,212,14,37,0,0,0,5,0,128,66,109,5,70,123,10,33,0,19,72,33,18,133,237,70,209,11,33,0,2,130,113,137,119,136,115,33,1,0,133,43,130,5,34,0,0,10,69,135,6,70,219,
+ 13,66,155,7,65,9,12,66,157,11,66,9,11,32,7,130,141,132,252,66,151,9,137,9,66,15,30,36,0,20,0,128,0,130,218,71,11,42,68,51,8,65,141,7,73,19,15,69,47,23,143,39,66,81,7,32,1,66,55,6,34,
+ 1,128,128,68,25,5,69,32,6,137,6,136,25,32,254,131,42,32,3,66,88,26,148,26,32,0,130,0,32,14,164,231,70,225,12,66,233,7,67,133,19,71,203,15,130,161,32,255,130,155,32,254,139,127,134,
+ 12,164,174,33,0,15,164,159,33,59,0,65,125,20,66,25,7,32,5,68,191,6,66,29,7,144,165,65,105,9,35,128,128,255,0,137,2,133,182,164,169,33,128,128,197,171,130,155,68,235,7,32,21,70,77,19,
+ 66,21,10,68,97,8,66,30,5,66,4,43,34,0,17,0,71,19,41,65,253,20,71,25,23,65,91,15,65,115,7,34,2,128,128,66,9,8,130,169,33,1,0,66,212,13,132,28,72,201,43,35,0,0,0,18,66,27,38,76,231,5,
+ 68,157,20,135,157,32,7,68,185,13,65,129,28,66,20,5,32,253,66,210,11,65,128,49,133,61,32,0,65,135,6,74,111,37,72,149,12,66,203,19,65,147,19,68,93,7,68,85,8,76,4,5,33,255,0,133,129,34,
+ 254,0,128,68,69,8,181,197,34,0,0,12,65,135,32,65,123,20,69,183,27,133,156,66,50,5,72,87,10,67,137,32,33,0,19,160,139,78,251,13,68,55,20,67,119,19,65,91,36,69,177,15,32,254,143,16,65,
+ 98,53,32,128,130,0,32,0,66,43,54,70,141,23,66,23,15,131,39,69,47,11,131,15,70,129,19,74,161,9,36,128,255,0,128,254,130,153,65,148,32,67,41,9,34,0,0,4,79,15,5,73,99,10,71,203,8,32,3,
+ 72,123,6,72,43,8,32,2,133,56,131,99,130,9,34,0,0,6,72,175,5,73,159,14,144,63,135,197,132,189,133,66,33,255,0,73,6,7,70,137,12,35,0,0,0,10,130,3,73,243,25,67,113,12,65,73,7,69,161,7,
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+ 33,65,187,10,130,63,65,87,8,73,239,19,35,0,128,1,0,131,226,32,252,65,100,6,32,128,139,8,33,1,0,130,21,32,253,72,155,44,73,255,20,32,128,71,67,8,81,243,39,67,15,20,74,191,23,68,121,
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+ 34,0,128,254,131,169,32,254,131,187,71,180,9,132,27,32,2,88,129,44,32,0,78,47,40,65,79,23,79,171,14,32,21,71,87,8,72,15,14,65,224,33,130,139,74,27,62,93,23,7,68,31,7,75,27,7,139,15,
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+ 75,47,12,65,215,19,74,95,19,65,43,11,131,168,67,110,5,75,23,17,69,106,6,75,65,5,71,204,43,32,0,80,75,47,71,203,15,159,181,68,91,11,67,197,7,73,101,13,68,85,6,33,128,128,130,214,130,
+ 25,32,254,74,236,48,130,194,37,0,18,0,128,255,128,77,215,40,65,139,64,32,51,80,159,10,65,147,39,130,219,84,212,43,130,46,75,19,97,74,33,11,65,201,23,65,173,31,33,1,0,79,133,6,66,150,
+ 5,67,75,48,85,187,6,70,207,37,32,71,87,221,13,73,163,14,80,167,15,132,15,83,193,19,82,209,8,78,99,9,72,190,11,77,110,49,89,63,5,80,91,35,99,63,32,70,235,23,81,99,10,69,148,10,65,110,
+ 36,32,0,65,99,47,95,219,11,68,171,51,66,87,7,72,57,7,74,45,17,143,17,65,114,50,33,14,0,65,111,40,159,195,98,135,15,35,7,53,51,21,100,78,9,95,146,16,32,254,82,114,6,32,128,67,208,37,
+ 130,166,99,79,58,32,17,96,99,14,72,31,19,72,87,31,82,155,7,67,47,14,32,21,131,75,134,231,72,51,17,72,78,8,133,8,80,133,6,33,253,128,88,37,9,66,124,36,72,65,12,134,12,71,55,43,66,139,
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+ 227,52,80,33,15,87,249,15,93,45,31,75,111,12,93,45,11,77,99,9,160,184,81,31,12,32,15,98,135,30,104,175,7,77,249,36,69,73,15,78,5,12,32,254,66,151,19,34,128,128,4,87,32,12,149,35,133,
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+ 1,0,3,128,101,83,8,36,0,1,53,51,29,130,3,34,21,1,0,66,53,8,32,0,68,215,6,100,55,25,107,111,9,66,193,11,72,167,8,73,143,31,139,31,33,1,0,131,158,32,254,132,5,33,253,128,65,16,9,133,
+ 17,89,130,25,141,212,33,0,0,93,39,8,90,131,25,93,39,14,66,217,6,106,179,8,159,181,71,125,15,139,47,138,141,87,11,14,76,23,14,65,231,26,140,209,66,122,8,81,179,5,101,195,26,32,47,74,
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+ 9,33,0,1,130,117,131,3,73,103,7,66,51,18,66,44,5,133,75,70,88,5,32,254,65,39,12,68,80,9,34,12,0,128,107,179,28,68,223,6,155,111,86,147,15,32,2,131,82,141,110,33,254,0,130,15,32,4,103,
+ 184,15,141,35,87,176,5,83,11,5,71,235,23,114,107,11,65,189,16,70,33,15,86,153,31,135,126,86,145,30,65,183,41,32,0,130,0,32,10,65,183,24,34,35,0,39,67,85,9,65,179,15,143,15,33,1,0,65,
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+ 72,77,8,162,179,169,167,99,131,11,69,85,19,66,215,15,76,129,13,68,115,22,72,79,35,67,113,5,34,0,0,19,70,31,46,65,89,52,73,223,15,85,199,33,95,33,8,132,203,73,29,32,67,48,16,177,215,
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+ 14,0,128,255,0,82,155,24,67,239,8,119,255,11,69,131,11,77,29,6,112,31,8,134,27,105,203,8,32,2,75,51,11,75,195,12,74,13,29,136,161,37,128,0,0,0,11,1,130,163,82,115,8,125,191,17,69,35,
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+ 11,135,179,142,175,143,185,67,247,39,66,199,7,35,5,0,128,3,69,203,15,123,163,12,67,127,7,130,119,71,153,10,141,102,70,175,8,32,128,121,235,30,136,89,100,191,11,116,195,11,111,235,15,
+ 72,39,7,32,2,97,43,5,132,5,94,67,8,131,8,125,253,10,32,3,65,158,16,146,16,130,170,40,0,21,0,128,0,0,3,128,5,88,219,15,24,64,159,32,135,141,65,167,15,68,163,10,97,73,49,32,255,82,58,
+ 7,93,80,8,97,81,16,24,67,87,52,34,0,0,5,130,231,33,128,2,80,51,13,65,129,8,113,61,6,132,175,65,219,5,130,136,77,152,17,32,0,95,131,61,70,215,6,33,21,51,90,53,10,78,97,23,105,77,31,
+ 65,117,7,139,75,24,68,195,9,24,64,22,9,33,0,128,130,11,33,128,128,66,25,5,121,38,5,134,5,134,45,66,40,36,66,59,18,34,128,0,0,66,59,81,135,245,123,103,19,120,159,19,77,175,12,33,255,
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+ 65,251,7,133,234,130,229,94,108,17,35,0,0,6,0,141,175,86,59,5,162,79,85,166,8,70,112,13,32,13,24,64,67,26,24,71,255,7,123,211,12,80,121,11,69,215,15,66,217,11,69,71,10,131,113,132,
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+ 12,37,0,16,0,0,2,0,104,115,36,140,157,68,67,19,68,51,15,106,243,15,134,120,70,37,10,68,27,10,140,152,65,121,24,32,128,94,155,7,67,11,8,24,74,11,25,65,3,12,83,89,18,82,21,37,67,200,
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+ 32,253,131,140,32,254,136,4,94,198,9,32,3,78,4,13,66,127,13,143,13,32,0,130,0,33,16,0,24,69,59,39,109,147,12,76,253,19,24,69,207,15,69,229,15,130,195,71,90,10,139,10,130,152,73,43,
+ 40,91,139,10,65,131,37,35,75,0,79,0,84,227,12,143,151,68,25,15,80,9,23,95,169,11,34,128,2,128,112,186,5,130,6,83,161,19,76,50,6,130,37,65,145,44,110,83,5,32,16,67,99,6,71,67,15,76,
+ 55,17,140,215,67,97,23,76,69,15,77,237,11,104,211,23,77,238,11,65,154,43,33,0,10,83,15,28,83,13,20,67,145,19,67,141,14,97,149,21,68,9,15,86,251,5,66,207,5,66,27,37,82,1,23,127,71,12,
+ 94,235,10,110,175,24,98,243,15,132,154,132,4,24,66,69,10,32,4,67,156,43,130,198,35,2,1,0,4,75,27,9,69,85,9,95,240,7,32,128,130,35,32,28,66,43,40,24,82,63,23,83,123,12,72,231,15,127,
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+ 24,65,73,11,69,185,15,83,243,16,32,0,24,81,165,8,130,86,77,35,6,155,163,88,203,5,24,66,195,30,70,19,19,24,80,133,15,32,1,75,211,8,32,254,108,133,8,79,87,20,65,32,9,41,0,0,7,0,128,0,
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+ 113,23,115,115,7,24,65,231,12,130,162,32,4,68,182,19,130,102,93,143,8,69,107,29,24,77,255,12,143,197,72,51,7,76,195,15,132,139,85,49,15,130,152,131,18,71,81,23,70,14,11,36,0,10,0,128,
+ 2,69,59,9,89,151,15,66,241,11,76,165,12,71,43,15,75,49,13,65,12,23,132,37,32,0,179,115,130,231,95,181,16,132,77,32,254,67,224,8,65,126,20,79,171,8,32,2,89,81,5,75,143,6,80,41,8,34,
+ 2,0,128,24,81,72,9,32,0,130,0,35,17,0,0,255,77,99,39,95,65,36,67,109,15,24,69,93,11,77,239,5,95,77,23,35,128,1,0,128,24,86,7,8,132,167,32,2,69,198,41,130,202,33,0,26,120,75,44,24,89,
+ 51,15,71,243,12,70,239,11,24,84,3,11,66,7,11,71,255,10,32,21,69,155,35,88,151,12,32,128,74,38,10,65,210,8,74,251,5,65,226,5,75,201,13,32,3,65,9,41,146,41,40,0,0,0,9,1,0,1,0,2,91,99,
+ 19,32,35,106,119,13,70,219,15,83,239,12,137,154,32,2,67,252,19,36,128,0,0,4,1,130,196,32,2,130,8,91,107,8,32,0,135,81,24,73,211,8,132,161,73,164,13,36,0,8,0,128,2,105,123,26,139,67,
+ 76,99,15,34,1,0,128,135,76,83,156,20,92,104,8,67,251,30,24,86,47,27,123,207,12,24,86,7,15,71,227,8,32,4,65,20,20,131,127,32,0,130,123,32,0,71,223,26,32,19,90,195,22,71,223,15,84,200,
+ 6,32,128,133,241,24,84,149,9,67,41,25,36,0,0,0,22,0,88,111,49,32,87,66,21,5,77,3,27,123,75,7,71,143,19,135,183,71,183,19,130,171,74,252,5,131,5,89,87,17,32,1,132,18,130,232,68,11,10,
+ 33,1,128,70,208,16,66,230,18,147,18,130,254,223,255,75,27,23,65,59,15,135,39,155,255,34,128,128,254,104,92,8,33,0,128,65,32,11,65,1,58,33,26,0,130,0,72,71,18,78,55,17,76,11,19,86,101,
+ 12,75,223,11,89,15,11,24,76,87,15,75,235,15,131,15,72,95,7,85,71,11,72,115,11,73,64,6,34,1,128,128,66,215,9,34,128,254,128,134,14,33,128,255,67,102,5,32,0,130,16,70,38,11,66,26,57,
+ 88,11,8,24,76,215,34,78,139,7,95,245,7,32,7,24,73,75,23,32,128,131,167,130,170,101,158,9,82,49,22,118,139,6,32,18,67,155,44,116,187,9,108,55,14,80,155,23,66,131,15,93,77,10,131,168,
+ 32,128,73,211,12,24,75,187,22,32,4,96,71,20,67,108,19,132,19,120,207,8,32,5,76,79,15,66,111,21,66,95,8,32,3,190,211,111,3,8,211,212,32,20,65,167,44,34,75,0,79,97,59,13,32,33,112,63,
+ 10,65,147,19,69,39,19,143,39,24,66,71,9,130,224,65,185,43,94,176,12,65,183,24,71,38,8,24,72,167,7,65,191,38,136,235,24,96,167,12,65,203,62,115,131,13,65,208,42,175,235,67,127,6,32,
+ 4,76,171,29,114,187,5,32,71,65,211,5,65,203,68,72,51,8,164,219,32,0,172,214,71,239,58,78,3,27,66,143,15,77,19,15,147,31,35,33,53,51,21,66,183,10,173,245,66,170,30,150,30,34,0,0,23,
+ 80,123,54,76,1,16,73,125,15,82,245,11,167,253,24,76,85,12,70,184,5,32,254,131,185,37,254,0,128,1,0,128,133,16,117,158,18,92,27,38,65,3,17,130,251,35,17,0,128,254,24,69,83,39,140,243,
+ 121,73,19,109,167,7,81,41,15,24,95,175,12,102,227,15,121,96,11,24,95,189,7,32,3,145,171,154,17,24,77,47,9,33,0,5,70,71,37,68,135,7,32,29,117,171,11,69,87,15,24,79,97,19,24,79,149,23,
+ 131,59,32,1,75,235,5,72,115,11,72,143,7,132,188,71,27,46,131,51,32,0,69,95,6,175,215,32,21,131,167,81,15,19,151,191,151,23,131,215,71,43,5,32,254,24,79,164,24,74,109,8,77,166,13,65,
+ 176,26,88,162,5,98,159,6,171,219,120,247,6,79,29,8,99,169,10,103,59,19,65,209,35,131,35,91,25,19,112,94,15,83,36,8,173,229,33,20,0,88,75,43,71,31,12,65,191,71,33,1,0,130,203,32,254,
+ 131,4,68,66,7,67,130,6,104,61,13,173,215,38,13,1,0,0,0,2,128,67,111,28,74,129,16,104,35,19,79,161,16,87,14,7,138,143,132,10,67,62,36,114,115,5,162,151,67,33,16,108,181,15,143,151,67,
+ 5,5,24,100,242,15,170,153,34,0,0,14,65,51,34,32,55,79,75,9,32,51,74,7,10,65,57,38,132,142,32,254,72,0,14,139,163,32,128,80,254,8,67,158,21,65,63,7,32,4,72,227,27,95,155,12,67,119,19,
+ 124,91,24,149,154,72,177,34,97,223,8,155,151,24,108,227,15,88,147,16,72,117,19,68,35,11,92,253,15,70,199,15,24,87,209,17,32,2,87,233,7,32,1,24,88,195,10,119,24,8,32,3,81,227,24,65,
+ 125,21,35,128,128,0,25,76,59,48,24,90,187,9,97,235,12,66,61,11,91,105,19,24,79,141,11,24,79,117,15,24,79,129,27,90,53,13,130,13,32,253,131,228,24,79,133,40,69,70,8,66,137,31,65,33,
+ 19,96,107,8,68,119,29,66,7,5,68,125,16,65,253,19,65,241,27,24,90,179,13,24,79,143,18,33,128,128,130,246,32,254,130,168,68,154,36,77,51,9,97,47,5,167,195,32,21,131,183,78,239,27,155,
+ 195,78,231,14,201,196,77,11,6,32,5,73,111,37,97,247,12,77,19,31,155,207,78,215,19,162,212,69,17,14,66,91,19,80,143,57,78,203,39,159,215,32,128,93,134,8,24,80,109,24,66,113,15,169,215,
+ 66,115,6,32,4,69,63,33,32,0,101,113,7,86,227,35,143,211,36,49,53,51,21,1,77,185,14,65,159,28,69,251,34,67,56,8,33,9,0,24,107,175,25,90,111,12,110,251,11,119,189,24,119,187,34,87,15,
+ 9,32,4,66,231,37,90,39,7,66,239,8,84,219,15,69,105,23,24,85,27,27,87,31,11,33,1,128,76,94,6,32,1,85,241,7,33,128,128,106,48,10,33,128,128,69,136,11,133,13,24,79,116,49,84,236,8,24,
+ 91,87,9,32,5,165,255,69,115,12,66,27,15,159,15,24,72,247,12,74,178,5,24,80,64,15,33,0,128,143,17,77,89,51,130,214,24,81,43,7,170,215,74,49,8,159,199,143,31,139,215,69,143,5,32,254,
+ 24,81,50,35,181,217,84,123,70,143,195,159,15,65,187,16,66,123,7,65,175,15,65,193,29,68,207,39,79,27,5,70,131,6,32,4,68,211,33,33,67,0,83,143,14,159,207,143,31,140,223,33,0,128,24,80,
+ 82,14,24,93,16,23,32,253,65,195,5,68,227,40,133,214,107,31,7,32,5,67,115,27,87,9,8,107,31,43,66,125,6,32,0,103,177,23,131,127,72,203,36,32,0,110,103,8,155,163,73,135,6,32,19,24,112,
+ 99,10,65,71,11,73,143,19,143,31,126,195,5,24,85,21,9,24,76,47,14,32,254,24,93,77,36,68,207,11,39,25,0,0,255,128,3,128,4,66,51,37,95,247,13,82,255,24,76,39,19,147,221,66,85,27,24,118,
+ 7,8,24,74,249,12,76,74,8,91,234,8,67,80,17,131,222,33,253,0,121,30,44,73,0,16,69,15,6,32,0,65,23,38,69,231,12,65,179,6,98,131,16,86,31,27,24,108,157,14,80,160,8,24,65,46,17,33,4,0,
+ 96,2,18,144,191,65,226,8,68,19,5,171,199,80,9,15,180,199,67,89,5,32,255,24,79,173,28,174,201,24,79,179,50,32,1,24,122,5,10,82,61,10,180,209,83,19,8,32,128,24,80,129,27,111,248,43,131,
+ 71,24,115,103,8,67,127,41,78,213,24,100,247,19,66,115,39,75,107,5,32,254,165,219,78,170,40,24,112,163,49,32,1,97,203,6,65,173,64,32,0,83,54,7,133,217,88,37,12,32,254,131,28,33,128,
+ 3,67,71,44,84,183,6,32,5,69,223,33,96,7,7,123,137,16,192,211,24,112,14,9,32,255,67,88,29,68,14,10,84,197,38,33,0,22,116,47,50,32,87,106,99,9,116,49,15,89,225,15,97,231,23,70,41,19,
+ 82,85,8,93,167,6,32,253,132,236,108,190,7,89,251,5,116,49,58,33,128,128,131,234,32,15,24,74,67,38,70,227,24,24,83,45,23,89,219,12,70,187,12,89,216,19,32,2,69,185,24,141,24,70,143,66,
+ 24,82,119,56,78,24,10,32,253,133,149,132,6,24,106,233,7,69,198,48,178,203,81,243,12,68,211,15,106,255,23,66,91,15,69,193,7,100,39,10,24,83,72,16,176,204,33,19,0,88,207,45,68,21,12,
+ 68,17,10,65,157,53,68,17,6,32,254,92,67,10,65,161,25,69,182,43,24,118,91,47,69,183,18,181,209,111,253,12,89,159,8,66,112,12,69,184,45,35,0,0,0,9,24,80,227,26,73,185,16,118,195,15,131,
+ 15,33,1,0,65,59,15,66,39,27,160,111,66,205,12,148,111,143,110,33,128,128,156,112,24,81,199,8,75,199,23,66,117,20,155,121,32,254,68,126,12,72,213,29,134,239,149,123,89,27,16,148,117,
+ 65,245,8,24,71,159,14,141,134,134,28,73,51,55,109,77,15,105,131,11,68,67,11,76,169,27,107,209,12,102,174,8,32,128,72,100,18,116,163,56,79,203,11,75,183,44,85,119,19,71,119,23,151,227,
+ 32,1,93,27,8,65,122,5,77,102,8,110,120,20,66,23,8,66,175,17,66,63,12,133,12,79,35,8,74,235,33,67,149,16,69,243,15,78,57,15,69,235,16,67,177,7,151,192,130,23,67,84,29,141,192,174,187,
+ 77,67,15,69,11,12,159,187,77,59,10,199,189,24,70,235,50,96,83,19,66,53,23,105,65,19,77,47,12,163,199,66,67,37,78,207,50,67,23,23,174,205,67,228,6,71,107,13,67,22,14,66,85,11,83,187,
+ 38,124,47,49,95,7,19,66,83,23,67,23,19,24,96,78,17,80,101,16,71,98,40,33,0,7,88,131,22,24,89,245,12,84,45,12,102,213,5,123,12,9,32,2,126,21,14,43,255,0,128,128,0,0,20,0,128,255,128,
+ 3,126,19,39,32,75,106,51,7,113,129,15,24,110,135,19,126,47,15,115,117,11,69,47,11,32,2,109,76,9,102,109,9,32,128,75,2,10,130,21,32,254,69,47,6,32,3,94,217,47,32,0,65,247,10,69,15,46,
+ 65,235,31,65,243,15,101,139,10,66,174,14,65,247,16,72,102,28,69,17,14,84,243,9,165,191,88,47,48,66,53,12,32,128,71,108,6,203,193,32,17,75,187,42,73,65,16,65,133,52,114,123,9,167,199,
+ 69,21,37,86,127,44,75,171,11,180,197,78,213,12,148,200,81,97,46,24,95,243,9,32,4,66,75,33,113,103,9,87,243,36,143,225,24,84,27,31,90,145,8,148,216,67,49,5,24,84,34,14,75,155,27,67,
+ 52,13,140,13,36,0,20,0,128,255,24,135,99,46,88,59,43,155,249,80,165,7,136,144,71,161,23,32,253,132,33,32,254,88,87,44,136,84,35,128,0,0,21,81,103,5,94,47,44,76,51,12,143,197,151,15,
+ 65,215,31,24,64,77,13,65,220,20,65,214,14,71,4,40,65,213,13,32,0,130,0,35,21,1,2,0,135,0,34,36,0,72,134,10,36,1,0,26,0,130,134,11,36,2,0,14,0,108,134,11,32,3,138,23,32,4,138,11,34,
+ 5,0,20,134,33,34,0,0,6,132,23,32,1,134,15,32,18,130,25,133,11,37,1,0,13,0,49,0,133,11,36,2,0,7,0,38,134,11,36,3,0,17,0,45,134,11,32,4,138,35,36,5,0,10,0,62,134,23,32,6,132,23,36,3,
+ 0,1,4,9,130,87,131,167,133,11,133,167,133,11,133,167,133,11,37,3,0,34,0,122,0,133,11,133,167,133,11,133,167,133,11,133,167,34,50,0,48,130,1,34,52,0,47,134,5,8,49,49,0,53,98,121,32,
+ 84,114,105,115,116,97,110,32,71,114,105,109,109,101,114,82,101,103,117,108,97,114,84,84,88,32,80,114,111,103,103,121,67,108,101,97,110,84,84,50,48,48,52,47,130,2,53,49,53,0,98,0,121,
+ 0,32,0,84,0,114,0,105,0,115,0,116,0,97,0,110,130,15,32,71,132,15,36,109,0,109,0,101,130,9,32,82,130,5,36,103,0,117,0,108,130,29,32,114,130,43,34,84,0,88,130,35,32,80,130,25,34,111,
+ 0,103,130,1,34,121,0,67,130,27,32,101,132,59,32,84,130,31,33,0,0,65,155,9,34,20,0,0,65,11,6,130,8,135,2,33,1,1,130,9,8,120,1,1,2,1,3,1,4,1,5,1,6,1,7,1,8,1,9,1,10,1,11,1,12,1,13,1,14,
+ 1,15,1,16,1,17,1,18,1,19,1,20,1,21,1,22,1,23,1,24,1,25,1,26,1,27,1,28,1,29,1,30,1,31,1,32,0,3,0,4,0,5,0,6,0,7,0,8,0,9,0,10,0,11,0,12,0,13,0,14,0,15,0,16,0,17,0,18,0,19,0,20,0,21,0,
+ 22,0,23,0,24,0,25,0,26,0,27,0,28,0,29,0,30,0,31,130,187,8,66,33,0,34,0,35,0,36,0,37,0,38,0,39,0,40,0,41,0,42,0,43,0,44,0,45,0,46,0,47,0,48,0,49,0,50,0,51,0,52,0,53,0,54,0,55,0,56,0,
+ 57,0,58,0,59,0,60,0,61,0,62,0,63,0,64,0,65,0,66,130,243,9,75,68,0,69,0,70,0,71,0,72,0,73,0,74,0,75,0,76,0,77,0,78,0,79,0,80,0,81,0,82,0,83,0,84,0,85,0,86,0,87,0,88,0,89,0,90,0,91,0,
+ 92,0,93,0,94,0,95,0,96,0,97,1,33,1,34,1,35,1,36,1,37,1,38,1,39,1,40,1,41,1,42,1,43,1,44,1,45,1,46,1,47,1,48,1,49,1,50,1,51,1,52,1,53,1,54,1,55,1,56,1,57,1,58,1,59,1,60,1,61,1,62,1,
+ 63,1,64,1,65,0,172,0,163,0,132,0,133,0,189,0,150,0,232,0,134,0,142,0,139,0,157,0,169,0,164,0,239,0,138,0,218,0,131,0,147,0,242,0,243,0,141,0,151,0,136,0,195,0,222,0,241,0,158,0,170,
+ 0,245,0,244,0,246,0,162,0,173,0,201,0,199,0,174,0,98,0,99,0,144,0,100,0,203,0,101,0,200,0,202,0,207,0,204,0,205,0,206,0,233,0,102,0,211,0,208,0,209,0,175,0,103,0,240,0,145,0,214,0,
+ 212,0,213,0,104,0,235,0,237,0,137,0,106,0,105,0,107,0,109,0,108,0,110,0,160,0,111,0,113,0,112,0,114,0,115,0,117,0,116,0,118,0,119,0,234,0,120,0,122,0,121,0,123,0,125,0,124,0,184,0,
+ 161,0,127,0,126,0,128,0,129,0,236,0,238,0,186,14,117,110,105,99,111,100,101,35,48,120,48,48,48,49,141,14,32,50,141,14,32,51,141,14,32,52,141,14,32,53,141,14,32,54,141,14,32,55,141,
+ 14,32,56,141,14,32,57,141,14,32,97,141,14,32,98,141,14,32,99,141,14,32,100,141,14,32,101,141,14,32,102,140,14,33,49,48,141,14,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,
+ 141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,32,49,141,239,45,49,102,6,100,101,108,101,116,101,4,69,117,114,
+ 111,140,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,32,56,141,236,
+ 32,56,141,236,32,56,141,236,32,56,65,220,13,32,57,65,220,13,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,
+ 239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,32,57,141,239,35,57,102,0,0,5,250,72,249,98,247,
+};
+
+static const char* GetDefaultCompressedFontDataTTF(int* out_size)
+{
+ *out_size = proggy_clean_ttf_compressed_size;
+ return (const char*)proggy_clean_ttf_compressed_data;
+}
+#endif // #ifndef IMGUI_DISABLE_DEFAULT_FONT
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/Engine/Src/Imp/CPP/Vendor/imgui/imgui_tables.cpp b/Engine/Src/Imp/CPP/Vendor/imgui/imgui_tables.cpp
new file mode 100644
index 0000000..39b41ab
--- /dev/null
+++ b/Engine/Src/Imp/CPP/Vendor/imgui/imgui_tables.cpp
@@ -0,0 +1,4568 @@
+// dear imgui, v1.92.4 WIP
+// (tables and columns code)
+
+/*
+
+Index of this file:
+
+// [SECTION] Commentary
+// [SECTION] Header mess
+// [SECTION] Tables: Main code
+// [SECTION] Tables: Simple accessors
+// [SECTION] Tables: Row changes
+// [SECTION] Tables: Columns changes
+// [SECTION] Tables: Columns width management
+// [SECTION] Tables: Drawing
+// [SECTION] Tables: Sorting
+// [SECTION] Tables: Headers
+// [SECTION] Tables: Context Menu
+// [SECTION] Tables: Settings (.ini data)
+// [SECTION] Tables: Garbage Collection
+// [SECTION] Tables: Debugging
+// [SECTION] Columns, BeginColumns, EndColumns, etc.
+
+*/
+
+// Navigating this file:
+// - In Visual Studio: CTRL+comma ("Edit.GoToAll") can follow symbols inside comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
+// - In Visual Studio w/ Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
+// - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments.
+
+//-----------------------------------------------------------------------------
+// [SECTION] Commentary
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// Typical tables call flow: (root level is generally public API):
+//-----------------------------------------------------------------------------
+// - BeginTable() user begin into a table
+// | BeginChild() - (if ScrollX/ScrollY is set)
+// | TableBeginInitMemory() - first time table is used
+// | TableResetSettings() - on settings reset
+// | TableLoadSettings() - on settings load
+// | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests
+// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame)
+// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width
+// - TableSetupColumn() user submit columns details (optional)
+// - TableSetupScrollFreeze() user submit scroll freeze information (optional)
+//-----------------------------------------------------------------------------
+// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow().
+// | TableSetupDrawChannels() - setup ImDrawList channels
+// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
+// | TableBeginContextMenuPopup()
+// | - TableDrawDefaultContextMenu() - draw right-click context menu contents
+//-----------------------------------------------------------------------------
+// - TableHeadersRow() or TableHeader() user submit a headers row (optional)
+// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction
+// | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu
+// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers)
+// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow())
+// | TableEndRow() - finish existing row
+// | TableBeginRow() - add a new row
+// - TableSetColumnIndex() / TableNextColumn() user begin into a cell
+// | TableEndCell() - close existing column/cell
+// | TableBeginCell() - enter into current column/cell
+// - [...] user emit contents
+//-----------------------------------------------------------------------------
+// - EndTable() user ends the table
+// | TableDrawBorders() - draw outer borders, inner vertical borders
+// | TableMergeDrawChannels() - merge draw channels if clipping isn't required
+// | EndChild() - (if ScrollX/ScrollY is set)
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// TABLE SIZING
+//-----------------------------------------------------------------------------
+// (Read carefully because this is subtle but it does make sense!)
+//-----------------------------------------------------------------------------
+// About 'outer_size':
+// Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags.
+// Default value is ImVec2(0.0f, 0.0f).
+// X
+// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge.
+// - outer_size.x > 0.0f -> Set Fixed width.
+// Y with ScrollX/ScrollY disabled: we output table directly in current window
+// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll.
+// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set)
+// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set)
+// Y with ScrollX/ScrollY enabled: using a child window for scrolling
+// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll.
+// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window.
+// - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis.
+//-----------------------------------------------------------------------------
+// Outer size is also affected by the NoHostExtendX/NoHostExtendY flags.
+// Important to note how the two flags have slightly different behaviors!
+// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
+// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible.
+// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height.
+// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable).
+//-----------------------------------------------------------------------------
+// About 'inner_width':
+// With ScrollX disabled:
+// - inner_width -> *ignored*
+// With ScrollX enabled:
+// - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird
+// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns.
+// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space!
+//-----------------------------------------------------------------------------
+// Details:
+// - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept
+// of "available space" doesn't make sense.
+// - Even if not really useful, we allow 'inner_width < outer_size.x' for consistency and to facilitate understanding
+// of what the value does.
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// COLUMNS SIZING POLICIES
+// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags)
+//-----------------------------------------------------------------------------
+// About overriding column sizing policy and width/weight with TableSetupColumn():
+// We use a default parameter of -1 for 'init_width'/'init_weight'.
+// - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic
+// - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom
+// - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f
+// - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom
+// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f)
+// and you can fit a 100.0f wide item in it without clipping and with padding honored.
+//-----------------------------------------------------------------------------
+// About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag)
+// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width
+// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width
+// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f
+// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents
+// Default Width and default Weight can be overridden when calling TableSetupColumn().
+//-----------------------------------------------------------------------------
+// About mixing Fixed/Auto and Stretch columns together:
+// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
+// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place!
+// that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in.
+// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents.
+// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths.
+//-----------------------------------------------------------------------------
+// About using column width:
+// If a column is manually resizable or has a width specified with TableSetupColumn():
+// - you may use GetContentRegionAvail().x to query the width available in a given column.
+// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width.
+// If the column is not resizable and has no width specified with TableSetupColumn():
+// - its width will be automatic and be set to the max of items submitted.
+// - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN).
+// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN).
+//-----------------------------------------------------------------------------
+
+
+//-----------------------------------------------------------------------------
+// TABLES CLIPPING/CULLING
+//-----------------------------------------------------------------------------
+// About clipping/culling of Rows in Tables:
+// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows.
+// ImGuiListClipper is reliant on the fact that rows are of equal height.
+// See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper.
+// - Note that auto-resizing columns don't play well with using the clipper.
+// By default a table with _ScrollX but without _Resizable will have column auto-resize.
+// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed.
+//-----------------------------------------------------------------------------
+// About clipping/culling of Columns in Tables:
+// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing
+// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know
+// it is not going to contribute to row height.
+// In many situations, you may skip submitting contents for every column but one (e.g. the first one).
+// - Case A: column is not hidden by user, and at least partially in sight (most common case).
+// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output.
+// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.).
+//
+// [A] [B] [C]
+// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height.
+// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output.
+// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way.
+// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway).
+//
+// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row.
+// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer.
+//-----------------------------------------------------------------------------
+// About clipping/culling of whole Tables:
+// - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false.
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// [SECTION] Header mess
+//-----------------------------------------------------------------------------
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#ifndef IMGUI_DEFINE_MATH_OPERATORS
+#define IMGUI_DEFINE_MATH_OPERATORS
+#endif
+
+#include
+#ifndef IMGUI_DISABLE
+#include
+
+// System includes
+#include // intptr_t
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
+#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
+#endif
+#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
+#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int'
+#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
+#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
+#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
+#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
+#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
+#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
+#pragma GCC diagnostic ignored "-Wstrict-overflow"
+#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] Tables: Main code
+//-----------------------------------------------------------------------------
+// - TableFixFlags() [Internal]
+// - TableFindByID() [Internal]
+// - BeginTable()
+// - BeginTableEx() [Internal]
+// - TableBeginInitMemory() [Internal]
+// - TableBeginApplyRequests() [Internal]
+// - TableSetupColumnFlags() [Internal]
+// - TableUpdateLayout() [Internal]
+// - TableUpdateBorders() [Internal]
+// - EndTable()
+// - TableSetupColumn()
+// - TableSetupScrollFreeze()
+//-----------------------------------------------------------------------------
+
+// Configuration
+static const int TABLE_DRAW_CHANNEL_BG0 = 0;
+static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1;
+static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel)
+static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering.
+static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders.
+static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped.
+
+// Helper
+inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window)
+{
+ // Adjust flags: set default sizing policy
+ if ((flags & ImGuiTableFlags_SizingMask_) == 0)
+ flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame;
+
+ // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame
+ if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
+ flags |= ImGuiTableFlags_NoKeepColumnsVisible;
+
+ // Adjust flags: enforce borders when resizable
+ if (flags & ImGuiTableFlags_Resizable)
+ flags |= ImGuiTableFlags_BordersInnerV;
+
+ // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on
+ if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY))
+ flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY);
+
+ // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody
+ if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize)
+ flags &= ~ImGuiTableFlags_NoBordersInBody;
+
+ // Adjust flags: disable saved settings if there's nothing to save
+ if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0)
+ flags |= ImGuiTableFlags_NoSavedSettings;
+
+ // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set)
+ if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings)
+ flags |= ImGuiTableFlags_NoSavedSettings;
+
+ return flags;
+}
+
+ImGuiTable* ImGui::TableFindByID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ return g.Tables.GetByKey(id);
+}
+
+// Read about "TABLE SIZING" at the top of this file.
+bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
+{
+ ImGuiID id = GetID(str_id);
+ return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width);
+}
+
+bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* outer_window = GetCurrentWindow();
+ if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible.
+ return false;
+
+ // Sanity checks
+ IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS);
+ if (flags & ImGuiTableFlags_ScrollX)
+ IM_ASSERT(inner_width >= 0.0f);
+
+ // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
+ // FIXME: coarse clipping because access to table data causes two issues:
+ // - instance numbers varying/unstable. may not be a direct problem for users, but could make outside access broken or confusing, e.g. TestEngine.
+ // - can't implement support for ImGuiChildFlags_ResizeY as we need to somehow pull the height data from somewhere. this also needs stable instance numbers.
+ // The side-effects of accessing table data on coarse clip would be:
+ // - always reserving the pooled ImGuiTable data ahead for a fully clipped table (minor IMHO). Also the 'outer_window_is_measuring_size' criteria may already be defeating this in some situations.
+ // - always performing the GetOrAddByKey() O(log N) query in g.Tables.Map[].
+ const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
+ const ImVec2 avail_size = GetContentRegionAvail();
+ const ImVec2 actual_outer_size = ImTrunc(CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f));
+ const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
+ const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows!
+ if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
+ {
+ ItemSize(outer_rect);
+ ItemAdd(outer_rect, id);
+ g.NextWindowData.ClearFlags();
+ return false;
+ }
+
+ // [DEBUG] Debug break requested by user
+ if (g.DebugBreakInTable == id)
+ IM_DEBUG_BREAK();
+
+ // Acquire storage for the table
+ ImGuiTable* table = g.Tables.GetOrAddByKey(id);
+
+ // Acquire temporary buffers
+ const int table_idx = g.Tables.GetIndex(table);
+ if (++g.TablesTempDataStacked > g.TablesTempData.Size)
+ g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData());
+ ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1];
+ temp_data->TableIndex = table_idx;
+ table->DrawSplitter = &table->TempData->DrawSplitter;
+ table->DrawSplitter->Clear();
+
+ // Fix flags
+ table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0;
+ flags = TableFixFlags(flags, outer_window);
+
+ // Initialize
+ const int previous_frame_active = table->LastFrameActive;
+ const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
+ const ImGuiTableFlags previous_flags = table->Flags;
+ table->ID = id;
+ table->Flags = flags;
+ table->LastFrameActive = g.FrameCount;
+ table->OuterWindow = table->InnerWindow = outer_window;
+ table->ColumnsCount = columns_count;
+ table->IsLayoutLocked = false;
+ table->InnerWidth = inner_width;
+ table->NavLayer = (ImS8)outer_window->DC.NavLayerCurrent;
+ temp_data->UserOuterSize = outer_size;
+
+ // Instance data (for instance 0, TableID == TableInstanceID)
+ ImGuiID instance_id;
+ table->InstanceCurrent = (ImS16)instance_no;
+ if (instance_no > 0)
+ {
+ IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");
+ if (table->InstanceDataExtra.Size < instance_no)
+ table->InstanceDataExtra.push_back(ImGuiTableInstanceData());
+ instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack.
+ }
+ else
+ {
+ instance_id = id;
+ }
+ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+ table_instance->TableInstanceID = instance_id;
+
+ // When not using a child window, WorkRect.Max will grow as we append contents.
+ if (use_child_window)
+ {
+ // Ensure no vertical scrollbar appears if we only want horizontal one, to make flag consistent
+ // (we have no other way to disable vertical scrollbar of a window while keeping the horizontal one showing)
+ ImVec2 override_content_size(FLT_MAX, FLT_MAX);
+ if ((flags & ImGuiTableFlags_ScrollX) && !(flags & ImGuiTableFlags_ScrollY))
+ override_content_size.y = FLT_MIN;
+
+ // Ensure specified width (when not specified, Stretched columns will act as if the width == OuterWidth and
+ // never lead to any scrolling). We don't handle inner_width < 0.0f, we could potentially use it to right-align
+ // based on the right side of the child window work rect, which would require knowing ahead if we are going to
+ // have decoration taking horizontal spaces (typically a vertical scrollbar).
+ if ((flags & ImGuiTableFlags_ScrollX) && inner_width > 0.0f)
+ override_content_size.x = inner_width;
+
+ if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX)
+ SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f));
+
+ // Reset scroll if we are reactivating it
+ if ((previous_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0)
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasScroll) == 0)
+ SetNextWindowScroll(ImVec2(0.0f, 0.0f));
+
+ // Create scrolling region (without border and zero window padding)
+ ImGuiChildFlags child_child_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : ImGuiChildFlags_None;
+ ImGuiWindowFlags child_window_flags = (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasWindowFlags) ? g.NextWindowData.WindowFlags : ImGuiWindowFlags_None;
+ if (flags & ImGuiTableFlags_ScrollX)
+ child_window_flags |= ImGuiWindowFlags_HorizontalScrollbar;
+ BeginChildEx(name, instance_id, outer_rect.GetSize(), child_child_flags, child_window_flags);
+ table->InnerWindow = g.CurrentWindow;
+ table->WorkRect = table->InnerWindow->WorkRect;
+ table->OuterRect = table->InnerWindow->Rect();
+ table->InnerRect = table->InnerWindow->InnerRect;
+ IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);
+
+ // Allow submitting when host is measuring
+ if (table->InnerWindow->SkipItems && outer_window_is_measuring_size)
+ table->InnerWindow->SkipItems = false;
+
+ // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned
+ if (instance_no == 0)
+ {
+ table->HasScrollbarYPrev = table->HasScrollbarYCurr;
+ table->HasScrollbarYCurr = false;
+ }
+ table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY;
+ }
+ else
+ {
+ // For non-scrolling tables, WorkRect == OuterRect == InnerRect.
+ // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable().
+ table->WorkRect = table->OuterRect = table->InnerRect = outer_rect;
+ table->HasScrollbarYPrev = table->HasScrollbarYCurr = false;
+ table->InnerWindow->DC.TreeDepth++; // This is designed to always linking ImGuiTreeNodeFlags_DrawLines linking accross a table
+ }
+
+ // Push a standardized ID for both child-using and not-child-using tables
+ PushOverrideID(id);
+ if (instance_no > 0)
+ PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol.
+
+ // Backup a copy of host window members we will modify
+ ImGuiWindow* inner_window = table->InnerWindow;
+ table->HostIndentX = inner_window->DC.Indent.x;
+ table->HostClipRect = inner_window->ClipRect;
+ table->HostSkipItems = inner_window->SkipItems;
+ temp_data->HostBackupWorkRect = inner_window->WorkRect;
+ temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect;
+ temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset;
+ temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize;
+ temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize;
+ temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos;
+ temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth;
+ temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;
+ inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
+
+ // Make borders not overlap our contents by offsetting HostClipRect (#6765, #7428, #3752)
+ // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the
+ // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap
+ // problem only affect scrolling tables in this case we can get away with doing it without extra cost).
+ if (inner_window != outer_window)
+ {
+ // FIXME: Because inner_window's Scrollbar doesn't know about border size, since it's not encoded in window->WindowBorderSize,
+ // it already overlaps it and doesn't need an extra offset. Ideally we should be able to pass custom border size with
+ // different x/y values to BeginChild().
+ if (flags & ImGuiTableFlags_BordersOuterV)
+ {
+ table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x);
+ if (inner_window->DecoOuterSizeX2 == 0.0f)
+ table->HostClipRect.Max.x = ImMax(table->HostClipRect.Max.x - TABLE_BORDER_SIZE, table->HostClipRect.Min.x);
+ }
+ if (flags & ImGuiTableFlags_BordersOuterH)
+ {
+ table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y);
+ if (inner_window->DecoOuterSizeY2 == 0.0f)
+ table->HostClipRect.Max.y = ImMax(table->HostClipRect.Max.y - TABLE_BORDER_SIZE, table->HostClipRect.Min.y);
+ }
+ }
+
+ // Padding and Spacing
+ // - None ........Content..... Pad .....Content........
+ // - PadOuter | Pad ..Content..... Pad .....Content.. Pad |
+ // - PadInner ........Content.. Pad | Pad ..Content........
+ // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad |
+ const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0;
+ const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true;
+ const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f;
+ const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f;
+ const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f;
+ table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border;
+ table->CellSpacingX2 = inner_spacing_explicit;
+ table->CellPaddingX = inner_padding_explicit;
+
+ const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
+ const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f;
+ table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX;
+
+ table->CurrentColumn = -1;
+ table->CurrentRow = -1;
+ table->RowBgColorCounter = 0;
+ table->LastRowFlags = ImGuiTableRowFlags_None;
+ table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect;
+ table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width
+ table->InnerClipRect.ClipWithFull(table->HostClipRect);
+ table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : table->HostClipRect.Max.y;
+
+ table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
+ table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
+ table->RowCellPaddingY = 0.0f;
+ table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any
+ table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;
+ table->IsUnfrozenRows = true;
+ table->DeclColumnsCount = table->AngledHeadersCount = 0;
+ if (previous_frame_active + 1 < g.FrameCount)
+ table->IsActiveIdInTable = false;
+ table->AngledHeadersHeight = 0.0f;
+ temp_data->AngledHeadersExtraWidth = 0.0f;
+
+ // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
+ table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
+ table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);
+
+ // Make table current
+ g.CurrentTable = table;
+ inner_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX();
+ outer_window->DC.CurrentTableIdx = table_idx;
+ if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.
+ inner_window->DC.CurrentTableIdx = table_idx;
+
+ if ((previous_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)
+ table->IsResetDisplayOrderRequest = true;
+
+ // Mark as used to avoid GC
+ if (table_idx >= g.TablesLastTimeActive.Size)
+ g.TablesLastTimeActive.resize(table_idx + 1, -1.0f);
+ g.TablesLastTimeActive[table_idx] = (float)g.Time;
+ temp_data->LastTimeActive = (float)g.Time;
+ table->MemoryCompacted = false;
+
+ // Setup memory buffer (clear data if columns count changed)
+ ImGuiTableColumn* old_columns_to_preserve = NULL;
+ void* old_columns_raw_data = NULL;
+ const int old_columns_count = table->Columns.size();
+ if (old_columns_count != 0 && old_columns_count != columns_count)
+ {
+ // Attempt to preserve width on column count change (#4046)
+ old_columns_to_preserve = table->Columns.Data;
+ old_columns_raw_data = table->RawData;
+ table->RawData = NULL;
+ }
+ if (table->RawData == NULL)
+ {
+ TableBeginInitMemory(table, columns_count);
+ table->IsInitializing = table->IsSettingsRequestLoad = true;
+ }
+ if (table->IsResetAllRequest)
+ TableResetSettings(table);
+ if (table->IsInitializing)
+ {
+ // Initialize
+ table->SettingsOffset = -1;
+ table->IsSortSpecsDirty = true;
+ table->IsSettingsDirty = true; // Records itself into .ini file even when in default state (#7934)
+ table->InstanceInteracted = -1;
+ table->ContextPopupColumn = -1;
+ table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1;
+ table->AutoFitSingleColumn = -1;
+ table->HoveredColumnBody = table->HoveredColumnBorder = -1;
+ for (int n = 0; n < columns_count; n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[n];
+ if (old_columns_to_preserve && n < old_columns_count)
+ {
+ // FIXME: We don't attempt to preserve column order in this path.
+ *column = old_columns_to_preserve[n];
+ }
+ else
+ {
+ float width_auto = column->WidthAuto;
+ *column = ImGuiTableColumn();
+ column->WidthAuto = width_auto;
+ column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker
+ column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true;
+ }
+ column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n;
+ }
+ }
+ if (old_columns_raw_data)
+ IM_FREE(old_columns_raw_data);
+
+ // Load settings
+ if (table->IsSettingsRequestLoad)
+ TableLoadSettings(table);
+
+ // Handle DPI/font resize
+ // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well.
+ // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition.
+ // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory.
+ // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path.
+ const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ?
+ if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)
+ {
+ const float scale_factor = new_ref_scale_unit / table->RefScale;
+ //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);
+ for (int n = 0; n < columns_count; n++)
+ table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor;
+ }
+ table->RefScale = new_ref_scale_unit;
+
+ // Disable output until user calls TableNextRow() or TableNextColumn() leading to the TableUpdateLayout() call..
+ // This is not strictly necessary but will reduce cases were "out of table" output will be misleading to the user.
+ // Because we cannot safely assert in EndTable() when no rows have been created, this seems like our best option.
+ inner_window->SkipItems = true;
+
+ // Clear names
+ // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn()
+ if (table->ColumnsNames.Buf.Size > 0)
+ table->ColumnsNames.Buf.resize(0);
+
+ // Apply queued resizing/reordering/hiding requests
+ TableBeginApplyRequests(table);
+
+ return true;
+}
+
+// For reference, the average total _allocation count_ for a table is:
+// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[])
+// + 1 (for table->RawData allocated below)
+// + 1 (for table->ColumnsNames, if names are used)
+// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number)
+// + 1 (for table->Splitter._Channels)
+// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
+// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details.
+// Unused channels don't perform their +2 allocations.
+void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count)
+{
+ // Allocate single buffer for our arrays
+ const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count);
+ ImSpanAllocator<6> span_allocator;
+ span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn));
+ span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx));
+ span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4);
+ for (int n = 3; n < 6; n++)
+ span_allocator.Reserve(n, columns_bit_array_size);
+ table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());
+ memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes());
+ span_allocator.SetArenaBasePtr(table->RawData);
+ span_allocator.GetSpan(0, &table->Columns);
+ span_allocator.GetSpan(1, &table->DisplayOrderToIndex);
+ span_allocator.GetSpan(2, &table->RowCellData);
+ table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3);
+ table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4);
+ table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5);
+}
+
+// Apply queued resizing/reordering/hiding requests
+void ImGui::TableBeginApplyRequests(ImGuiTable* table)
+{
+ // Handle resizing request
+ // (We process this in the TableBegin() of the first instance of each table)
+ // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling?
+ if (table->InstanceCurrent == 0)
+ {
+ if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX)
+ TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth);
+ table->LastResizedColumn = table->ResizedColumn;
+ table->ResizedColumnNextWidth = FLT_MAX;
+ table->ResizedColumn = -1;
+
+ // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy.
+ // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings.
+ if (table->AutoFitSingleColumn != -1)
+ {
+ TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto);
+ table->AutoFitSingleColumn = -1;
+ }
+ }
+
+ // Handle reordering request
+ // Note: we don't clear ReorderColumn after handling the request.
+ if (table->InstanceCurrent == 0)
+ {
+ if (table->HeldHeaderColumn == -1 && table->ReorderColumn != -1)
+ table->ReorderColumn = -1;
+ table->HeldHeaderColumn = -1;
+ if (table->ReorderColumn != -1 && table->ReorderColumnDir != 0)
+ {
+ // We need to handle reordering across hidden columns.
+ // In the configuration below, moving C to the right of E will lead to:
+ // ... C [D] E ---> ... [D] E C (Column name/index)
+ // ... 2 3 4 ... 2 3 4 (Display order)
+ const int reorder_dir = table->ReorderColumnDir;
+ IM_ASSERT(reorder_dir == -1 || reorder_dir == +1);
+ IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable);
+ ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn];
+ ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn];
+ IM_UNUSED(dst_column);
+ const int src_order = src_column->DisplayOrder;
+ const int dst_order = dst_column->DisplayOrder;
+ src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order;
+ for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir)
+ table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir;
+ IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir);
+
+ // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former.
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;
+ table->ReorderColumnDir = 0;
+ table->IsSettingsDirty = true;
+ }
+ }
+
+ // Handle display order reset request
+ if (table->IsResetDisplayOrderRequest)
+ {
+ for (int n = 0; n < table->ColumnsCount; n++)
+ table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n;
+ table->IsResetDisplayOrderRequest = false;
+ table->IsSettingsDirty = true;
+ }
+}
+
+// Adjust flags: default width mode + stretch columns are not allowed when auto extending
+static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags flags_in)
+{
+ ImGuiTableColumnFlags flags = flags_in;
+
+ // Sizing Policy
+ if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0)
+ {
+ const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);
+ if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame)
+ flags |= ImGuiTableColumnFlags_WidthFixed;
+ else
+ flags |= ImGuiTableColumnFlags_WidthStretch;
+ }
+ else
+ {
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.
+ }
+
+ // Resize
+ if ((table->Flags & ImGuiTableFlags_Resizable) == 0)
+ flags |= ImGuiTableColumnFlags_NoResize;
+
+ // Sorting
+ if ((flags & ImGuiTableColumnFlags_NoSortAscending) && (flags & ImGuiTableColumnFlags_NoSortDescending))
+ flags |= ImGuiTableColumnFlags_NoSort;
+
+ // Indentation
+ if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0)
+ flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable;
+
+ // Alignment
+ //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0)
+ // flags |= ImGuiTableColumnFlags_AlignCenter;
+ //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used.
+
+ // Preserve status flags
+ column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_);
+
+ // Build an ordered list of available sort directions
+ column->SortDirectionsAvailCount = column->SortDirectionsAvailMask = column->SortDirectionsAvailList = 0;
+ if (table->Flags & ImGuiTableFlags_Sortable)
+ {
+ int count = 0, mask = 0, list = 0;
+ if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; }
+ if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }
+ if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; }
+ if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; }
+ if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; }
+ column->SortDirectionsAvailList = (ImU8)list;
+ column->SortDirectionsAvailMask = (ImU8)mask;
+ column->SortDirectionsAvailCount = (ImU8)count;
+ ImGui::TableFixColumnSortDirection(table, column);
+ }
+}
+
+// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function.
+// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first.
+// FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns.
+// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns?
+void ImGui::TableUpdateLayout(ImGuiTable* table)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(table->IsLayoutLocked == false);
+
+ const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);
+ table->IsDefaultDisplayOrder = true;
+ table->ColumnsEnabledCount = 0;
+ ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount);
+ ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount);
+ table->LeftMostEnabledColumn = -1;
+ table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE
+
+ // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns.
+ // Process columns in their visible orders as we are building the Prev/Next indices.
+ int count_fixed = 0; // Number of columns that have fixed sizing policies
+ int count_stretch = 0; // Number of columns that have stretch sizing policies
+ int prev_visible_column_idx = -1;
+ bool has_auto_fit_request = false;
+ bool has_resizable = false;
+ float stretch_sum_width_auto = 0.0f;
+ float fixed_max_width_auto = 0.0f;
+ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+ {
+ const int column_n = table->DisplayOrderToIndex[order_n];
+ if (column_n != order_n)
+ table->IsDefaultDisplayOrder = false;
+ ImGuiTableColumn* column = &table->Columns[column_n];
+
+ // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame.
+ // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway.
+ // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect.
+ if (table->DeclColumnsCount <= column_n)
+ {
+ TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None);
+ column->NameOffset = -1;
+ column->UserID = 0;
+ column->InitStretchWeightOrWidth = -1.0f;
+ }
+
+ // Update Enabled state, mark settings and sort specs dirty
+ if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide))
+ column->IsUserEnabledNextFrame = true;
+ if (column->IsUserEnabled != column->IsUserEnabledNextFrame)
+ {
+ column->IsUserEnabled = column->IsUserEnabledNextFrame;
+ table->IsSettingsDirty = true;
+ }
+ column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0;
+
+ if (column->SortOrder != -1 && !column->IsEnabled)
+ table->IsSortSpecsDirty = true;
+ if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti))
+ table->IsSortSpecsDirty = true;
+
+ // Auto-fit unsized columns
+ const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f);
+ if (start_auto_fit)
+ column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames
+
+ if (!column->IsEnabled)
+ {
+ column->IndexWithinEnabledSet = -1;
+ continue;
+ }
+
+ // Mark as enabled and link to previous/next enabled column
+ column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
+ column->NextEnabledColumn = -1;
+ if (prev_visible_column_idx != -1)
+ table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n;
+ else
+ table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n;
+ column->IndexWithinEnabledSet = table->ColumnsEnabledCount++;
+ ImBitArraySetBit(table->EnabledMaskByIndex, column_n);
+ ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder);
+ prev_visible_column_idx = column_n;
+ IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder);
+
+ // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping)
+ // Combine width from regular rows + width from headers unless requested not to.
+ if (!column->IsPreserveWidthAuto && table->InstanceCurrent == 0)
+ column->WidthAuto = TableGetColumnWidthAuto(table, column);
+
+ // Non-resizable columns keep their requested width (apply user value regardless of IsPreserveWidthAuto)
+ const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;
+ if (column_is_resizable)
+ has_resizable = true;
+ if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable)
+ column->WidthAuto = column->InitStretchWeightOrWidth;
+
+ if (column->AutoFitQueue != 0x00)
+ has_auto_fit_request = true;
+ if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
+ {
+ stretch_sum_width_auto += column->WidthAuto;
+ count_stretch++;
+ }
+ else
+ {
+ fixed_max_width_auto = ImMax(fixed_max_width_auto, column->WidthAuto);
+ count_fixed++;
+ }
+ }
+ if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
+ table->IsSortSpecsDirty = true;
+ table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
+ IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0);
+
+ // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid
+ // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510.
+ // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time.
+ if (has_auto_fit_request && table->OuterWindow != table->InnerWindow)
+ table->InnerWindow->SkipItems = false;
+ if (has_auto_fit_request)
+ table->IsSettingsDirty = true;
+
+ // [Part 3] Fix column flags and record a few extra information.
+ float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding.
+ float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns.
+ table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
+ continue;
+ ImGuiTableColumn* column = &table->Columns[column_n];
+
+ const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0;
+ if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
+ {
+ // Apply same widths policy
+ float width_auto = column->WidthAuto;
+ if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable))
+ width_auto = fixed_max_width_auto;
+
+ // Apply automatic width
+ // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!)
+ if (column->AutoFitQueue != 0x00)
+ column->WidthRequest = width_auto;
+ else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput)
+ column->WidthRequest = width_auto;
+
+ // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets
+ // (e.g. TextWrapped) too much. Otherwise what tends to happen is that TextWrapped would output a very
+ // large height (= first frame scrollbar display very off + clipper would skip lots of items).
+ // This is merely making the side-effect less extreme, but doesn't properly fixes it.
+ // FIXME: Move this to ->WidthGiven to avoid temporary lossyless?
+ // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller.
+ if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto)
+ column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale?
+ sum_width_requests += column->WidthRequest;
+ }
+ else
+ {
+ // Initialize stretch weight
+ if (column->AutoFitQueue != 0x00 || column->StretchWeight < 0.0f || !column_is_resizable)
+ {
+ if (column->InitStretchWeightOrWidth > 0.0f)
+ column->StretchWeight = column->InitStretchWeightOrWidth;
+ else if (table_sizing_policy == ImGuiTableFlags_SizingStretchProp)
+ column->StretchWeight = (column->WidthAuto / stretch_sum_width_auto) * count_stretch;
+ else
+ column->StretchWeight = 1.0f;
+ }
+
+ stretch_sum_weights += column->StretchWeight;
+ if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder)
+ table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n;
+ if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder)
+ table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n;
+ }
+ column->IsPreserveWidthAuto = false;
+ sum_width_requests += table->CellPaddingX * 2.0f;
+ }
+ table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed;
+ table->ColumnsStretchSumWeights = stretch_sum_weights;
+
+ // [Part 4] Apply final widths based on requested widths
+ const ImRect work_rect = table->WorkRect;
+ const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
+ const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synced tables with mismatching scrollbar state (#5920)
+ const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed);
+ const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;
+ float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
+ table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
+ continue;
+ ImGuiTableColumn* column = &table->Columns[column_n];
+
+ // Allocate width for stretched/weighted columns (StretchWeight gets converted into WidthRequest)
+ if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
+ {
+ float weight_ratio = column->StretchWeight / stretch_sum_weights;
+ column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);
+ width_remaining_for_stretched_columns -= column->WidthRequest;
+ }
+
+ // [Resize Rule 1] The right-most Visible column is not resizable if there is at least one Stretch column
+ // See additional comments in TableSetColumnWidth().
+ if (column->NextEnabledColumn == -1 && table->LeftMostStretchedColumn != -1)
+ column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
+
+ // Assign final width, record width in case we will need to shrink
+ column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth));
+ table->ColumnsGivenWidth += column->WidthGiven;
+ }
+
+ // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column).
+ // Using right-to-left distribution (more likely to match resizing cursor).
+ if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths))
+ for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)
+ {
+ if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
+ continue;
+ ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];
+ if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))
+ continue;
+ column->WidthRequest += 1.0f;
+ column->WidthGiven += 1.0f;
+ width_remaining_for_stretched_columns -= 1.0f;
+ }
+
+ // Determine if table is hovered which will be used to flag columns as hovered.
+ // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
+ // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily
+ // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem).
+ // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop.
+ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+ table_instance->HoveredRowLast = table_instance->HoveredRowNext;
+ table_instance->HoveredRowNext = -1;
+ table->HoveredColumnBody = table->HoveredColumnBorder = -1;
+ const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));
+ const ImGuiID backup_active_id = g.ActiveId;
+ g.ActiveId = 0;
+ const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None);
+ g.ActiveId = backup_active_id;
+
+ // Determine skewed MousePos.x to support angled headers.
+ float mouse_skewed_x = g.IO.MousePos.x;
+ if (table->AngledHeadersHeight > 0.0f)
+ if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight)
+ mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope);
+
+ // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
+ // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.
+ int visible_n = 0;
+ bool has_at_least_one_column_requesting_output = false;
+ bool offset_x_frozen = (table->FreezeColumnsCount > 0);
+ float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1;
+ ImRect host_clip_rect = table->InnerClipRect;
+ //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2;
+ ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount);
+ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+ {
+ const int column_n = table->DisplayOrderToIndex[order_n];
+ ImGuiTableColumn* column = &table->Columns[column_n];
+
+ // Initial nav layer: using FreezeRowsCount, NOT FreezeRowsRequest, so Header line changes layer when frozen
+ column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : (ImGuiNavLayer)table->NavLayer);
+
+ if (offset_x_frozen && table->FreezeColumnsCount == visible_n)
+ {
+ offset_x += work_rect.Min.x - table->OuterRect.Min.x;
+ offset_x_frozen = false;
+ }
+
+ // Clear status flags
+ column->Flags &= ~ImGuiTableColumnFlags_StatusMask_;
+
+ if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
+ {
+ // Hidden column: clear a few fields and we are done with it for the remainder of the function.
+ // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper.
+ column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x;
+ column->WidthGiven = 0.0f;
+ column->ClipRect.Min.y = work_rect.Min.y;
+ column->ClipRect.Max.y = FLT_MAX;
+ column->ClipRect.ClipWithFull(host_clip_rect);
+ column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false;
+ column->IsSkipItems = true;
+ column->ItemWidth = 1.0f;
+ continue;
+ }
+
+ // Lock start position
+ column->MinX = offset_x;
+
+ // Lock width based on start position and minimum/maximum width for this position
+ column->WidthMax = TableCalcMaxColumnWidth(table, column_n);
+ column->WidthGiven = ImMin(column->WidthGiven, column->WidthMax);
+ column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth));
+ column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
+
+ // Lock other positions
+ // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging.
+ // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column.
+ // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow.
+ // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
+ const float previous_instance_work_min_x = column->WorkMinX;
+ column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
+ column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
+ column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f);
+ column->ClipRect.Min.x = column->MinX;
+ column->ClipRect.Min.y = work_rect.Min.y;
+ column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;
+ column->ClipRect.Max.y = FLT_MAX;
+ column->ClipRect.ClipWithFull(host_clip_rect);
+
+ // Mark column as Clipped (not in sight)
+ // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables.
+ // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY.
+ // Taking advantage of LastOuterHeight would yield good results there...
+ // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x,
+ // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else).
+ // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small.
+ column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x);
+ column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y);
+ const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY;
+ if (is_visible)
+ ImBitArraySetBit(table->VisibleMaskByIndex, column_n);
+
+ // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output.
+ column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0;
+
+ // Mark column as SkipItems (ignoring all items/layout)
+ // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2)
+ column->IsSkipItems = !column->IsEnabled || table->HostSkipItems;
+ if (column->IsSkipItems)
+ IM_ASSERT(!is_visible);
+ if (column->IsRequestOutput && !column->IsSkipItems)
+ has_at_least_one_column_requesting_output = true;
+
+ // Update status flags
+ column->Flags |= ImGuiTableColumnFlags_IsEnabled;
+ if (is_visible)
+ column->Flags |= ImGuiTableColumnFlags_IsVisible;
+ if (column->SortOrder != -1)
+ column->Flags |= ImGuiTableColumnFlags_IsSorted;
+
+ // Detect hovered column
+ if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
+ {
+ column->Flags |= ImGuiTableColumnFlags_IsHovered;
+ table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
+ }
+
+ // Alignment
+ // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in
+ // many cases (to be able to honor this we might be able to store a log of cells width, per row, for
+ // visible rows, but nav/programmatic scroll would have visible artifacts.)
+ //if (column->Flags & ImGuiTableColumnFlags_AlignRight)
+ // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen);
+ //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter)
+ // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f);
+
+ // Reset content width variables
+ if (table->InstanceCurrent == 0)
+ {
+ column->ContentMaxXFrozen = column->WorkMinX;
+ column->ContentMaxXUnfrozen = column->WorkMinX;
+ column->ContentMaxXHeadersUsed = column->WorkMinX;
+ column->ContentMaxXHeadersIdeal = column->WorkMinX;
+ }
+ else
+ {
+ // As we store an absolute value to make per-cell updates faster, we need to offset values used for width computation.
+ const float offset_from_previous_instance = column->WorkMinX - previous_instance_work_min_x;
+ column->ContentMaxXFrozen += offset_from_previous_instance;
+ column->ContentMaxXUnfrozen += offset_from_previous_instance;
+ column->ContentMaxXHeadersUsed += offset_from_previous_instance;
+ column->ContentMaxXHeadersIdeal += offset_from_previous_instance;
+ }
+
+ // Don't decrement auto-fit counters until container window got a chance to submit its items
+ if (table->HostSkipItems == false && table->InstanceCurrent == 0)
+ {
+ column->AutoFitQueue >>= 1;
+ column->CannotSkipItemsQueue >>= 1;
+ }
+
+ if (visible_n < table->FreezeColumnsCount)
+ host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x);
+
+ offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f;
+ visible_n++;
+ }
+
+ // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible.
+ // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar.
+ if (has_at_least_one_column_requesting_output == false)
+ {
+ table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true;
+ table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false;
+ }
+
+ // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it)
+ // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either
+ // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu.
+ const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);
+ if (is_hovering_table && table->HoveredColumnBody == -1)
+ if (mouse_skewed_x >= unused_x1)
+ table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount;
+ if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable))
+ table->Flags &= ~ImGuiTableFlags_Resizable;
+
+ table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0);
+
+ // [Part 8] Lock actual OuterRect/WorkRect right-most position.
+ // This is done late to handle the case of fixed-columns tables not claiming more widths that they need.
+ // Because of this we are careful with uses of WorkRect and InnerClipRect before this point.
+ if (table->RightMostStretchedColumn != -1)
+ table->Flags &= ~ImGuiTableFlags_NoHostExtendX;
+ if (table->Flags & ImGuiTableFlags_NoHostExtendX)
+ {
+ table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1;
+ table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1);
+ }
+ table->InnerWindow->ParentWorkRect = table->WorkRect;
+ table->BorderX1 = table->InnerClipRect.Min.x;
+ table->BorderX2 = table->InnerClipRect.Max.x;
+
+ // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call.
+ float window_content_max_y;
+ if (table->Flags & ImGuiTableFlags_NoHostExtendY)
+ window_content_max_y = table->OuterRect.Max.y;
+ else
+ window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y);
+ table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y);
+
+ // [Part 9] Allocate draw channels and setup background cliprect
+ TableSetupDrawChannels(table);
+
+ // [Part 10] Hit testing on borders
+ if (table->Flags & ImGuiTableFlags_Resizable)
+ TableUpdateBorders(table);
+ table_instance->LastTopHeadersRowHeight = 0.0f;
+ table->IsLayoutLocked = true;
+ table->IsUsingHeaders = false;
+
+ // Highlight header
+ table->HighlightColumnHeader = -1;
+ if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent)
+ table->HighlightColumnHeader = table->ContextPopupColumn;
+ else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1)
+ if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive))
+ table->HighlightColumnHeader = table->HoveredColumnBody;
+
+ // [Part 11] Default context menu
+ // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup().
+ // - To modify or replace this: set table->DisableDefaultContextMenu = true, then call TableBeginContextMenuPopup()/.../EndPopup().
+ // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu,
+ // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options.
+ if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table))
+ {
+ TableDrawDefaultContextMenu(table, table->Flags);
+ EndPopup();
+ }
+
+ // [Part 12] Sanitize and build sort specs before we have a chance to use them for display.
+ // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change)
+ if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable))
+ TableSortSpecsBuild(table);
+
+ // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns)
+ if (table->FreezeColumnsRequest > 0)
+ table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x;
+ if (table->FreezeRowsRequest > 0)
+ table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight;
+ table_instance->LastFrozenHeight = 0.0f;
+
+ // Initial state
+ ImGuiWindow* inner_window = table->InnerWindow;
+ if (table->Flags & ImGuiTableFlags_NoClip)
+ table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
+ else
+ inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); // FIXME: use table->InnerClipRect?
+}
+
+// Process hit-testing on resizing borders. Actual size change will be applied in EndTable()
+// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise.
+void ImGui::TableUpdateBorders(ImGuiTable* table)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(table->Flags & ImGuiTableFlags_Resizable);
+
+ // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and
+ // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not
+ // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
+ // Actual columns highlight/render will be performed in EndTable() and not be affected.
+ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+ const float hit_half_width = ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale);
+ const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
+ const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight - table->AngledHeadersHeight);
+ const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
+
+ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+ {
+ if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
+ continue;
+
+ const int column_n = table->DisplayOrderToIndex[order_n];
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_))
+ continue;
+
+ // ImGuiTableFlags_NoBordersInBodyUntilResize will be honored in TableDrawBorders()
+ const float border_y2_hit = (table->Flags & ImGuiTableFlags_NoBordersInBody) ? hit_y2_head : hit_y2_body;
+ if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false)
+ continue;
+
+ if (!column->IsVisibleX && table->LastResizedColumn != column_n)
+ continue;
+
+ ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);
+ ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);
+ ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav);
+ //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
+
+ bool hovered = false, held = false;
+ bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);
+ if (pressed && IsMouseDoubleClicked(0))
+ {
+ TableSetColumnWidthAutoSingle(table, column_n);
+ ClearActiveID();
+ held = false;
+ }
+ if (held)
+ {
+ if (table->LastResizedColumn == -1)
+ table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX;
+ table->ResizedColumn = (ImGuiTableColumnIdx)column_n;
+ table->InstanceInteracted = table->InstanceCurrent;
+ }
+ if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held)
+ {
+ table->HoveredColumnBorder = (ImGuiTableColumnIdx)column_n;
+ SetMouseCursor(ImGuiMouseCursor_ResizeEW);
+ }
+ }
+}
+
+void ImGui::EndTable()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (table == NULL)
+ {
+ IM_ASSERT_USER_ERROR(table != NULL, "EndTable() call should only be done while in BeginTable() scope!");
+ return;
+ }
+
+ // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some
+ // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border)
+ //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?");
+
+ // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our
+ // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc.
+ if (!table->IsLayoutLocked)
+ TableUpdateLayout(table);
+
+ const ImGuiTableFlags flags = table->Flags;
+ ImGuiWindow* inner_window = table->InnerWindow;
+ ImGuiWindow* outer_window = table->OuterWindow;
+ ImGuiTableTempData* temp_data = table->TempData;
+ IM_ASSERT(inner_window == g.CurrentWindow);
+ IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow);
+
+ if (table->IsInsideRow)
+ TableEndRow(table);
+
+ // Context menu in columns body
+ if (flags & ImGuiTableFlags_ContextMenuInBody)
+ if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
+ TableOpenContextMenu((int)table->HoveredColumnBody);
+
+ // Finalize table height
+ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+ inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;
+ inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;
+ inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;
+ const float inner_content_max_y = table->RowPosY2;
+ IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y);
+ if (inner_window != outer_window)
+ inner_window->DC.CursorMaxPos.y = inner_content_max_y;
+ else if (!(flags & ImGuiTableFlags_NoHostExtendY))
+ table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height
+ table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
+ table_instance->LastOuterHeight = table->OuterRect.GetHeight();
+
+ // Setup inner scrolling range
+ // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,
+ // but since the later is likely to be impossible to do we'd rather update both axes together.
+ if (table->Flags & ImGuiTableFlags_ScrollX)
+ {
+ const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
+ float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x;
+ if (table->RightMostEnabledColumn != -1)
+ max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
+ if (table->ResizedColumn != -1)
+ max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
+ table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledHeadersExtraWidth;
+ }
+
+ // Pop clipping rect
+ if (!(flags & ImGuiTableFlags_NoClip))
+ inner_window->DrawList->PopClipRect();
+ inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back();
+
+ // Draw borders
+ if ((flags & ImGuiTableFlags_Borders) != 0)
+ TableDrawBorders(table);
+
+#if 0
+ // Strip out dummy channel draw calls
+ // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out)
+ // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway.
+ // Cons: making it harder for users watching metrics/debugger to spot the wasted vertices.
+ if (table->DummyDrawChannel != (ImGuiTableColumnIdx)-1)
+ {
+ ImDrawChannel* dummy_channel = &table->DrawSplitter._Channels[table->DummyDrawChannel];
+ dummy_channel->_CmdBuffer.resize(0);
+ dummy_channel->_IdxBuffer.resize(0);
+ }
+#endif
+
+ // Flatten channels and merge draw calls
+ ImDrawListSplitter* splitter = table->DrawSplitter;
+ splitter->SetCurrentChannel(inner_window->DrawList, 0);
+ if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
+ TableMergeDrawChannels(table);
+ splitter->Merge(inner_window->DrawList);
+
+ // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable()
+ float auto_fit_width_for_fixed = 0.0f;
+ float auto_fit_width_for_stretched = 0.0f;
+ float auto_fit_width_for_stretched_min = 0.0f;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column);
+ if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
+ auto_fit_width_for_fixed += column_width_request;
+ else
+ auto_fit_width_for_stretched += column_width_request;
+ if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0)
+ auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights));
+ }
+ const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
+ table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min);
+
+ // Update scroll
+ if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window)
+ {
+ inner_window->Scroll.x = 0.0f;
+ }
+ else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent)
+ {
+ // When releasing a column being resized, scroll to keep the resulting column in sight
+ const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f;
+ ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn];
+ if (column->MaxX < table->InnerClipRect.Min.x)
+ SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f);
+ else if (column->MaxX > table->InnerClipRect.Max.x)
+ SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x + neighbor_width_to_keep_visible, 1.0f);
+ }
+
+ // Apply resizing/dragging at the end of the frame
+ if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted)
+ {
+ ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
+ const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(TABLE_RESIZE_SEPARATOR_HALF_THICKNESS * g.CurrentDpiScale));
+ const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
+ table->ResizedColumnNextWidth = new_width;
+ }
+
+ table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false);
+
+ // Pop from id stack
+ IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!");
+ IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!");
+ if (table->InstanceCurrent > 0)
+ PopID();
+ PopID();
+
+ // Restore window data that we modified
+ const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos;
+ inner_window->WorkRect = temp_data->HostBackupWorkRect;
+ inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect;
+ inner_window->SkipItems = table->HostSkipItems;
+ outer_window->DC.CursorPos = table->OuterRect.Min;
+ outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth;
+ outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize;
+ outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset;
+
+ // Layout in outer window
+ // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding
+ // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414)
+ if (inner_window != outer_window)
+ {
+ short backup_nav_layers_active_mask = inner_window->DC.NavLayersActiveMask;
+ inner_window->DC.NavLayersActiveMask |= 1 << table->NavLayer; // So empty table don't appear to navigate differently.
+ g.CurrentTable = NULL; // To avoid error recovery recursing
+ EndChild();
+ g.CurrentTable = table;
+ inner_window->DC.NavLayersActiveMask = backup_nav_layers_active_mask;
+ }
+ else
+ {
+ table->InnerWindow->DC.TreeDepth--;
+ ItemSize(table->OuterRect.GetSize());
+ ItemAdd(table->OuterRect, 0);
+ }
+
+ // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar
+ if (table->Flags & ImGuiTableFlags_NoHostExtendX)
+ {
+ // FIXME-TABLE: Could we remove this section?
+ // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents
+ IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0);
+ outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth);
+ }
+ else if (temp_data->UserOuterSize.x <= 0.0f)
+ {
+ // Some references for this: #7651 + tests "table_reported_size", "table_reported_size_outer" equivalent Y block
+ // - Checking for ImGuiTableFlags_ScrollX/ScrollY flag makes us a frame ahead when disabling those flags.
+ // - FIXME-TABLE: Would make sense to pre-compute expected scrollbar visibility/sizes to generally save a frame of feedback.
+ const float inner_content_max_x = table->OuterRect.Min.x + table->ColumnsAutoFitWidth; // Slightly misleading name but used for code symmetry with inner_content_max_y
+ const float decoration_size = table->TempData->AngledHeadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.x : 0.0f);
+ outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, inner_content_max_x + decoration_size - temp_data->UserOuterSize.x);
+ outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, inner_content_max_x + decoration_size));
+ }
+ else
+ {
+ outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x);
+ }
+ if (temp_data->UserOuterSize.y <= 0.0f)
+ {
+ const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.y : 0.0f;
+ outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y);
+ outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y + decoration_size));
+ }
+ else
+ {
+ // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set)
+ outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y);
+ }
+
+ // Save settings
+ if (table->IsSettingsDirty)
+ TableSaveSettings(table);
+ table->IsInitializing = false;
+
+ // Clear or restore current table, if any
+ IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);
+ IM_ASSERT(g.TablesTempDataStacked > 0);
+ temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL;
+ g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;
+ if (g.CurrentTable)
+ {
+ g.CurrentTable->TempData = temp_data;
+ g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter;
+ }
+ outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1;
+ NavUpdateCurrentWindowIsScrollPushableX();
+}
+
+// Called in TableSetupColumn() when initializing and in TableLoadSettings() for defaults before applying stored settings.
+// 'init_mask' specify which fields to initialize.
+static void TableInitColumnDefaults(ImGuiTable* table, ImGuiTableColumn* column, ImGuiTableColumnFlags init_mask)
+{
+ ImGuiTableColumnFlags flags = column->Flags;
+ if (init_mask & ImGuiTableFlags_Resizable)
+ {
+ float init_width_or_weight = column->InitStretchWeightOrWidth;
+ column->WidthRequest = ((flags & ImGuiTableColumnFlags_WidthFixed) && init_width_or_weight > 0.0f) ? init_width_or_weight : -1.0f;
+ column->StretchWeight = (init_width_or_weight > 0.0f && (flags & ImGuiTableColumnFlags_WidthStretch)) ? init_width_or_weight : -1.0f;
+ if (init_width_or_weight > 0.0f) // Disable auto-fit if an explicit width/weight has been specified
+ column->AutoFitQueue = 0x00;
+ }
+ if (init_mask & ImGuiTableFlags_Reorderable)
+ column->DisplayOrder = (ImGuiTableColumnIdx)table->Columns.index_from_ptr(column);
+ if (init_mask & ImGuiTableFlags_Hideable)
+ column->IsUserEnabled = column->IsUserEnabledNextFrame = (flags & ImGuiTableColumnFlags_DefaultHide) ? 0 : 1;
+ if (init_mask & ImGuiTableFlags_Sortable)
+ {
+ // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs.
+ column->SortOrder = (flags & ImGuiTableColumnFlags_DefaultSort) ? 0 : -1;
+ column->SortDirection = (flags & ImGuiTableColumnFlags_DefaultSort) ? ((flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending)) : (ImS8)ImGuiSortDirection_None;
+ }
+}
+
+// See "COLUMNS SIZING POLICIES" comments at the top of this file
+// If (init_width_or_weight <= 0.0f) it is ignored
+void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (table == NULL)
+ {
+ IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+ return;
+ }
+ IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
+ IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()");
+ if (table->DeclColumnsCount >= table->ColumnsCount)
+ {
+ IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!");
+ return;
+ }
+
+ ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount];
+ table->DeclColumnsCount++;
+
+ // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa.
+ // Give a grace to users of ImGuiTableFlags_ScrollX.
+ if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0)
+ IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column.");
+
+ // When passing a width automatically enforce WidthFixed policy
+ // (whereas TableSetupColumnFlags would default to WidthAuto if table is not resizable)
+ if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f)
+ if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
+ flags |= ImGuiTableColumnFlags_WidthFixed;
+ if (flags & ImGuiTableColumnFlags_AngledHeader)
+ {
+ flags |= ImGuiTableColumnFlags_NoHeaderLabel;
+ table->AngledHeadersCount++;
+ }
+
+ TableSetupColumnFlags(table, column, flags);
+ column->UserID = user_id;
+ flags = column->Flags;
+
+ // Initialize defaults
+ column->InitStretchWeightOrWidth = init_width_or_weight;
+ if (table->IsInitializing)
+ {
+ ImGuiTableFlags init_flags = ~table->SettingsLoadedFlags;
+ if (column->WidthRequest < 0.0f && column->StretchWeight < 0.0f)
+ init_flags |= ImGuiTableFlags_Resizable;
+ TableInitColumnDefaults(table, column, init_flags);
+ }
+
+ // Store name (append with zero-terminator in contiguous buffer)
+ // FIXME: If we recorded the number of \n in names we could compute header row height
+ column->NameOffset = -1;
+ if (label != NULL && label[0] != 0)
+ {
+ column->NameOffset = (ImS16)table->ColumnsNames.size();
+ table->ColumnsNames.append(label, label + ImStrlen(label) + 1);
+ }
+}
+
+// [Public]
+void ImGui::TableSetupScrollFreeze(int columns, int rows)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (table == NULL)
+ {
+ IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+ return;
+ }
+ IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!");
+ IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS);
+ IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit
+
+ table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0;
+ table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0;
+ table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0;
+ table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0;
+ table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
+
+ // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
+ // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)
+ for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
+ {
+ int order_n = table->DisplayOrderToIndex[column_n];
+ if (order_n != column_n && order_n >= table->FreezeColumnsRequest)
+ {
+ ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder);
+ ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]);
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] Tables: Simple accessors
+//-----------------------------------------------------------------------------
+// - TableGetColumnCount()
+// - TableGetColumnName()
+// - TableGetColumnName() [Internal]
+// - TableSetColumnEnabled()
+// - TableGetColumnFlags()
+// - TableGetCellBgRect() [Internal]
+// - TableGetColumnResizeID() [Internal]
+// - TableGetHoveredColumn() [Internal]
+// - TableGetHoveredRow() [Internal]
+// - TableSetBgColor()
+//-----------------------------------------------------------------------------
+
+int ImGui::TableGetColumnCount()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ return table ? table->ColumnsCount : 0;
+}
+
+const char* ImGui::TableGetColumnName(int column_n)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return NULL;
+ if (column_n < 0)
+ column_n = table->CurrentColumn;
+ return TableGetColumnName(table, column_n);
+}
+
+const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n)
+{
+ if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount)
+ return ""; // NameOffset is invalid at this point
+ const ImGuiTableColumn* column = &table->Columns[column_n];
+ if (column->NameOffset == -1)
+ return "";
+ return &table->ColumnsNames.Buf[column->NameOffset];
+}
+
+// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view)
+// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
+// - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state.
+// - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable().
+// - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0.
+// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu.
+void ImGui::TableSetColumnEnabled(int column_n, bool enabled)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (table == NULL)
+ {
+ IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+ return;
+ }
+ IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above
+ if (column_n < 0)
+ column_n = table->CurrentColumn;
+ IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ column->IsUserEnabledNextFrame = enabled;
+}
+
+// We allow querying for an extra column in order to poll the IsHovered state of the right-most section
+ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return ImGuiTableColumnFlags_None;
+ if (column_n < 0)
+ column_n = table->CurrentColumn;
+ if (column_n == table->ColumnsCount)
+ return (table->HoveredColumnBody == column_n) ? ImGuiTableColumnFlags_IsHovered : ImGuiTableColumnFlags_None;
+ return table->Columns[column_n].Flags;
+}
+
+// Return the cell rectangle based on currently known height.
+// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
+// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.
+// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
+// columns report a small offset so their CellBgRect can extend up to the outer border.
+// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
+ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
+{
+ const ImGuiTableColumn* column = &table->Columns[column_n];
+ float x1 = column->MinX;
+ float x2 = column->MaxX;
+ //if (column->PrevEnabledColumn == -1)
+ // x1 -= table->OuterPaddingX;
+ //if (column->NextEnabledColumn == -1)
+ // x2 += table->OuterPaddingX;
+ x1 = ImMax(x1, table->WorkRect.Min.x);
+ x2 = ImMin(x2, table->WorkRect.Max.x);
+ return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);
+}
+
+// Return the resizing ID for the right-side of the given column.
+ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no)
+{
+ IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
+ ImGuiID instance_id = TableGetInstanceID(table, instance_no);
+ return instance_id + 1 + column_n; // FIXME: #6140: still not ideal
+}
+
+// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column.
+int ImGui::TableGetHoveredColumn()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return -1;
+ return (int)table->HoveredColumnBody;
+}
+
+// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row.
+// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value.
+// This difference with is the reason why this is not public yet.
+int ImGui::TableGetHoveredRow()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return -1;
+ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+ return (int)table_instance->HoveredRowLast;
+}
+
+void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ IM_ASSERT(target != ImGuiTableBgTarget_None);
+ if (table == NULL)
+ {
+ IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+ return;
+ }
+
+ if (color == IM_COL32_DISABLE)
+ color = 0;
+
+ // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time.
+ switch (target)
+ {
+ case ImGuiTableBgTarget_CellBg:
+ {
+ if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard
+ return;
+ if (column_n == -1)
+ column_n = table->CurrentColumn;
+ if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n))
+ return;
+ if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n)
+ table->RowCellDataCurrent++;
+ ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent];
+ cell_data->BgColor = color;
+ cell_data->Column = (ImGuiTableColumnIdx)column_n;
+ break;
+ }
+ case ImGuiTableBgTarget_RowBg0:
+ case ImGuiTableBgTarget_RowBg1:
+ {
+ if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard
+ return;
+ IM_ASSERT(column_n == -1);
+ int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0;
+ table->RowBgColor[bg_idx] = color;
+ break;
+ }
+ default:
+ IM_ASSERT(0);
+ }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Row changes
+//-------------------------------------------------------------------------
+// - TableGetRowIndex()
+// - TableNextRow()
+// - TableBeginRow() [Internal]
+// - TableEndRow() [Internal]
+//-------------------------------------------------------------------------
+
+// [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows
+int ImGui::TableGetRowIndex()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return 0;
+ return table->CurrentRow;
+}
+
+// [Public] Starts into the first cell of a new row
+void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+
+ if (!table->IsLayoutLocked)
+ TableUpdateLayout(table);
+ if (table->IsInsideRow)
+ TableEndRow(table);
+
+ table->LastRowFlags = table->RowFlags;
+ table->RowFlags = row_flags;
+ table->RowCellPaddingY = g.Style.CellPadding.y;
+ table->RowMinHeight = row_min_height;
+ TableBeginRow(table);
+
+ // We honor min_row_height requested by user, but cannot guarantee per-row maximum height,
+ // because that would essentially require a unique clipping rectangle per-cell.
+ table->RowPosY2 += table->RowCellPaddingY * 2.0f;
+ table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height);
+
+ // Disable output until user calls TableNextColumn()
+ table->InnerWindow->SkipItems = true;
+}
+
+// [Internal] Only called by TableNextRow()
+void ImGui::TableBeginRow(ImGuiTable* table)
+{
+ ImGuiWindow* window = table->InnerWindow;
+ IM_ASSERT(!table->IsInsideRow);
+
+ // New row
+ table->CurrentRow++;
+ table->CurrentColumn = -1;
+ table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE;
+ table->RowCellDataCurrent = -1;
+ table->IsInsideRow = true;
+
+ // Begin frozen rows
+ float next_y1 = table->RowPosY2;
+ if (table->CurrentRow == 0 && table->FreezeRowsCount > 0)
+ next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y;
+
+ table->RowPosY1 = table->RowPosY2 = next_y1;
+ table->RowTextBaseline = 0.0f;
+ table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
+
+ window->DC.PrevLineTextBaseOffset = 0.0f;
+ window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns.
+ window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too.
+ window->DC.IsSameLine = window->DC.IsSetPos = false;
+ window->DC.CursorMaxPos.y = next_y1;
+
+ // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
+ if (table->RowFlags & ImGuiTableRowFlags_Headers)
+ {
+ TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg));
+ if (table->CurrentRow == 0)
+ table->IsUsingHeaders = true;
+ }
+}
+
+// [Internal] Called by TableNextRow()
+void ImGui::TableEndRow(ImGuiTable* table)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT(window == table->InnerWindow);
+ IM_ASSERT(table->IsInsideRow);
+
+ if (table->CurrentColumn != -1)
+ {
+ TableEndCell(table);
+ table->CurrentColumn = -1;
+ }
+
+ // Logging
+ if (g.LogEnabled)
+ LogRenderedText(NULL, "|");
+
+ // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is
+ // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding.
+ window->DC.CursorPos.y = table->RowPosY2;
+
+ // Row background fill
+ const float bg_y1 = table->RowPosY1;
+ const float bg_y2 = table->RowPosY2;
+ const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);
+ const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);
+ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+ if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers)))
+ table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1;
+
+ const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
+ if (is_visible)
+ {
+ // Update data for TableGetHoveredRow()
+ if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2 && table_instance->HoveredRowNext < 0)
+ table_instance->HoveredRowNext = table->CurrentRow;
+
+ // Decide of background color for the row
+ ImU32 bg_col0 = 0;
+ ImU32 bg_col1 = 0;
+ if (table->RowBgColor[0] != IM_COL32_DISABLE)
+ bg_col0 = table->RowBgColor[0];
+ else if (table->Flags & ImGuiTableFlags_RowBg)
+ bg_col0 = GetColorU32((table->RowBgColorCounter & 1) ? ImGuiCol_TableRowBgAlt : ImGuiCol_TableRowBg);
+ if (table->RowBgColor[1] != IM_COL32_DISABLE)
+ bg_col1 = table->RowBgColor[1];
+
+ // Decide of top border color
+ ImU32 top_border_col = 0;
+ const float border_size = TABLE_BORDER_SIZE;
+ if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH))
+ top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
+
+ const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;
+ const bool draw_strong_bottom_border = unfreeze_rows_actual;
+ if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)
+ {
+ // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is
+ // always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
+ if ((table->Flags & ImGuiTableFlags_NoClip) == 0)
+ window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4();
+ table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0);
+ }
+
+ // Draw row background
+ // We soft/cpu clip this so all backgrounds and borders can share the same clipping rectangle
+ if (bg_col0 || bg_col1)
+ {
+ ImRect row_rect(table->WorkRect.Min.x, bg_y1, table->WorkRect.Max.x, bg_y2);
+ row_rect.ClipWith(table->BgClipRect);
+ if (bg_col0 != 0 && row_rect.Min.y < row_rect.Max.y)
+ window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col0);
+ if (bg_col1 != 0 && row_rect.Min.y < row_rect.Max.y)
+ window->DrawList->AddRectFilled(row_rect.Min, row_rect.Max, bg_col1);
+ }
+
+ // Draw cell background color
+ if (draw_cell_bg_color)
+ {
+ ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];
+ for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)
+ {
+ // As we render the BG here we need to clip things (for layout we would not)
+ // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.
+ const ImGuiTableColumn* column = &table->Columns[cell_data->Column];
+ ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);
+ cell_bg_rect.ClipWith(table->BgClipRect);
+ cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
+ cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
+ if (cell_bg_rect.Min.y < cell_bg_rect.Max.y)
+ window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
+ }
+ }
+
+ // Draw top border
+ if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
+ window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size);
+
+ // Draw bottom border at the row unfreezing mark (always strong)
+ if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)
+ window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size);
+ }
+
+ // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle)
+ // - We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark
+ // end of row and get the new cursor position.
+ if (unfreeze_rows_request)
+ {
+ IM_ASSERT(table->FreezeRowsRequest > 0);
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ table->Columns[column_n].NavLayerCurrent = table->NavLayer;
+ const float y0 = ImMax(table->RowPosY2 + 1, table->InnerClipRect.Min.y);
+ table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
+
+ if (unfreeze_rows_actual)
+ {
+ IM_ASSERT(table->IsUnfrozenRows == false);
+ table->IsUnfrozenRows = true;
+
+ // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
+ table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, table->InnerClipRect.Max.y);
+ table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = table->InnerClipRect.Max.y;
+ table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
+ IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y);
+
+ float row_height = table->RowPosY2 - table->RowPosY1;
+ table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y;
+ table->RowPosY1 = table->RowPosY2 - row_height;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ column->DrawChannelCurrent = column->DrawChannelUnfrozen;
+ column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y;
+ }
+
+ // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y
+ SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect);
+ table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent);
+ }
+ }
+
+ if (!(table->RowFlags & ImGuiTableRowFlags_Headers))
+ table->RowBgColorCounter++;
+ table->IsInsideRow = false;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Columns changes
+//-------------------------------------------------------------------------
+// - TableGetColumnIndex()
+// - TableSetColumnIndex()
+// - TableNextColumn()
+// - TableBeginCell() [Internal]
+// - TableEndCell() [Internal]
+//-------------------------------------------------------------------------
+
+int ImGui::TableGetColumnIndex()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return 0;
+ return table->CurrentColumn;
+}
+
+// [Public] Append into a specific column
+bool ImGui::TableSetColumnIndex(int column_n)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return false;
+
+ if (table->CurrentColumn != column_n)
+ {
+ if (table->CurrentColumn != -1)
+ TableEndCell(table);
+ if ((column_n >= 0 && column_n < table->ColumnsCount) == false)
+ {
+ IM_ASSERT_USER_ERROR(column_n >= 0 && column_n < table->ColumnsCount, "TableSetColumnIndex() invalid column index!");
+ return false;
+ }
+ TableBeginCell(table, column_n);
+ }
+
+ // Return whether the column is visible. User may choose to skip submitting items based on this return value,
+ // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.
+ return table->Columns[column_n].IsRequestOutput;
+}
+
+// [Public] Append into the next column, wrap and create a new row when already on last column
+bool ImGui::TableNextColumn()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (!table)
+ return false;
+
+ if (table->IsInsideRow && table->CurrentColumn + 1 < table->ColumnsCount)
+ {
+ if (table->CurrentColumn != -1)
+ TableEndCell(table);
+ TableBeginCell(table, table->CurrentColumn + 1);
+ }
+ else
+ {
+ TableNextRow();
+ TableBeginCell(table, 0);
+ }
+
+ // Return whether the column is visible. User may choose to skip submitting items based on this return value,
+ // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.
+ return table->Columns[table->CurrentColumn].IsRequestOutput;
+}
+
+
+// [Internal] Called by TableSetColumnIndex()/TableNextColumn()
+// This is called very frequently, so we need to be mindful of unnecessary overhead.
+// FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns.
+void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ ImGuiWindow* window = table->InnerWindow;
+ table->CurrentColumn = column_n;
+
+ // Start position is roughly ~~ CellRect.Min + CellPadding + Indent
+ float start_x = column->WorkMinX;
+ if (column->Flags & ImGuiTableColumnFlags_IndentEnable)
+ start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.
+
+ window->DC.CursorPos.x = start_x;
+ window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY;
+ window->DC.CursorMaxPos.x = window->DC.CursorPos.x;
+ window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
+ window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns.
+ window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
+ window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;
+
+ // Note how WorkRect.Max.y is only set once during layout
+ window->WorkRect.Min.y = window->DC.CursorPos.y;
+ window->WorkRect.Min.x = column->WorkMinX;
+ window->WorkRect.Max.x = column->WorkMaxX;
+ window->DC.ItemWidth = column->ItemWidth;
+
+ window->SkipItems = column->IsSkipItems;
+ if (column->IsSkipItems)
+ {
+ g.LastItemData.ID = 0;
+ g.LastItemData.StatusFlags = 0;
+ }
+
+ // Also see TablePushColumnChannel()
+ if (table->Flags & ImGuiTableFlags_NoClip)
+ {
+ // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed.
+ table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP);
+ //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP);
+ }
+ else
+ {
+ // FIXME-TABLE: Could avoid this if draw channel is dummy channel?
+ SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
+ table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
+ }
+
+ // Logging
+ if (g.LogEnabled && !column->IsSkipItems)
+ {
+ LogRenderedText(&window->DC.CursorPos, "|");
+ g.LogLinePosY = FLT_MAX;
+ }
+}
+
+// [Internal] Called by TableNextRow()/TableSetColumnIndex()/TableNextColumn()
+void ImGui::TableEndCell(ImGuiTable* table)
+{
+ ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
+ ImGuiWindow* window = table->InnerWindow;
+
+ if (window->DC.IsSetPos)
+ ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
+
+ // Report maximum position so we can infer content size per column.
+ float* p_max_pos_x;
+ if (table->RowFlags & ImGuiTableRowFlags_Headers)
+ p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call
+ else
+ p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen;
+ *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);
+ if (column->IsEnabled)
+ table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY);
+ column->ItemWidth = window->DC.ItemWidth;
+
+ // Propagate text baseline for the entire row
+ // FIXME-TABLE: Here we propagate text baseline from the last line of the cell.. instead of the first one.
+ table->RowTextBaseline = ImMax(table->RowTextBaseline, window->DC.PrevLineTextBaseOffset);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Columns width management
+//-------------------------------------------------------------------------
+// - TableGetMaxColumnWidth() [Internal]
+// - TableGetColumnWidthAuto() [Internal]
+// - TableSetColumnWidth()
+// - TableSetColumnWidthAutoSingle() [Internal]
+// - TableSetColumnWidthAutoAll() [Internal]
+// - TableUpdateColumnsWeightFromWidth() [Internal]
+//-------------------------------------------------------------------------
+// Note that actual columns widths are computed in TableUpdateLayout().
+//-------------------------------------------------------------------------
+
+// Maximum column content width given current layout. Use column->MinX so this value differs on a per-column basis.
+float ImGui::TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n)
+{
+ const ImGuiTableColumn* column = &table->Columns[column_n];
+ float max_width = FLT_MAX;
+ const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2;
+ if (table->Flags & ImGuiTableFlags_ScrollX)
+ {
+ // Frozen columns can't reach beyond visible width else scrolling will naturally break.
+ // (we use DisplayOrder as within a set of multiple frozen column reordering is possible)
+ if (column->DisplayOrder < table->FreezeColumnsRequest)
+ {
+ max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX;
+ max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2;
+ }
+ }
+ else if ((table->Flags & ImGuiTableFlags_NoKeepColumnsVisible) == 0)
+ {
+ // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make
+ // sure they are all visible. Because of this we also know that all of the columns will always fit in
+ // table->WorkRect and therefore in table->InnerRect (because ScrollX is off)
+ // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match.
+ // See "table_width_distrib" and "table_width_keep_visible" tests
+ max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX;
+ //max_width -= table->CellSpacingX1;
+ max_width -= table->CellSpacingX2;
+ max_width -= table->CellPaddingX * 2.0f;
+ max_width -= table->OuterPaddingX;
+ }
+ return max_width;
+}
+
+// Note this is meant to be stored in column->WidthAuto, please generally use the WidthAuto field
+float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column)
+{
+ const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX;
+ const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX;
+ float width_auto = content_width_body;
+ if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth))
+ width_auto = ImMax(width_auto, content_width_headers);
+
+ // Non-resizable fixed columns preserve their requested width
+ if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f)
+ if (!(table->Flags & ImGuiTableFlags_Resizable) || (column->Flags & ImGuiTableColumnFlags_NoResize))
+ width_auto = column->InitStretchWeightOrWidth;
+
+ return ImMax(width_auto, table->MinColumnWidth);
+}
+
+// 'width' = inner column width, without padding
+void ImGui::TableSetColumnWidth(int column_n, float width)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ IM_ASSERT(table != NULL && table->IsLayoutLocked == false);
+ IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);
+ ImGuiTableColumn* column_0 = &table->Columns[column_n];
+ float column_0_width = width;
+
+ // Apply constraints early
+ // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded)
+ IM_ASSERT(table->MinColumnWidth > 0.0f);
+ const float min_width = table->MinColumnWidth;
+ const float max_width = ImMax(min_width, column_0->WidthMax); // Don't use TableCalcMaxColumnWidth() here as it would rely on MinX from last instance (#7933)
+ column_0_width = ImClamp(column_0_width, min_width, max_width);
+ if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
+ return;
+
+ //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width);
+ ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;
+
+ // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns.
+ // - All fixed: easy.
+ // - All stretch: easy.
+ // - One or more fixed + one stretch: easy.
+ // - One or more fixed + more than one stretch: tricky.
+ // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here.
+
+ // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.
+ // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.
+ // Scenarios:
+ // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset.
+ // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered.
+ // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size.
+ // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
+ // - W1 W2 W3 resize from W1| or W2| --> ok
+ // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1)
+ // - W1 F2 F3 resize from F3| --> ok: no-op (disabled by Resize Rule 1)
+ // - W1 F2 resize from F2| --> ok: no-op (disabled by Resize Rule 1)
+ // - W1 W2 F3 resize from W1| or W2| --> ok
+ // - W1 F2 W3 resize from W1| or F2| --> ok
+ // - F1 W2 F3 resize from W2| --> ok
+ // - F1 W3 F2 resize from W3| --> ok
+ // - W1 F2 F3 resize from W1| --> ok: equivalent to resizing |F2. F3 will not move.
+ // - W1 F2 F3 resize from F2| --> ok
+ // All resizes from a Wx columns are locking other columns.
+
+ // Possible improvements:
+ // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns.
+ // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix.
+
+ // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout().
+
+ // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize.
+ // This is the preferred resize path
+ if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed)
+ if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder)
+ {
+ column_0->WidthRequest = column_0_width;
+ table->IsSettingsDirty = true;
+ return;
+ }
+
+ // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column)
+ if (column_1 == NULL)
+ column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL;
+ if (column_1 == NULL)
+ return;
+
+ // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column.
+ // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b)
+ float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width);
+ column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width;
+ IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f);
+ column_0->WidthRequest = column_0_width;
+ column_1->WidthRequest = column_1_width;
+ if ((column_0->Flags | column_1->Flags) & ImGuiTableColumnFlags_WidthStretch)
+ TableUpdateColumnsWeightFromWidth(table);
+ table->IsSettingsDirty = true;
+}
+
+// Disable clipping then auto-fit, will take 2 frames
+// (we don't take a shortcut for unclipped columns to reduce inconsistencies when e.g. resizing multiple columns)
+void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n)
+{
+ // Single auto width uses auto-fit
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (!column->IsEnabled)
+ return;
+ column->CannotSkipItemsQueue = (1 << 0);
+ table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n;
+}
+
+void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table)
+{
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column
+ continue;
+ column->CannotSkipItemsQueue = (1 << 0);
+ column->AutoFitQueue = (1 << 1);
+ }
+}
+
+void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
+{
+ IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1);
+
+ // Measure existing quantities
+ float visible_weight = 0.0f;
+ float visible_width = 0.0f;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
+ continue;
+ IM_ASSERT(column->StretchWeight > 0.0f);
+ visible_weight += column->StretchWeight;
+ visible_width += column->WidthRequest;
+ }
+ IM_ASSERT(visible_weight > 0.0f && visible_width > 0.0f);
+
+ // Apply new weights
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (!column->IsEnabled || !(column->Flags & ImGuiTableColumnFlags_WidthStretch))
+ continue;
+ column->StretchWeight = (column->WidthRequest / visible_width) * visible_weight;
+ IM_ASSERT(column->StretchWeight > 0.0f);
+ }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Drawing
+//-------------------------------------------------------------------------
+// - TablePushBackgroundChannel() [Internal]
+// - TablePopBackgroundChannel() [Internal]
+// - TableSetupDrawChannels() [Internal]
+// - TableMergeDrawChannels() [Internal]
+// - TableGetColumnBorderCol() [Internal]
+// - TableDrawBorders() [Internal]
+//-------------------------------------------------------------------------
+
+// Bg2 is used by Selectable (and possibly other widgets) to render to the background.
+// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect.
+void ImGui::TablePushBackgroundChannel()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiTable* table = g.CurrentTable;
+
+ // Optimization: avoid SetCurrentChannel() + PushClipRect()
+ table->HostBackupInnerClipRect = window->ClipRect;
+ SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd);
+ table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent);
+}
+
+void ImGui::TablePopBackgroundChannel()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiTable* table = g.CurrentTable;
+
+ // Optimization: avoid PopClipRect() + SetCurrentChannel()
+ SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect);
+ table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[table->CurrentColumn].DrawChannelCurrent);
+}
+
+// Also see TableBeginCell()
+void ImGui::TablePushColumnChannel(int column_n)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+
+ // Optimization: avoid SetCurrentChannel() + PushClipRect()
+ if (table->Flags & ImGuiTableFlags_NoClip)
+ return;
+ ImGuiWindow* window = g.CurrentWindow;
+ const ImGuiTableColumn* column = &table->Columns[column_n];
+ SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
+ table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
+}
+
+void ImGui::TablePopColumnChannel()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+
+ // Optimization: avoid PopClipRect() + SetCurrentChannel()
+ if ((table->Flags & ImGuiTableFlags_NoClip) || (table->CurrentColumn == -1)) // Calling TreePop() after TableNextRow() is supported.
+ return;
+ ImGuiWindow* window = g.CurrentWindow;
+ const ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
+ SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
+ table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent);
+}
+
+// Allocate draw channels. Called by TableUpdateLayout()
+// - We allocate them following storage order instead of display order so reordering columns won't needlessly
+// increase overall dormant memory cost.
+// - We isolate headers draw commands in their own channels instead of just altering clip rects.
+// This is in order to facilitate merging of draw commands.
+// - After crossing FreezeRowsCount, all columns see their current draw channel changed to a second set of channels.
+// - We only use the dummy draw channel so we can push a null clipping rectangle into it without affecting other
+// channels, while simplifying per-row/per-cell overhead. It will be empty and discarded when merged.
+// - We allocate 1 or 2 background draw channels. This is because we know TablePushBackgroundChannel() is only used for
+// horizontal spanning. If we allowed vertical spanning we'd need one background draw channel per merge group (1-4).
+// Draw channel allocation (before merging):
+// - NoClip --> 2+D+1 channels: bg0/1 + bg2 + foreground (same clip rect == always 1 draw call)
+// - Clip --> 2+D+N channels
+// - FreezeRows --> 2+D+N*2 (unless scrolling value is zero)
+// - FreezeRows || FreezeColunns --> 3+D+N*2 (unless scrolling value is zero)
+// Where D is 1 if any column is clipped or hidden (dummy channel) otherwise 0.
+void ImGui::TableSetupDrawChannels(ImGuiTable* table)
+{
+ const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;
+ const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount;
+ const int channels_for_bg = 1 + 1 * freeze_row_multiplier;
+ const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0;
+ const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;
+ table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total);
+ table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1);
+ table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN;
+ table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN);
+
+ int draw_channel_current = 2;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (column->IsVisibleX && column->IsVisibleY)
+ {
+ column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current);
+ column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0));
+ if (!(table->Flags & ImGuiTableFlags_NoClip))
+ draw_channel_current++;
+ }
+ else
+ {
+ column->DrawChannelFrozen = column->DrawChannelUnfrozen = table->DummyDrawChannel;
+ }
+ column->DrawChannelCurrent = column->DrawChannelFrozen;
+ }
+
+ // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default.
+ // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect.
+ // (This technically isn't part of setting up draw channels, but is reasonably related to be done here)
+ table->BgClipRect = table->InnerClipRect;
+ table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect;
+ table->Bg2ClipRectForDrawCmd = table->HostClipRect;
+ IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y);
+}
+
+// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable().
+// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect,
+// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels().
+//
+// Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve
+// this we merge their clip rect and make them contiguous in the channel list, so they can be merged
+// by the call to DrawSplitter.Merge() following to the call to this function.
+// We reorder draw commands by arranging them into a maximum of 4 distinct groups:
+//
+// 1 group: 2 groups: 2 groups: 4 groups:
+// [ 0. ] no freeze [ 0. ] row freeze [ 01 ] col freeze [ 01 ] row+col freeze
+// [ .. ] or no scroll [ 2. ] and v-scroll [ .. ] and h-scroll [ 23 ] and v+h-scroll
+//
+// Each column itself can use 1 channel (row freeze disabled) or 2 channels (row freeze enabled).
+// When the contents of a column didn't stray off its limit, we move its channels into the corresponding group
+// based on its position (within frozen rows/columns groups or not).
+// At the end of the operation our 1-4 groups will each have a ImDrawCmd using the same ClipRect.
+// This function assume that each column are pointing to a distinct draw channel,
+// otherwise merge_group->ChannelsCount will not match set bit count of merge_group->ChannelsMask.
+//
+// Column channels will not be merged into one of the 1-4 groups in the following cases:
+// - The contents stray off its clipping rectangle (we only compare the MaxX value, not the MinX value).
+// Direct ImDrawList calls won't be taken into account by default, if you use them make sure the ImGui:: bounds
+// matches, by e.g. calling SetCursorScreenPos().
+// - The channel uses more than one draw command itself. We drop all our attempt at merging stuff here..
+// we could do better but it's going to be rare and probably not worth the hassle.
+// Columns for which the draw channel(s) haven't been merged with other will use their own ImDrawCmd.
+//
+// This function is particularly tricky to understand.. take a breath.
+void ImGui::TableMergeDrawChannels(ImGuiTable* table)
+{
+ ImGuiContext& g = *GImGui;
+ ImDrawListSplitter* splitter = table->DrawSplitter;
+ const bool has_freeze_v = (table->FreezeRowsCount > 0);
+ const bool has_freeze_h = (table->FreezeColumnsCount > 0);
+ IM_ASSERT(splitter->_Current == 0);
+
+ // Track which groups we are going to attempt to merge, and which channels goes into each group.
+ struct MergeGroup
+ {
+ ImRect ClipRect;
+ int ChannelsCount = 0;
+ ImBitArrayPtr ChannelsMask = NULL;
+ };
+ int merge_group_mask = 0x00;
+ MergeGroup merge_groups[4];
+
+ // Use a reusable temp buffer for the merge masks as they are dynamically sized.
+ const int max_draw_channels = (4 + table->ColumnsCount * 2);
+ const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels);
+ g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5);
+ memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5);
+ for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++)
+ merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n));
+ ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4));
+
+ // 1. Scan channels and take note of those which can be merged
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n))
+ continue;
+ ImGuiTableColumn* column = &table->Columns[column_n];
+
+ const int merge_group_sub_count = has_freeze_v ? 2 : 1;
+ for (int merge_group_sub_n = 0; merge_group_sub_n < merge_group_sub_count; merge_group_sub_n++)
+ {
+ const int channel_no = (merge_group_sub_n == 0) ? column->DrawChannelFrozen : column->DrawChannelUnfrozen;
+
+ // Don't attempt to merge if there are multiple draw calls within the column
+ ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
+ if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
+ src_channel->_CmdBuffer.pop_back();
+ if (src_channel->_CmdBuffer.Size != 1)
+ continue;
+
+ // Find out the width of this merge group and check if it will fit in our column
+ // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it)
+ if (!(column->Flags & ImGuiTableColumnFlags_NoClip))
+ {
+ float content_max_x;
+ if (!has_freeze_v)
+ content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze
+ else if (merge_group_sub_n == 0)
+ content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze
+ else
+ content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze
+ if (content_max_x > column->ClipRect.Max.x)
+ continue;
+ }
+
+ const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2);
+ IM_ASSERT(channel_no < max_draw_channels);
+ MergeGroup* merge_group = &merge_groups[merge_group_n];
+ if (merge_group->ChannelsCount == 0)
+ merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
+ ImBitArraySetBit(merge_group->ChannelsMask, channel_no);
+ merge_group->ChannelsCount++;
+ merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect);
+ merge_group_mask |= (1 << merge_group_n);
+ }
+
+ // Invalidate current draw channel
+ // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data)
+ column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1;
+ }
+
+ // [DEBUG] Display merge groups
+#if 0
+ if (g.IO.KeyShift)
+ for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
+ {
+ MergeGroup* merge_group = &merge_groups[merge_group_n];
+ if (merge_group->ChannelsCount == 0)
+ continue;
+ char buf[32];
+ ImFormatString(buf, 32, "MG%d:%d", merge_group_n, merge_group->ChannelsCount);
+ ImVec2 text_pos = merge_group->ClipRect.Min + ImVec2(4, 4);
+ ImVec2 text_size = CalcTextSize(buf, NULL);
+ GetForegroundDrawList()->AddRectFilled(text_pos, text_pos + text_size, IM_COL32(0, 0, 0, 255));
+ GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL);
+ GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255));
+ }
+#endif
+
+ // 2. Rewrite channel list in our preferred order
+ if (merge_group_mask != 0)
+ {
+ // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels().
+ const int LEADING_DRAW_CHANNELS = 2;
+ g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized
+ ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;
+ ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count);
+ ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen);
+ IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN);
+ int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS);
+ //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect;
+ ImRect host_rect = table->HostClipRect;
+ for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++)
+ {
+ if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount)
+ {
+ MergeGroup* merge_group = &merge_groups[merge_group_n];
+ ImRect merge_clip_rect = merge_group->ClipRect;
+
+ // Extend outer-most clip limits to match those of host, so draw calls can be merged even if
+ // outer-most columns have some outer padding offsetting them from their parent ClipRect.
+ // The principal cases this is dealing with are:
+ // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge
+ // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge
+ // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit
+ // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect.
+ if ((merge_group_n & 1) == 0 || !has_freeze_h)
+ merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x);
+ if ((merge_group_n & 2) == 0 || !has_freeze_v)
+ merge_clip_rect.Min.y = ImMin(merge_clip_rect.Min.y, host_rect.Min.y);
+ if ((merge_group_n & 1) != 0)
+ merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x);
+ if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0)
+ merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y);
+ //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG]
+ //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200));
+ //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200));
+ remaining_count -= merge_group->ChannelsCount;
+ for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++)
+ remaining_mask[n] &= ~merge_group->ChannelsMask[n];
+ for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++)
+ {
+ // Copy + overwrite new clip rect
+ if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n))
+ continue;
+ IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n);
+ merge_channels_count--;
+
+ ImDrawChannel* channel = &splitter->_Channels[n];
+ IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect)));
+ channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4();
+ memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
+ }
+ }
+
+ // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1)
+ if (merge_group_n == 1 && has_freeze_v)
+ memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel));
+ }
+
+ // Append unmergeable channels that we didn't reorder at the end of the list
+ for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)
+ {
+ if (!IM_BITARRAY_TESTBIT(remaining_mask, n))
+ continue;
+ ImDrawChannel* channel = &splitter->_Channels[n];
+ memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));
+ remaining_count--;
+ }
+ IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size);
+ memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel));
+ }
+}
+
+static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n)
+{
+ const bool is_hovered = (table->HoveredColumnBorder == column_n);
+ const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
+ const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
+ if (is_resized || is_hovered)
+ return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
+ if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)))
+ return table->BorderColorStrong;
+ return table->BorderColorLight;
+}
+
+// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow)
+void ImGui::TableDrawBorders(ImGuiTable* table)
+{
+ ImGuiWindow* inner_window = table->InnerWindow;
+ if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect))
+ return;
+
+ ImDrawList* inner_drawlist = inner_window->DrawList;
+ table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0);
+ inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);
+
+ // Draw inner border and resizing feedback
+ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+ const float border_size = TABLE_BORDER_SIZE;
+ const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f);
+ const float draw_y2_body = table->InnerRect.Max.y;
+ const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1;
+ if (table->Flags & ImGuiTableFlags_BordersInnerV)
+ {
+ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+ {
+ if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
+ continue;
+
+ const int column_n = table->DisplayOrderToIndex[order_n];
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ const bool is_hovered = (table->HoveredColumnBorder == column_n);
+ const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
+ const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0;
+ const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
+ if (column->MaxX > table->InnerClipRect.Max.x && !is_resized)
+ continue;
+
+ // Decide whether right-most column is visible
+ if (column->NextEnabledColumn == -1 && !is_resizable)
+ if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX))
+ continue;
+ if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size..
+ continue;
+
+ // Draw in outer window so right-most column won't be clipped
+ float draw_y2 = draw_y2_head;
+ if (is_frozen_separator)
+ draw_y2 = draw_y2_body;
+ else if ((table->Flags & ImGuiTableFlags_NoBordersInBodyUntilResize) != 0 && (is_hovered || is_resized))
+ draw_y2 = draw_y2_body;
+ else if ((table->Flags & (ImGuiTableFlags_NoBordersInBodyUntilResize | ImGuiTableFlags_NoBordersInBody)) == 0)
+ draw_y2 = draw_y2_body;
+ if (draw_y2 > draw_y1)
+ inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size);
+ }
+ }
+
+ // Draw outer border
+ // FIXME: could use AddRect or explicit VLine/HLine helper?
+ if (table->Flags & ImGuiTableFlags_BordersOuter)
+ {
+ // Display outer border offset by 1 which is a simple way to display it without adding an extra draw call
+ // (Without the offset, in outer_window it would be rendered behind cells, because child windows are above their
+ // parent. In inner_window, it won't reach out over scrollbars. Another weird solution would be to display part
+ // of it in inner window, and the part that's over scrollbars in the outer window..)
+ // Either solution currently won't allow us to use a larger border size: the border would clipped.
+ const ImRect outer_border = table->OuterRect;
+ const ImU32 outer_col = table->BorderColorStrong;
+ if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
+ {
+ inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size);
+ }
+ else if (table->Flags & ImGuiTableFlags_BordersOuterV)
+ {
+ inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size);
+ inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size);
+ }
+ else if (table->Flags & ImGuiTableFlags_BordersOuterH)
+ {
+ inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size);
+ inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size);
+ }
+ }
+ if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
+ {
+ // Draw bottom-most row border between it is above outer border.
+ const float border_y = table->RowPosY2;
+ if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
+ inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
+ }
+
+ inner_drawlist->PopClipRect();
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Sorting
+//-------------------------------------------------------------------------
+// - TableGetSortSpecs()
+// - TableFixColumnSortDirection() [Internal]
+// - TableGetColumnNextSortDirection() [Internal]
+// - TableSetColumnSortDirection() [Internal]
+// - TableSortSpecsSanitize() [Internal]
+// - TableSortSpecsBuild() [Internal]
+//-------------------------------------------------------------------------
+
+// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)
+// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
+// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
+// else you may wastefully sort your data every frame!
+// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!
+ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (table == NULL || !(table->Flags & ImGuiTableFlags_Sortable))
+ return NULL;
+
+ // Require layout (in case TableHeadersRow() hasn't been called) as it may alter IsSortSpecsDirty in some paths.
+ if (!table->IsLayoutLocked)
+ TableUpdateLayout(table);
+
+ TableSortSpecsBuild(table);
+ return &table->SortSpecs;
+}
+
+static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColumn* column, int n)
+{
+ IM_ASSERT(n < column->SortDirectionsAvailCount);
+ return (ImGuiSortDirection)((column->SortDirectionsAvailList >> (n << 1)) & 0x03);
+}
+
+// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending)
+void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column)
+{
+ if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0)
+ return;
+ column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);
+ table->IsSortSpecsDirty = true;
+}
+
+// Calculate next sort direction that would be set after clicking the column
+// - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click.
+// - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op.
+IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2);
+ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column)
+{
+ IM_ASSERT(column->SortDirectionsAvailCount > 0);
+ if (column->SortOrder == -1)
+ return TableGetColumnAvailSortDirection(column, 0);
+ for (int n = 0; n < 3; n++)
+ if (column->SortDirection == TableGetColumnAvailSortDirection(column, n))
+ return TableGetColumnAvailSortDirection(column, (n + 1) % column->SortDirectionsAvailCount);
+ IM_ASSERT(0);
+ return ImGuiSortDirection_None;
+}
+
+// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert
+// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code.
+void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+
+ if (!(table->Flags & ImGuiTableFlags_SortMulti))
+ append_to_sort_specs = false;
+ if (!(table->Flags & ImGuiTableFlags_SortTristate))
+ IM_ASSERT(sort_direction != ImGuiSortDirection_None);
+
+ ImGuiTableColumnIdx sort_order_max = 0;
+ if (append_to_sort_specs)
+ for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
+ sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder);
+
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ column->SortDirection = (ImU8)sort_direction;
+ if (column->SortDirection == ImGuiSortDirection_None)
+ column->SortOrder = -1;
+ else if (column->SortOrder == -1 || !append_to_sort_specs)
+ column->SortOrder = append_to_sort_specs ? sort_order_max + 1 : 0;
+
+ for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
+ {
+ ImGuiTableColumn* other_column = &table->Columns[other_column_n];
+ if (other_column != column && !append_to_sort_specs)
+ other_column->SortOrder = -1;
+ TableFixColumnSortDirection(table, other_column);
+ }
+ table->IsSettingsDirty = true;
+ table->IsSortSpecsDirty = true;
+}
+
+void ImGui::TableSortSpecsSanitize(ImGuiTable* table)
+{
+ IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable);
+
+ // Clear SortOrder from hidden column and verify that there's no gap or duplicate.
+ int sort_order_count = 0;
+ ImU64 sort_order_mask = 0x00;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (column->SortOrder != -1 && !column->IsEnabled)
+ column->SortOrder = -1;
+ if (column->SortOrder == -1)
+ continue;
+ sort_order_count++;
+ sort_order_mask |= ((ImU64)1 << column->SortOrder);
+ IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8);
+ }
+
+ const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1);
+ const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti);
+ if (need_fix_linearize || need_fix_single_sort_order)
+ {
+ ImU64 fixed_mask = 0x00;
+ for (int sort_n = 0; sort_n < sort_order_count; sort_n++)
+ {
+ // Fix: Rewrite sort order fields if needed so they have no gap or duplicate.
+ // (e.g. SortOrder 0 disappeared, SortOrder 1..2 exists --> rewrite then as SortOrder 0..1)
+ int column_with_smallest_sort_order = -1;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1)
+ if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder)
+ column_with_smallest_sort_order = column_n;
+ IM_ASSERT(column_with_smallest_sort_order != -1);
+ fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order);
+ table->Columns[column_with_smallest_sort_order].SortOrder = (ImGuiTableColumnIdx)sort_n;
+
+ // Fix: Make sure only one column has a SortOrder if ImGuiTableFlags_MultiSortable is not set.
+ if (need_fix_single_sort_order)
+ {
+ sort_order_count = 1;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ if (column_n != column_with_smallest_sort_order)
+ table->Columns[column_n].SortOrder = -1;
+ break;
+ }
+ }
+ }
+
+ // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag)
+ if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort))
+ {
+ sort_order_count = 1;
+ column->SortOrder = 0;
+ column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0);
+ break;
+ }
+ }
+
+ table->SortSpecsCount = (ImGuiTableColumnIdx)sort_order_count;
+}
+
+void ImGui::TableSortSpecsBuild(ImGuiTable* table)
+{
+ bool dirty = table->IsSortSpecsDirty;
+ if (dirty)
+ {
+ TableSortSpecsSanitize(table);
+ table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount);
+ table->SortSpecs.SpecsDirty = true; // Mark as dirty for user
+ table->IsSortSpecsDirty = false; // Mark as not dirty for us
+ }
+
+ // Write output
+ // May be able to move all SortSpecs data from table (48 bytes) to ImGuiTableTempData if we decide to write it back on every BeginTable()
+ ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data;
+ if (dirty && sort_specs != NULL)
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (column->SortOrder == -1)
+ continue;
+ IM_ASSERT(column->SortOrder < table->SortSpecsCount);
+ ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder];
+ sort_spec->ColumnUserID = column->UserID;
+ sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n;
+ sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder;
+ sort_spec->SortDirection = (ImGuiSortDirection)column->SortDirection;
+ }
+
+ table->SortSpecs.Specs = sort_specs;
+ table->SortSpecs.SpecsCount = table->SortSpecsCount;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Headers
+//-------------------------------------------------------------------------
+// - TableGetHeaderRowHeight() [Internal]
+// - TableGetHeaderAngledMaxLabelWidth() [Internal]
+// - TableHeadersRow()
+// - TableHeader()
+// - TableAngledHeadersRow()
+// - TableAngledHeadersRowEx() [Internal]
+//-------------------------------------------------------------------------
+
+float ImGui::TableGetHeaderRowHeight()
+{
+ // Caring for a minor edge case:
+ // Calculate row height, for the unlikely case that some labels may be taller than others.
+ // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height.
+ // In your custom header row you may omit this all together and just call TableNextRow() without a height...
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ float row_height = g.FontSize;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
+ if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0)
+ row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y);
+ return row_height + g.Style.CellPadding.y * 2.0f;
+}
+
+float ImGui::TableGetHeaderAngledMaxLabelWidth()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ float width = 0.0f;
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
+ if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader)
+ width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x);
+ return width + g.Style.CellPadding.y * 2.0f; // Swap padding
+}
+
+// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
+// The intent is that advanced users willing to create customized headers would not need to use this helper
+// and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets.
+// See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this.
+// This code is intentionally written to not make much use of internal functions, to give you better direction
+// if you need to write your own.
+// FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public.
+void ImGui::TableHeadersRow()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (table == NULL)
+ {
+ IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+ return;
+ }
+
+ // Call layout if not already done. This is automatically done by TableNextRow: we do it here _only_ to make
+ // it easier to debug-step in TableUpdateLayout(). Your own version of this function doesn't need this.
+ if (!table->IsLayoutLocked)
+ TableUpdateLayout(table);
+
+ // Open row
+ const float row_height = TableGetHeaderRowHeight();
+ TableNextRow(ImGuiTableRowFlags_Headers, row_height);
+ const float row_y1 = GetCursorScreenPos().y;
+ if (table->HostSkipItems) // Merely an optimization, you may skip in your own code.
+ return;
+
+ const int columns_count = TableGetColumnCount();
+ for (int column_n = 0; column_n < columns_count; column_n++)
+ {
+ if (!TableSetColumnIndex(column_n))
+ continue;
+
+ // Push an id to allow empty/unnamed headers. This is also idiomatic as it ensure there is a consistent ID path to access columns (for e.g. automation)
+ const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n);
+ PushID(column_n);
+ TableHeader(name);
+ PopID();
+ }
+
+ // Allow opening popup from the right-most section after the last column.
+ ImVec2 mouse_pos = ImGui::GetMousePos();
+ if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count)
+ if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height)
+ TableOpenContextMenu(columns_count); // Will open a non-column-specific popup.
+}
+
+// Emit a column header (text + optional sort order)
+// We cpu-clip text here so that all columns headers can be merged into a same draw call.
+// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader()
+void ImGui::TableHeader(const char* label)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return;
+
+ ImGuiTable* table = g.CurrentTable;
+ if (table == NULL)
+ {
+ IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+ return;
+ }
+
+ IM_ASSERT(table->CurrentColumn != -1);
+ const int column_n = table->CurrentColumn;
+ ImGuiTableColumn* column = &table->Columns[column_n];
+
+ // Label
+ if (label == NULL)
+ label = "";
+ const char* label_end = FindRenderedTextEnd(label);
+ ImVec2 label_size = CalcTextSize(label, label_end, true);
+ ImVec2 label_pos = window->DC.CursorPos;
+
+ // If we already got a row height, there's use that.
+ // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect?
+ ImRect cell_r = TableGetCellBgRect(table, column_n);
+ float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f);
+
+ // Calculate ideal size for sort order arrow
+ float w_arrow = 0.0f;
+ float w_sort_text = 0.0f;
+ bool sort_arrow = false;
+ char sort_order_suf[4] = "";
+ const float ARROW_SCALE = 0.65f;
+ if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
+ {
+ w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);
+ if (column->SortOrder != -1)
+ sort_arrow = true;
+ if (column->SortOrder > 0)
+ {
+ ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
+ w_sort_text = g.Style.ItemInnerSpacing.x + CalcTextSize(sort_order_suf).x;
+ }
+ }
+
+ // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging.
+ float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
+ column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x));
+ column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x);
+
+ // Keep header highlighted when context menu is open.
+ ImGuiID id = window->GetID(label);
+ ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f));
+ ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal
+ if (!ItemAdd(bb, id))
+ return;
+
+ //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
+ //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
+
+ // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items.
+ const bool highlight = (table->HighlightColumnHeader == column_n);
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap);
+ if (held || hovered || highlight)
+ {
+ const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+ //RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
+ TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn);
+ }
+ else
+ {
+ // Submit single cell bg color in the case we didn't submit a full header row
+ if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0)
+ TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn);
+ }
+ RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding);
+ if (held)
+ table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n;
+ window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f;
+
+ // Drag and drop to re-order columns.
+ // FIXME-TABLE: Scroll request while reordering a column and it lands out of the scrolling zone.
+ if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive)
+ {
+ // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x
+ table->ReorderColumn = (ImGuiTableColumnIdx)column_n;
+ table->InstanceInteracted = table->InstanceCurrent;
+
+ // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder.
+ if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x)
+ if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL)
+ if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder))
+ if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))
+ table->ReorderColumnDir = -1;
+ if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x)
+ if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL)
+ if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder))
+ if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest))
+ table->ReorderColumnDir = +1;
+ }
+
+ // Sort order arrow
+ const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x);
+ if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
+ {
+ if (column->SortOrder != -1)
+ {
+ float x = ImMax(cell_r.Min.x, cell_r.Max.x - w_arrow - w_sort_text);
+ float y = label_pos.y;
+ if (column->SortOrder > 0)
+ {
+ PushStyleColor(ImGuiCol_Text, GetColorU32(ImGuiCol_Text, 0.70f));
+ RenderText(ImVec2(x + g.Style.ItemInnerSpacing.x, y), sort_order_suf);
+ PopStyleColor();
+ x += w_sort_text;
+ }
+ RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE);
+ }
+
+ // Handle clicking on column header to adjust Sort Order
+ if (pressed && table->ReorderColumn != column_n)
+ {
+ ImGuiSortDirection sort_direction = TableGetColumnNextSortDirection(column);
+ TableSetColumnSortDirection(column_n, sort_direction, g.IO.KeyShift);
+ }
+ }
+
+ // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will
+ // be merged into a single draw call.
+ //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE);
+ RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, bb.Max.y), ellipsis_max, label, label_end, &label_size);
+
+ const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);
+ if (text_clipped && hovered && g.ActiveId == 0)
+ SetItemTooltip("%.*s", (int)(label_end - label), label);
+
+ // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
+ if (IsMouseReleased(1) && IsItemHovered())
+ TableOpenContextMenu(column_n);
+}
+
+// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
+// FIXME: No hit-testing/button on the angled header.
+void ImGui::TableAngledHeadersRow()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ ImGuiTableTempData* temp_data = table->TempData;
+ temp_data->AngledHeadersRequests.resize(0);
+ temp_data->AngledHeadersRequests.reserve(table->ColumnsEnabledCount);
+
+ // Which column needs highlight?
+ const ImGuiID row_id = GetID("##AngledHeaders");
+ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
+ int highlight_column_n = table->HighlightColumnHeader;
+ if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
+ if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
+ highlight_column_n = table->HoveredColumnBody;
+
+ // Build up request
+ ImU32 col_header_bg = GetColorU32(ImGuiCol_TableHeaderBg);
+ ImU32 col_text = GetColorU32(ImGuiCol_Text);
+ for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
+ if (IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
+ {
+ const int column_n = table->DisplayOrderToIndex[order_n];
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
+ continue;
+ ImGuiTableHeaderData request = { (ImGuiTableColumnIdx)column_n, col_text, col_header_bg, (column_n == highlight_column_n) ? GetColorU32(ImGuiCol_Header) : 0 };
+ temp_data->AngledHeadersRequests.push_back(request);
+ }
+
+ // Render row
+ TableAngledHeadersRowEx(row_id, g.Style.TableAngledHeadersAngle, 0.0f, temp_data->AngledHeadersRequests.Data, temp_data->AngledHeadersRequests.Size);
+}
+
+// Important: data must be fed left to right
+void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label_width, const ImGuiTableHeaderData* data, int data_count)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImDrawList* draw_list = window->DrawList;
+ if (table == NULL)
+ {
+ IM_ASSERT_USER_ERROR(table != NULL, "Call should only be done while in BeginTable() scope!");
+ return;
+ }
+ IM_ASSERT(table->CurrentRow == -1 && "Must be first row");
+
+ if (max_label_width == 0.0f)
+ max_label_width = TableGetHeaderAngledMaxLabelWidth();
+
+ // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user.
+ const bool flip_label = (angle < 0.0f);
+ angle -= IM_PI * 0.5f;
+ const float cos_a = ImCos(angle);
+ const float sin_a = ImSin(angle);
+ const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a;
+ const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a;
+ const ImVec2 unit_right = ImVec2(cos_a, sin_a);
+
+ // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow()
+ // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other.
+ const float header_height = g.FontSize + g.Style.CellPadding.x * 2.0f;
+ const float row_height = ImTrunc(ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y));
+ table->AngledHeadersHeight = row_height;
+ table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
+ const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); // vector from bottom-left to top-left, and from bottom-right to top-right
+
+ // Declare row, override and draw our own background
+ TableNextRow(ImGuiTableRowFlags_Headers, row_height);
+ TableNextColumn();
+ const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, table->RowPosY2);
+ table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0);
+ float clip_rect_min_x = table->BgClipRect.Min.x;
+ if (table->FreezeColumnsCount > 0)
+ clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX);
+ TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel
+ PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns
+ draw_list->AddRectFilled(ImVec2(table->BgClipRect.Min.x, row_r.Min.y), ImVec2(table->BgClipRect.Max.x, row_r.Max.y), GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
+ PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns
+
+ ButtonBehavior(row_r, row_id, NULL, NULL);
+ KeepAliveID(row_id);
+
+ const float ascent_scaled = g.FontBaked->Ascent * g.FontBakedScale; // FIXME: Standardize those scaling factors better
+ const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f);
+ const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component
+ const ImVec2 align = g.Style.TableAngledHeadersTextAlign;
+
+ // Draw background and labels in first pass, then all borders.
+ float max_x = -FLT_MAX;
+ for (int pass = 0; pass < 2; pass++)
+ for (int order_n = 0; order_n < data_count; order_n++)
+ {
+ const ImGuiTableHeaderData* request = &data[order_n];
+ const int column_n = request->Index;
+ ImGuiTableColumn* column = &table->Columns[column_n];
+
+ ImVec2 bg_shape[4];
+ bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
+ bg_shape[1] = ImVec2(column->MinX, row_r.Max.y);
+ bg_shape[2] = bg_shape[1] + header_angled_vector;
+ bg_shape[3] = bg_shape[0] + header_angled_vector;
+ if (pass == 0)
+ {
+ // Draw shape
+ draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor0);
+ draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], request->BgColor1); // Optional highlight
+ max_x = ImMax(max_x, bg_shape[3].x);
+
+ // Draw label
+ // - First draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset.
+ // - Handle multiple lines manually, as we want each lines to follow on the horizontal border, rather than see a whole block rotated.
+ const char* label_name = TableGetColumnName(table, column_n);
+ const char* label_name_end = FindRenderedTextEnd(label_name);
+ const float line_off_step_x = (g.FontSize / -sin_a);
+ const int label_lines = ImTextCountLines(label_name, label_name_end);
+
+ // Left<>Right alignment
+ float line_off_curr_x = flip_label ? (label_lines - 1) * line_off_step_x : 0.0f;
+ float line_off_for_align_x = ImMax((((column->MaxX - column->MinX) - padding.x * 2.0f) - (label_lines * line_off_step_x)), 0.0f) * align.x;
+ line_off_curr_x += line_off_for_align_x - line_off_for_ascent_x;
+
+ // Register header width
+ column->ContentMaxXHeadersUsed = column->ContentMaxXHeadersIdeal = column->WorkMinX + ImCeil(label_lines * line_off_step_x - line_off_for_align_x);
+
+ while (label_name < label_name_end)
+ {
+ const char* label_name_eol = strchr(label_name, '\n');
+ if (label_name_eol == NULL)
+ label_name_eol = label_name_end;
+
+ // FIXME: Individual line clipping for right-most column is broken for negative angles.
+ ImVec2 label_size = CalcTextSize(label_name, label_name_eol);
+ float clip_width = max_label_width - padding.y; // Using padding.y*2.0f would be symmetrical but hide more text.
+ float clip_height = ImMin(label_size.y, column->ClipRect.Max.x - column->WorkMinX - line_off_curr_x);
+ ImRect clip_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width, clip_height));
+ int vtx_idx_begin = draw_list->_VtxCurrentIdx;
+ PushStyleColor(ImGuiCol_Text, request->TextColor);
+ RenderTextEllipsis(draw_list, clip_r.Min, clip_r.Max, clip_r.Max.x, label_name, label_name_eol, &label_size);
+ PopStyleColor();
+ int vtx_idx_end = draw_list->_VtxCurrentIdx;
+
+ // Up<>Down alignment
+ const float available_space = ImMax(clip_width - label_size.x + ImAbs(padding.x * cos_a) * 2.0f - ImAbs(padding.y * sin_a) * 2.0f, 0.0f);
+ const float vertical_offset = available_space * align.y * (flip_label ? -1.0f : 1.0f);
+
+ // Rotate and offset label
+ ImVec2 pivot_in = ImVec2(window->ClipRect.Min.x - vertical_offset, window->ClipRect.Min.y + label_size.y);
+ ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y);
+ line_off_curr_x += flip_label ? -line_off_step_x : line_off_step_x;
+ pivot_out += unit_right * padding.y;
+ if (flip_label)
+ pivot_out += unit_right * (clip_width - ImMax(0.0f, clip_width - label_size.x));
+ pivot_out.x += flip_label ? line_off_curr_x + line_off_step_x : line_off_curr_x;
+ ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
+ //if (g.IO.KeyShift) { ImDrawList* fg_dl = GetForegroundDrawList(); vtx_idx_begin = fg_dl->_VtxCurrentIdx; fg_dl->AddRect(clip_r.Min, clip_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 1.0f); ShadeVertsTransformPos(fg_dl, vtx_idx_begin, fg_dl->_VtxCurrentIdx, pivot_in, label_cos_a, label_sin_a, pivot_out); }
+
+ label_name = label_name_eol + 1;
+ }
+ }
+ if (pass == 1)
+ {
+ // Draw border
+ draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n));
+ }
+ }
+ PopClipRect();
+ PopClipRect();
+ table->TempData->AngledHeadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Context Menu
+//-------------------------------------------------------------------------
+// - TableOpenContextMenu() [Internal]
+// - TableBeginContextMenuPopup() [Internal]
+// - TableDrawDefaultContextMenu() [Internal]
+//-------------------------------------------------------------------------
+
+// Use -1 to open menu not specific to a given column.
+void ImGui::TableOpenContextMenu(int column_n)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTable* table = g.CurrentTable;
+ if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency)
+ column_n = table->CurrentColumn;
+ if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn()
+ column_n = -1;
+ IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount);
+ if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
+ {
+ table->IsContextPopupOpen = true;
+ table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n;
+ table->InstanceInteracted = table->InstanceCurrent;
+ const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
+ OpenPopupEx(context_menu_id, ImGuiPopupFlags_None);
+ }
+}
+
+bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)
+{
+ if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted)
+ return false;
+ const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
+ if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
+ return true;
+ table->IsContextPopupOpen = false;
+ return false;
+}
+
+// Output context menu into current window (generally a popup)
+// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
+// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags.
+// - ImGuiTableFlags_Resizable -> display Sizing menu items
+// - ImGuiTableFlags_Reorderable -> display "Reset Order"
+////- ImGuiTableFlags_Sortable -> display sorting options (disabled)
+// - ImGuiTableFlags_Hideable -> display columns visibility menu items
+// It means if you have a custom context menus you can call this section and omit some sections, and add your own.
+void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return;
+
+ bool want_separator = false;
+ const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1;
+ ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL;
+
+ // Sizing
+ if (flags_for_section_to_display & ImGuiTableFlags_Resizable)
+ {
+ if (column != NULL)
+ {
+ const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;
+ if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne"
+ TableSetColumnWidthAutoSingle(table, column_n);
+ }
+
+ const char* size_all_desc;
+ if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame)
+ size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed
+ else
+ size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed
+ if (MenuItem(size_all_desc, NULL))
+ TableSetColumnWidthAutoAll(table);
+ want_separator = true;
+ }
+
+ // Ordering
+ if (flags_for_section_to_display & ImGuiTableFlags_Reorderable)
+ {
+ if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder))
+ table->IsResetDisplayOrderRequest = true;
+ want_separator = true;
+ }
+
+ // Reset all (should work but seems unnecessary/noisy to expose?)
+ //if (MenuItem("Reset all"))
+ // table->IsResetAllRequest = true;
+
+ // Sorting
+ // (modify TableOpenContextMenu() to add _Sortable flag if enabling this)
+#if 0
+ if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0)
+ {
+ if (want_separator)
+ Separator();
+ want_separator = true;
+
+ bool append_to_sort_specs = g.IO.KeyShift;
+ if (MenuItem("Sort in Ascending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Ascending, (column->Flags & ImGuiTableColumnFlags_NoSortAscending) == 0))
+ TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Ascending, append_to_sort_specs);
+ if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0))
+ TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs);
+ }
+#endif
+
+ // Hiding / Visibility
+ if (flags_for_section_to_display & ImGuiTableFlags_Hideable)
+ {
+ if (want_separator)
+ Separator();
+ want_separator = true;
+
+ PushItemFlag(ImGuiItemFlags_AutoClosePopups, false);
+ for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++)
+ {
+ ImGuiTableColumn* other_column = &table->Columns[other_column_n];
+ if (other_column->Flags & ImGuiTableColumnFlags_Disabled)
+ continue;
+
+ const char* name = TableGetColumnName(table, other_column_n);
+ if (name == NULL || name[0] == 0)
+ name = "";
+
+ // Make sure we can't hide the last active column
+ bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true;
+ if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1)
+ menu_item_active = false;
+ if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active))
+ other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled;
+ }
+ PopItemFlag();
+ }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Settings (.ini data)
+//-------------------------------------------------------------------------
+// FIXME: The binding/finding/creating flow are too confusing.
+//-------------------------------------------------------------------------
+// - TableSettingsInit() [Internal]
+// - TableSettingsCalcChunkSize() [Internal]
+// - TableSettingsCreate() [Internal]
+// - TableSettingsFindByID() [Internal]
+// - TableGetBoundSettings() [Internal]
+// - TableResetSettings()
+// - TableSaveSettings() [Internal]
+// - TableLoadSettings() [Internal]
+// - TableSettingsHandler_ClearAll() [Internal]
+// - TableSettingsHandler_ApplyAll() [Internal]
+// - TableSettingsHandler_ReadOpen() [Internal]
+// - TableSettingsHandler_ReadLine() [Internal]
+// - TableSettingsHandler_WriteAll() [Internal]
+// - TableSettingsInstallHandler() [Internal]
+//-------------------------------------------------------------------------
+// [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings.
+// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table.
+// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty.
+// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file.
+//-------------------------------------------------------------------------
+
+// Clear and initialize empty settings instance
+static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int columns_count, int columns_count_max)
+{
+ IM_PLACEMENT_NEW(settings) ImGuiTableSettings();
+ ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings();
+ for (int n = 0; n < columns_count_max; n++, settings_column++)
+ IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings();
+ settings->ID = id;
+ settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count;
+ settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max;
+ settings->WantApply = true;
+}
+
+static size_t TableSettingsCalcChunkSize(int columns_count)
+{
+ return sizeof(ImGuiTableSettings) + (size_t)columns_count * sizeof(ImGuiTableColumnSettings);
+}
+
+ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count));
+ TableSettingsInit(settings, id, columns_count, columns_count);
+ return settings;
+}
+
+// Find existing settings
+ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id)
+{
+ // FIXME-OPT: Might want to store a lookup map for this?
+ ImGuiContext& g = *GImGui;
+ for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
+ if (settings->ID == id)
+ return settings;
+ return NULL;
+}
+
+// Get settings for a given table, NULL if none
+ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table)
+{
+ if (table->SettingsOffset != -1)
+ {
+ ImGuiContext& g = *GImGui;
+ ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset);
+ IM_ASSERT(settings->ID == table->ID);
+ if (settings->ColumnsCountMax >= table->ColumnsCount)
+ return settings; // OK
+ settings->ID = 0; // Invalidate storage, we won't fit because of a count change
+ }
+ return NULL;
+}
+
+// Restore initial state of table (with or without saved settings)
+void ImGui::TableResetSettings(ImGuiTable* table)
+{
+ table->IsInitializing = table->IsSettingsDirty = true;
+ table->IsResetAllRequest = false;
+ table->IsSettingsRequestLoad = false; // Don't reload from ini
+ table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative
+}
+
+void ImGui::TableSaveSettings(ImGuiTable* table)
+{
+ table->IsSettingsDirty = false;
+ if (table->Flags & ImGuiTableFlags_NoSavedSettings)
+ return;
+
+ // Bind or create settings data
+ ImGuiContext& g = *GImGui;
+ ImGuiTableSettings* settings = TableGetBoundSettings(table);
+ if (settings == NULL)
+ {
+ settings = TableSettingsCreate(table->ID, table->ColumnsCount);
+ table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
+ }
+ settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount;
+
+ // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings
+ IM_ASSERT(settings->ID == table->ID);
+ IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount);
+ ImGuiTableColumn* column = table->Columns.Data;
+ ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
+
+ bool save_ref_scale = false;
+ settings->SaveFlags = ImGuiTableFlags_None;
+ for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++)
+ {
+ const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest;
+ column_settings->WidthOrWeight = width_or_weight;
+ column_settings->Index = (ImGuiTableColumnIdx)n;
+ column_settings->DisplayOrder = column->DisplayOrder;
+ column_settings->SortOrder = column->SortOrder;
+ column_settings->SortDirection = column->SortDirection;
+ column_settings->IsEnabled = column->IsUserEnabled;
+ column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0;
+ if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0)
+ save_ref_scale = true;
+
+ // We skip saving some data in the .ini file when they are unnecessary to restore our state.
+ // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f.
+ // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present.
+ if (width_or_weight != column->InitStretchWeightOrWidth)
+ settings->SaveFlags |= ImGuiTableFlags_Resizable;
+ if (column->DisplayOrder != n)
+ settings->SaveFlags |= ImGuiTableFlags_Reorderable;
+ if (column->SortOrder != -1)
+ settings->SaveFlags |= ImGuiTableFlags_Sortable;
+ if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0))
+ settings->SaveFlags |= ImGuiTableFlags_Hideable;
+ }
+ settings->SaveFlags &= table->Flags;
+ settings->RefScale = save_ref_scale ? table->RefScale : 0.0f;
+
+ MarkIniSettingsDirty();
+}
+
+void ImGui::TableLoadSettings(ImGuiTable* table)
+{
+ ImGuiContext& g = *GImGui;
+ table->IsSettingsRequestLoad = false;
+ if (table->Flags & ImGuiTableFlags_NoSavedSettings)
+ return;
+
+ // Bind settings
+ ImGuiTableSettings* settings;
+ if (table->SettingsOffset == -1)
+ {
+ settings = TableSettingsFindByID(table->ID);
+ if (settings == NULL)
+ return;
+ if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return...
+ table->IsSettingsDirty = true;
+ table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings);
+ }
+ else
+ {
+ settings = TableGetBoundSettings(table);
+ }
+
+ table->SettingsLoadedFlags = settings->SaveFlags;
+ table->RefScale = settings->RefScale;
+
+ // Initialize default columns settings
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ TableInitColumnDefaults(table, column, ~0);
+ column->AutoFitQueue = 0x00;
+ }
+
+ // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn
+ ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings();
+ ImU64 display_order_mask = 0;
+ for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++)
+ {
+ int column_n = column_settings->Index;
+ if (column_n < 0 || column_n >= table->ColumnsCount)
+ continue;
+
+ ImGuiTableColumn* column = &table->Columns[column_n];
+ if (settings->SaveFlags & ImGuiTableFlags_Resizable)
+ {
+ if (column_settings->IsStretch)
+ column->StretchWeight = column_settings->WidthOrWeight;
+ else
+ column->WidthRequest = column_settings->WidthOrWeight;
+ }
+ if (settings->SaveFlags & ImGuiTableFlags_Reorderable)
+ column->DisplayOrder = column_settings->DisplayOrder;
+ display_order_mask |= (ImU64)1 << column->DisplayOrder;
+ if ((settings->SaveFlags & ImGuiTableFlags_Hideable) && column_settings->IsEnabled != -1)
+ column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled == 1;
+ column->SortOrder = column_settings->SortOrder;
+ column->SortDirection = column_settings->SortDirection;
+ }
+
+ // Validate and fix invalid display order data
+ const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1;
+ if (display_order_mask != expected_display_order_mask)
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n;
+
+ // Rebuild index
+ for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
+ table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;
+}
+
+static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+ ImGuiContext& g = *ctx;
+ for (int i = 0; i != g.Tables.GetMapSize(); i++)
+ if (ImGuiTable* table = g.Tables.TryGetMapData(i))
+ table->SettingsOffset = -1;
+ g.SettingsTables.clear();
+}
+
+// Apply to existing windows (if any)
+static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
+{
+ ImGuiContext& g = *ctx;
+ for (int i = 0; i != g.Tables.GetMapSize(); i++)
+ if (ImGuiTable* table = g.Tables.TryGetMapData(i))
+ {
+ table->IsSettingsRequestLoad = true;
+ table->SettingsOffset = -1;
+ }
+}
+
+static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
+{
+ ImGuiID id = 0;
+ int columns_count = 0;
+ if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2)
+ return NULL;
+
+ if (ImGuiTableSettings* settings = ImGui::TableSettingsFindByID(id))
+ {
+ if (settings->ColumnsCountMax >= columns_count)
+ {
+ TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle
+ return settings;
+ }
+ settings->ID = 0; // Invalidate storage, we won't fit because of a count change
+ }
+ return ImGui::TableSettingsCreate(id, columns_count);
+}
+
+static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
+{
+ // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
+ ImGuiTableSettings* settings = (ImGuiTableSettings*)entry;
+ float f = 0.0f;
+ int column_n = 0, r = 0, n = 0;
+
+ if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; }
+
+ if (sscanf(line, "Column %d%n", &column_n, &r) == 1)
+ {
+ if (column_n < 0 || column_n >= settings->ColumnsCount)
+ return;
+ line = ImStrSkipBlank(line + r);
+ char c = 0;
+ ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n;
+ column->Index = (ImGuiTableColumnIdx)column_n;
+ if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; }
+ if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
+ if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; }
+ if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; }
+ if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; }
+ if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; }
+ }
+}
+
+static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
+{
+ ImGuiContext& g = *ctx;
+ for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
+ {
+ if (settings->ID == 0) // Skip ditched settings
+ continue;
+
+ // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped
+ // (e.g. Order was unchanged)
+ const bool save_size = (settings->SaveFlags & ImGuiTableFlags_Resizable) != 0;
+ const bool save_visible = (settings->SaveFlags & ImGuiTableFlags_Hideable) != 0;
+ const bool save_order = (settings->SaveFlags & ImGuiTableFlags_Reorderable) != 0;
+ const bool save_sort = (settings->SaveFlags & ImGuiTableFlags_Sortable) != 0;
+ // We need to save the [Table] entry even if all the bools are false, since this records a table with "default settings".
+
+ buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve
+ buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount);
+ if (settings->RefScale != 0.0f)
+ buf->appendf("RefScale=%g\n", settings->RefScale);
+ ImGuiTableColumnSettings* column = settings->GetColumnSettings();
+ for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++)
+ {
+ // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v"
+ bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1);
+ if (!save_column)
+ continue;
+ buf->appendf("Column %-2d", column_n);
+ if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); }
+ if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); }
+ if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); }
+ if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); }
+ if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); }
+ if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); }
+ buf->append("\n");
+ }
+ buf->append("\n");
+ }
+}
+
+void ImGui::TableSettingsAddSettingsHandler()
+{
+ ImGuiSettingsHandler ini_handler;
+ ini_handler.TypeName = "Table";
+ ini_handler.TypeHash = ImHashStr("Table");
+ ini_handler.ClearAllFn = TableSettingsHandler_ClearAll;
+ ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen;
+ ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
+ ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;
+ ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
+ AddSettingsHandler(&ini_handler);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Garbage Collection
+//-------------------------------------------------------------------------
+// - TableRemove() [Internal]
+// - TableGcCompactTransientBuffers() [Internal]
+// - TableGcCompactSettings() [Internal]
+//-------------------------------------------------------------------------
+
+// Remove Table data (currently only used by TestEngine)
+void ImGui::TableRemove(ImGuiTable* table)
+{
+ //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID);
+ ImGuiContext& g = *GImGui;
+ int table_idx = g.Tables.GetIndex(table);
+ //memset(table->RawData.Data, 0, table->RawData.size_in_bytes());
+ //memset(table, 0, sizeof(ImGuiTable));
+ g.Tables.Remove(table->ID, table);
+ g.TablesLastTimeActive[table_idx] = -1.0f;
+}
+
+// Free up/compact internal Table buffers for when it gets unused
+void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
+{
+ //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(table->MemoryCompacted == false);
+ table->SortSpecs.Specs = NULL;
+ table->SortSpecsMulti.clear();
+ table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume.
+ table->ColumnsNames.clear();
+ table->MemoryCompacted = true;
+ for (int n = 0; n < table->ColumnsCount; n++)
+ table->Columns[n].NameOffset = -1;
+ g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f;
+}
+
+void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data)
+{
+ temp_data->DrawSplitter.ClearFreeMemory();
+ temp_data->LastTimeActive = -1.0f;
+}
+
+// Compact and remove unused settings data (currently only used by TestEngine)
+void ImGui::TableGcCompactSettings()
+{
+ ImGuiContext& g = *GImGui;
+ int required_memory = 0;
+ for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
+ if (settings->ID != 0)
+ required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount);
+ if (required_memory == g.SettingsTables.Buf.Size)
+ return;
+ ImChunkStream new_chunk_stream;
+ new_chunk_stream.Buf.reserve(required_memory);
+ for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
+ if (settings->ID != 0)
+ memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount));
+ g.SettingsTables.swap(new_chunk_stream);
+}
+
+
+//-------------------------------------------------------------------------
+// [SECTION] Tables: Debugging
+//-------------------------------------------------------------------------
+// - DebugNodeTable() [Internal]
+//-------------------------------------------------------------------------
+
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+
+static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy)
+{
+ sizing_policy &= ImGuiTableFlags_SizingMask_;
+ if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; }
+ if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; }
+ if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; }
+ if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; }
+ return "N/A";
+}
+
+void ImGui::DebugNodeTable(ImGuiTable* table)
+{
+ ImGuiContext& g = *GImGui;
+ const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.
+ if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+ bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*");
+ if (!is_active) { PopStyleColor(); }
+ if (IsItemHovered())
+ GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));
+ if (IsItemVisible() && table->HoveredColumnBody != -1)
+ GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
+ if (!open)
+ return;
+ if (table->InstanceCurrent > 0)
+ Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1);
+ if (g.IO.ConfigDebugIsDebuggerPresent)
+ {
+ if (DebugBreakButton("**DebugBreak**", "in BeginTable()"))
+ g.DebugBreakInTable = table->ID;
+ SameLine();
+ }
+
+ bool clear_settings = SmallButton("Clear settings");
+ BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));
+ BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
+ BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);
+ BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);
+ BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);
+ for (int n = 0; n < table->InstanceCurrent + 1; n++)
+ {
+ ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n);
+ BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight);
+ }
+ //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen);
+ float sum_weights = 0.0f;
+ for (int n = 0; n < table->ColumnsCount; n++)
+ if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch)
+ sum_weights += table->Columns[n].StretchWeight;
+ for (int n = 0; n < table->ColumnsCount; n++)
+ {
+ ImGuiTableColumn* column = &table->Columns[n];
+ const char* name = TableGetColumnName(table, n);
+ char buf[512];
+ ImFormatString(buf, IM_ARRAYSIZE(buf),
+ "Column %d order %d '%s': offset %+.2f to %+.2f%s\n"
+ "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n"
+ "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n"
+ "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n"
+ "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n"
+ "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..",
+ n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "",
+ column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen,
+ column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f,
+ column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x,
+ column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX,
+ column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags,
+ (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "",
+ (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "",
+ (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : "");
+ Bullet();
+ Selectable(buf);
+ if (IsItemHovered())
+ {
+ ImRect r(column->MinX, table->OuterRect.Min.y, column->MaxX, table->OuterRect.Max.y);
+ GetForegroundDrawList()->AddRect(r.Min, r.Max, IM_COL32(255, 255, 0, 255));
+ }
+ }
+ if (ImGuiTableSettings* settings = TableGetBoundSettings(table))
+ DebugNodeTableSettings(settings);
+ if (clear_settings)
+ table->IsResetAllRequest = true;
+ TreePop();
+}
+
+void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)
+{
+ if (!TreeNode((void*)(intptr_t)settings->ID, "Settings 0x%08X (%d columns)", settings->ID, settings->ColumnsCount))
+ return;
+ BulletText("SaveFlags: 0x%08X", settings->SaveFlags);
+ BulletText("ColumnsCount: %d (max %d)", settings->ColumnsCount, settings->ColumnsCountMax);
+ for (int n = 0; n < settings->ColumnsCount; n++)
+ {
+ ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n];
+ ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None;
+ BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X",
+ n, column_settings->DisplayOrder, column_settings->SortOrder,
+ (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---",
+ column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID);
+ }
+ TreePop();
+}
+
+#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
+
+void ImGui::DebugNodeTable(ImGuiTable*) {}
+void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}
+
+#endif
+
+
+//-------------------------------------------------------------------------
+// [SECTION] Columns, BeginColumns, EndColumns, etc.
+// (This is a legacy API, prefer using BeginTable/EndTable!)
+//-------------------------------------------------------------------------
+// FIXME: sizing is lossy when columns width is very small (default width may turn negative etc.)
+//-------------------------------------------------------------------------
+// - SetWindowClipRectBeforeSetChannel() [Internal]
+// - GetColumnIndex()
+// - GetColumnsCount()
+// - GetColumnOffset()
+// - GetColumnWidth()
+// - SetColumnOffset()
+// - SetColumnWidth()
+// - PushColumnClipRect() [Internal]
+// - PushColumnsBackground() [Internal]
+// - PopColumnsBackground() [Internal]
+// - FindOrCreateColumns() [Internal]
+// - GetColumnsID() [Internal]
+// - BeginColumns()
+// - NextColumn()
+// - EndColumns()
+// - Columns()
+//-------------------------------------------------------------------------
+
+// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
+// they would meddle many times with the underlying ImDrawCmd.
+// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
+// the subsequent single call to SetCurrentChannel() does it things once.
+void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
+{
+ ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
+ window->ClipRect = clip_rect;
+ window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
+ window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
+}
+
+int ImGui::GetColumnIndex()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
+}
+
+int ImGui::GetColumnsCount()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
+}
+
+float ImGui::GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm)
+{
+ return offset_norm * (columns->OffMaxX - columns->OffMinX);
+}
+
+float ImGui::GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset)
+{
+ return offset / (columns->OffMaxX - columns->OffMinX);
+}
+
+static const float COLUMNS_HIT_RECT_HALF_THICKNESS = 4.0f;
+
+static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index)
+{
+ // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
+ // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
+ IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
+
+ float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale) - window->Pos.x;
+ x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
+ if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths))
+ x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
+
+ return x;
+}
+
+float ImGui::GetColumnOffset(int column_index)
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiOldColumns* columns = window->DC.CurrentColumns;
+ if (columns == NULL)
+ return 0.0f;
+
+ if (column_index < 0)
+ column_index = columns->Current;
+ IM_ASSERT(column_index < columns->Columns.Size);
+
+ const float t = columns->Columns[column_index].OffsetNorm;
+ const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
+ return x_offset;
+}
+
+static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool before_resize = false)
+{
+ if (column_index < 0)
+ column_index = columns->Current;
+
+ float offset_norm;
+ if (before_resize)
+ offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
+ else
+ offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
+ return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
+}
+
+float ImGui::GetColumnWidth(int column_index)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiOldColumns* columns = window->DC.CurrentColumns;
+ if (columns == NULL)
+ return GetContentRegionAvail().x;
+
+ if (column_index < 0)
+ column_index = columns->Current;
+ return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
+}
+
+void ImGui::SetColumnOffset(int column_index, float offset)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiOldColumns* columns = window->DC.CurrentColumns;
+ IM_ASSERT(columns != NULL);
+
+ if (column_index < 0)
+ column_index = columns->Current;
+ IM_ASSERT(column_index < columns->Columns.Size);
+
+ const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1);
+ const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
+
+ if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow))
+ offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
+ columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
+
+ if (preserve_width)
+ SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
+}
+
+void ImGui::SetColumnWidth(int column_index, float width)
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiOldColumns* columns = window->DC.CurrentColumns;
+ IM_ASSERT(columns != NULL);
+
+ if (column_index < 0)
+ column_index = columns->Current;
+ SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
+}
+
+void ImGui::PushColumnClipRect(int column_index)
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiOldColumns* columns = window->DC.CurrentColumns;
+ if (column_index < 0)
+ column_index = columns->Current;
+
+ ImGuiOldColumnData* column = &columns->Columns[column_index];
+ PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
+}
+
+// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
+void ImGui::PushColumnsBackground()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiOldColumns* columns = window->DC.CurrentColumns;
+ if (columns->Count == 1)
+ return;
+
+ // Optimization: avoid SetCurrentChannel() + PushClipRect()
+ columns->HostBackupClipRect = window->ClipRect;
+ SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
+ columns->Splitter.SetCurrentChannel(window->DrawList, 0);
+}
+
+void ImGui::PopColumnsBackground()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiOldColumns* columns = window->DC.CurrentColumns;
+ if (columns->Count == 1)
+ return;
+
+ // Optimization: avoid PopClipRect() + SetCurrentChannel()
+ SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
+ columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
+}
+
+ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
+{
+ // We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
+ for (int n = 0; n < window->ColumnsStorage.Size; n++)
+ if (window->ColumnsStorage[n].ID == id)
+ return &window->ColumnsStorage[n];
+
+ window->ColumnsStorage.push_back(ImGuiOldColumns());
+ ImGuiOldColumns* columns = &window->ColumnsStorage.back();
+ columns->ID = id;
+ return columns;
+}
+
+ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+
+ // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
+ // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
+ PushID(0x11223347 + (str_id ? 0 : columns_count));
+ ImGuiID id = window->GetID(str_id ? str_id : "columns");
+ PopID();
+
+ return id;
+}
+
+void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ IM_ASSERT(columns_count >= 1);
+ IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
+
+ // Acquire storage for the columns set
+ ImGuiID id = GetColumnsID(str_id, columns_count);
+ ImGuiOldColumns* columns = FindOrCreateColumns(window, id);
+ IM_ASSERT(columns->ID == id);
+ columns->Current = 0;
+ columns->Count = columns_count;
+ columns->Flags = flags;
+ window->DC.CurrentColumns = columns;
+ window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX();
+
+ columns->HostCursorPosY = window->DC.CursorPos.y;
+ columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
+ columns->HostInitialClipRect = window->ClipRect;
+ columns->HostBackupParentWorkRect = window->ParentWorkRect;
+ window->ParentWorkRect = window->WorkRect;
+
+ // Set state for first column
+ // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
+ const float column_padding = g.Style.ItemSpacing.x;
+ const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
+ const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
+ const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
+ columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
+ columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
+ columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
+
+ // Clear data if columns count changed
+ if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
+ columns->Columns.resize(0);
+
+ // Initialize default widths
+ columns->IsFirstFrame = (columns->Columns.Size == 0);
+ if (columns->Columns.Size == 0)
+ {
+ columns->Columns.reserve(columns_count + 1);
+ for (int n = 0; n < columns_count + 1; n++)
+ {
+ ImGuiOldColumnData column;
+ column.OffsetNorm = n / (float)columns_count;
+ columns->Columns.push_back(column);
+ }
+ }
+
+ for (int n = 0; n < columns_count; n++)
+ {
+ // Compute clipping rectangle
+ ImGuiOldColumnData* column = &columns->Columns[n];
+ float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n));
+ float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
+ column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
+ column->ClipRect.ClipWithFull(window->ClipRect);
+ }
+
+ if (columns->Count > 1)
+ {
+ columns->Splitter.Split(window->DrawList, 1 + columns->Count);
+ columns->Splitter.SetCurrentChannel(window->DrawList, 1);
+ PushColumnClipRect(0);
+ }
+
+ // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
+ float offset_0 = GetColumnOffset(columns->Current);
+ float offset_1 = GetColumnOffset(columns->Current + 1);
+ float width = offset_1 - offset_0;
+ PushItemWidth(width * 0.65f);
+ window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
+ window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+ window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
+ window->WorkRect.Max.y = window->ContentRegionRect.Max.y;
+}
+
+void ImGui::NextColumn()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems || window->DC.CurrentColumns == NULL)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ ImGuiOldColumns* columns = window->DC.CurrentColumns;
+
+ if (columns->Count == 1)
+ {
+ window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+ IM_ASSERT(columns->Current == 0);
+ return;
+ }
+
+ // Next column
+ if (++columns->Current == columns->Count)
+ columns->Current = 0;
+
+ PopItemWidth();
+
+ // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
+ // (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
+ ImGuiOldColumnData* column = &columns->Columns[columns->Current];
+ SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
+ columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
+
+ const float column_padding = g.Style.ItemSpacing.x;
+ columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
+ if (columns->Current > 0)
+ {
+ // Columns 1+ ignore IndentX (by canceling it out)
+ // FIXME-COLUMNS: Unnecessary, could be locked?
+ window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
+ }
+ else
+ {
+ // New row/line: column 0 honor IndentX.
+ window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
+ window->DC.IsSameLine = false;
+ columns->LineMinY = columns->LineMaxY;
+ }
+ window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+ window->DC.CursorPos.y = columns->LineMinY;
+ window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
+ window->DC.CurrLineTextBaseOffset = 0.0f;
+
+ // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
+ float offset_0 = GetColumnOffset(columns->Current);
+ float offset_1 = GetColumnOffset(columns->Current + 1);
+ float width = offset_1 - offset_0;
+ PushItemWidth(width * 0.65f);
+ window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
+}
+
+void ImGui::EndColumns()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ ImGuiOldColumns* columns = window->DC.CurrentColumns;
+ IM_ASSERT(columns != NULL);
+
+ PopItemWidth();
+ if (columns->Count > 1)
+ {
+ PopClipRect();
+ columns->Splitter.Merge(window->DrawList);
+ }
+
+ const ImGuiOldColumnFlags flags = columns->Flags;
+ columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
+ window->DC.CursorPos.y = columns->LineMaxY;
+ if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize))
+ window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
+
+ // Draw columns borders and handle resize
+ // The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
+ bool is_being_resized = false;
+ if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems)
+ {
+ // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
+ const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
+ const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
+ int dragging_column = -1;
+ for (int n = 1; n < columns->Count; n++)
+ {
+ ImGuiOldColumnData* column = &columns->Columns[n];
+ float x = window->Pos.x + GetColumnOffset(n);
+ const ImGuiID column_id = columns->ID + ImGuiID(n);
+ const float column_hit_hw = ImTrunc(COLUMNS_HIT_RECT_HALF_THICKNESS * g.CurrentDpiScale);
+ const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
+ if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
+ continue;
+
+ bool hovered = false, held = false;
+ if (!(flags & ImGuiOldColumnFlags_NoResize))
+ {
+ ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
+ if (hovered || held)
+ SetMouseCursor(ImGuiMouseCursor_ResizeEW);
+ if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize))
+ dragging_column = n;
+ }
+
+ // Draw column
+ const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
+ const float xi = IM_TRUNC(x);
+ window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
+ }
+
+ // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
+ if (dragging_column != -1)
+ {
+ if (!columns->IsBeingResized)
+ for (int n = 0; n < columns->Count + 1; n++)
+ columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
+ columns->IsBeingResized = is_being_resized = true;
+ float x = GetDraggedColumnOffset(columns, dragging_column);
+ SetColumnOffset(dragging_column, x);
+ }
+ }
+ columns->IsBeingResized = is_being_resized;
+
+ window->WorkRect = window->ParentWorkRect;
+ window->ParentWorkRect = columns->HostBackupParentWorkRect;
+ window->DC.CurrentColumns = NULL;
+ window->DC.ColumnsOffset.x = 0.0f;
+ window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+ NavUpdateCurrentWindowIsScrollPushableX();
+}
+
+void ImGui::Columns(int columns_count, const char* id, bool borders)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ IM_ASSERT(columns_count >= 1);
+
+ ImGuiOldColumnFlags flags = (borders ? 0 : ImGuiOldColumnFlags_NoBorder);
+ //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior
+ ImGuiOldColumns* columns = window->DC.CurrentColumns;
+ if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
+ return;
+
+ if (columns != NULL)
+ EndColumns();
+
+ if (columns_count != 1)
+ BeginColumns(id, columns_count, flags);
+}
+
+//-------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/Engine/Src/Imp/CPP/Vendor/imgui/imgui_widgets.cpp b/Engine/Src/Imp/CPP/Vendor/imgui/imgui_widgets.cpp
new file mode 100644
index 0000000..4d3f53a
--- /dev/null
+++ b/Engine/Src/Imp/CPP/Vendor/imgui/imgui_widgets.cpp
@@ -0,0 +1,10764 @@
+// dear imgui, v1.92.4 WIP
+// (widgets code)
+
+/*
+
+Index of this file:
+
+// [SECTION] Forward Declarations
+// [SECTION] Widgets: Text, etc.
+// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)
+// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)
+// [SECTION] Widgets: ComboBox
+// [SECTION] Data Type and Data Formatting Helpers
+// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
+// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
+// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
+// [SECTION] Widgets: InputText, InputTextMultiline
+// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
+// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
+// [SECTION] Widgets: Selectable
+// [SECTION] Widgets: Typing-Select support
+// [SECTION] Widgets: Box-Select support
+// [SECTION] Widgets: Multi-Select support
+// [SECTION] Widgets: Multi-Select helpers
+// [SECTION] Widgets: ListBox
+// [SECTION] Widgets: PlotLines, PlotHistogram
+// [SECTION] Widgets: Value helpers
+// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.
+// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
+// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
+// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
+
+*/
+
+#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
+#define _CRT_SECURE_NO_WARNINGS
+#endif
+
+#ifndef IMGUI_DEFINE_MATH_OPERATORS
+#define IMGUI_DEFINE_MATH_OPERATORS
+#endif
+
+#include
+#ifndef IMGUI_DISABLE
+#include
+
+// System includes
+#include // intptr_t
+
+//-------------------------------------------------------------------------
+// Warnings
+//-------------------------------------------------------------------------
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (disable: 4127) // condition expression is constant
+#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
+#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
+#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
+#endif
+#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
+#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
+#endif
+
+// Clang/GCC warnings with -Weverything
+#if defined(__clang__)
+#if __has_warning("-Wunknown-warning-option")
+#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
+#endif
+#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
+#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
+#pragma clang diagnostic ignored "-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int'
+#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
+#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
+#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used.
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
+#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
+#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
+#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
+#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
+#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label
+#elif defined(__GNUC__)
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
+#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X has type 'unsigned int'/'ImGuiWindow*'
+#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
+#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
+#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
+#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
+#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
+#endif
+
+//-------------------------------------------------------------------------
+// Data
+//-------------------------------------------------------------------------
+
+// Widgets
+static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior.
+static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags.
+
+// Those MIN/MAX values are not define because we need to point to them
+static const signed char IM_S8_MIN = -128;
+static const signed char IM_S8_MAX = 127;
+static const unsigned char IM_U8_MIN = 0;
+static const unsigned char IM_U8_MAX = 0xFF;
+static const signed short IM_S16_MIN = -32768;
+static const signed short IM_S16_MAX = 32767;
+static const unsigned short IM_U16_MIN = 0;
+static const unsigned short IM_U16_MAX = 0xFFFF;
+static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000);
+static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF)
+static const ImU32 IM_U32_MIN = 0;
+static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF)
+#ifdef LLONG_MIN
+static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll);
+static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll);
+#else
+static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1;
+static const ImS64 IM_S64_MAX = 9223372036854775807LL;
+#endif
+static const ImU64 IM_U64_MIN = 0;
+#ifdef ULLONG_MAX
+static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);
+#else
+static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
+#endif
+
+//-------------------------------------------------------------------------
+// [SECTION] Forward Declarations
+//-------------------------------------------------------------------------
+
+// For InputTextEx()
+static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false);
+static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining = NULL, ImVec2* out_offset = NULL, ImDrawTextFlags flags = 0);
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Text, etc.
+//-------------------------------------------------------------------------
+// - TextEx() [Internal]
+// - TextUnformatted()
+// - Text()
+// - TextV()
+// - TextColored()
+// - TextColoredV()
+// - TextDisabled()
+// - TextDisabledV()
+// - TextWrapped()
+// - TextWrappedV()
+// - LabelText()
+// - LabelTextV()
+// - BulletText()
+// - BulletTextV()
+//-------------------------------------------------------------------------
+
+void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+ ImGuiContext& g = *GImGui;
+
+ // Accept null ranges
+ if (text == text_end)
+ text = text_end = "";
+
+ // Calculate length
+ const char* text_begin = text;
+ if (text_end == NULL)
+ text_end = text + ImStrlen(text); // FIXME-OPT
+
+ const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
+ const float wrap_pos_x = window->DC.TextWrapPos;
+ const bool wrap_enabled = (wrap_pos_x >= 0.0f);
+ if (text_end - text <= 2000 || wrap_enabled)
+ {
+ // Common case
+ const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
+ const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
+
+ ImRect bb(text_pos, text_pos + text_size);
+ ItemSize(text_size, 0.0f);
+ if (!ItemAdd(bb, 0))
+ return;
+
+ // Render (we don't hide text after ## in this end-user function)
+ RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
+ }
+ else
+ {
+ // Long text!
+ // Perform manual coarse clipping to optimize for long multi-line text
+ // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
+ // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
+ // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop.
+ const char* line = text;
+ const float line_height = GetTextLineHeight();
+ ImVec2 text_size(0, 0);
+
+ // Lines to skip (can't skip when logging text)
+ ImVec2 pos = text_pos;
+ if (!g.LogEnabled)
+ {
+ int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height);
+ if (lines_skippable > 0)
+ {
+ int lines_skipped = 0;
+ while (line < text_end && lines_skipped < lines_skippable)
+ {
+ const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line);
+ if (!line_end)
+ line_end = text_end;
+ if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
+ text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
+ line = line_end + 1;
+ lines_skipped++;
+ }
+ pos.y += lines_skipped * line_height;
+ }
+ }
+
+ // Lines to render
+ if (line < text_end)
+ {
+ ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
+ while (line < text_end)
+ {
+ if (IsClippedEx(line_rect, 0))
+ break;
+
+ const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line);
+ if (!line_end)
+ line_end = text_end;
+ text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
+ RenderText(pos, line, line_end, false);
+ line = line_end + 1;
+ line_rect.Min.y += line_height;
+ line_rect.Max.y += line_height;
+ pos.y += line_height;
+ }
+
+ // Count remaining lines
+ int lines_skipped = 0;
+ while (line < text_end)
+ {
+ const char* line_end = (const char*)ImMemchr(line, '\n', text_end - line);
+ if (!line_end)
+ line_end = text_end;
+ if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
+ text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
+ line = line_end + 1;
+ lines_skipped++;
+ }
+ pos.y += lines_skipped * line_height;
+ }
+ text_size.y = (pos - text_pos).y;
+
+ ImRect bb(text_pos, text_pos + text_size);
+ ItemSize(text_size, 0.0f);
+ ItemAdd(bb, 0);
+ }
+}
+
+void ImGui::TextUnformatted(const char* text, const char* text_end)
+{
+ TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
+}
+
+void ImGui::Text(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ TextV(fmt, args);
+ va_end(args);
+}
+
+void ImGui::TextV(const char* fmt, va_list args)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ const char* text, *text_end;
+ ImFormatStringToTempBufferV(&text, &text_end, fmt, args);
+ TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
+}
+
+void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ TextColoredV(col, fmt, args);
+ va_end(args);
+}
+
+void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
+{
+ PushStyleColor(ImGuiCol_Text, col);
+ TextV(fmt, args);
+ PopStyleColor();
+}
+
+void ImGui::TextDisabled(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ TextDisabledV(fmt, args);
+ va_end(args);
+}
+
+void ImGui::TextDisabledV(const char* fmt, va_list args)
+{
+ ImGuiContext& g = *GImGui;
+ PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
+ TextV(fmt, args);
+ PopStyleColor();
+}
+
+void ImGui::TextWrapped(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ TextWrappedV(fmt, args);
+ va_end(args);
+}
+
+void ImGui::TextWrappedV(const char* fmt, va_list args)
+{
+ ImGuiContext& g = *GImGui;
+ const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set
+ if (need_backup)
+ PushTextWrapPos(0.0f);
+ TextV(fmt, args);
+ if (need_backup)
+ PopTextWrapPos();
+}
+
+void ImGui::TextAligned(float align_x, float size_x, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ TextAlignedV(align_x, size_x, fmt, args);
+ va_end(args);
+}
+
+// align_x: 0.0f = left, 0.5f = center, 1.0f = right.
+// size_x : 0.0f = shortcut for GetContentRegionAvail().x
+// FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024)
+void ImGui::TextAlignedV(float align_x, float size_x, const char* fmt, va_list args)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ const char* text, *text_end;
+ ImFormatStringToTempBufferV(&text, &text_end, fmt, args);
+ const ImVec2 text_size = CalcTextSize(text, text_end);
+ size_x = CalcItemSize(ImVec2(size_x, 0.0f), 0.0f, text_size.y).x;
+
+ ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
+ ImVec2 pos_max(pos.x + size_x, window->ClipRect.Max.y);
+ ImVec2 size(ImMin(size_x, text_size.x), text_size.y);
+ window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, pos.x + text_size.x);
+ window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, pos.x + text_size.x);
+ if (align_x > 0.0f && text_size.x < size_x)
+ pos.x += ImTrunc((size_x - text_size.x) * align_x);
+ RenderTextEllipsis(window->DrawList, pos, pos_max, pos_max.x, text, text_end, &text_size);
+
+ const ImVec2 backup_max_pos = window->DC.CursorMaxPos;
+ ItemSize(size);
+ ItemAdd(ImRect(pos, pos + size), 0);
+ window->DC.CursorMaxPos.x = backup_max_pos.x; // Cancel out extending content size because right-aligned text would otherwise mess it up.
+
+ if (size_x < text_size.x && IsItemHovered(ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_ForTooltip))
+ SetTooltip("%.*s", (int)(text_end - text), text);
+}
+
+void ImGui::LabelText(const char* label, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ LabelTextV(label, fmt, args);
+ va_end(args);
+}
+
+// Add a label+text combo aligned to other label+value widgets
+void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const float w = CalcItemWidth();
+
+ const char* value_text_begin, *value_text_end;
+ ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args);
+ const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false);
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+ const ImVec2 pos = window->DC.CursorPos;
+ const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2));
+ const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2));
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, 0))
+ return;
+
+ // Render
+ RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f));
+ if (label_size.x > 0.0f)
+ RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
+}
+
+void ImGui::BulletText(const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ BulletTextV(fmt, args);
+ va_end(args);
+}
+
+// Text with a little bullet aligned to the typical tree node.
+void ImGui::BulletTextV(const char* fmt, va_list args)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+
+ const char* text_begin, *text_end;
+ ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args);
+ const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
+ const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding
+ ImVec2 pos = window->DC.CursorPos;
+ pos.y += window->DC.CurrLineTextBaseOffset;
+ ItemSize(total_size, 0.0f);
+ const ImRect bb(pos, pos + total_size);
+ if (!ItemAdd(bb, 0))
+ return;
+
+ // Render
+ ImU32 text_col = GetColorU32(ImGuiCol_Text);
+ RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col);
+ RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Main
+//-------------------------------------------------------------------------
+// - ButtonBehavior() [Internal]
+// - Button()
+// - SmallButton()
+// - InvisibleButton()
+// - ArrowButton()
+// - CloseButton() [Internal]
+// - CollapseButton() [Internal]
+// - GetWindowScrollbarID() [Internal]
+// - GetWindowScrollbarRect() [Internal]
+// - Scrollbar() [Internal]
+// - ScrollbarEx() [Internal]
+// - Image()
+// - ImageButton()
+// - Checkbox()
+// - CheckboxFlagsT() [Internal]
+// - CheckboxFlags()
+// - RadioButton()
+// - ProgressBar()
+// - Bullet()
+// - Hyperlink()
+//-------------------------------------------------------------------------
+
+// The ButtonBehavior() function is key to many interactions and used by many/most widgets.
+// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_),
+// this code is a little complex.
+// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior.
+// See the series of events below and the corresponding state reported by dear imgui:
+//------------------------------------------------------------------------------------------------------------------------------------------------
+// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
+// Frame N+0 (mouse is outside bb) - - - - - -
+// Frame N+1 (mouse moves inside bb) - true - - - -
+// Frame N+2 (mouse button is down) - true true true - true
+// Frame N+3 (mouse button is down) - true true - - -
+// Frame N+4 (mouse moves outside bb) - - true - - -
+// Frame N+5 (mouse moves inside bb) - true true - - -
+// Frame N+6 (mouse button is released) true true - - true -
+// Frame N+7 (mouse button is released) - true - - - -
+// Frame N+8 (mouse moves outside bb) - - - - - -
+//------------------------------------------------------------------------------------------------------------------------------------------------
+// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
+// Frame N+2 (mouse button is down) true true true true - true
+// Frame N+3 (mouse button is down) - true true - - -
+// Frame N+6 (mouse button is released) - true - - true -
+// Frame N+7 (mouse button is released) - true - - - -
+//------------------------------------------------------------------------------------------------------------------------------------------------
+// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
+// Frame N+2 (mouse button is down) - true - - - true
+// Frame N+3 (mouse button is down) - true - - - -
+// Frame N+6 (mouse button is released) true true - - - -
+// Frame N+7 (mouse button is released) - true - - - -
+//------------------------------------------------------------------------------------------------------------------------------------------------
+// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
+// Frame N+0 (mouse button is down) - true - - - true
+// Frame N+1 (mouse button is down) - true - - - -
+// Frame N+2 (mouse button is released) - true - - - -
+// Frame N+3 (mouse button is released) - true - - - -
+// Frame N+4 (mouse button is down) true true true true - true
+// Frame N+5 (mouse button is down) - true true - - -
+// Frame N+6 (mouse button is released) - true - - true -
+// Frame N+7 (mouse button is released) - true - - - -
+//------------------------------------------------------------------------------------------------------------------------------------------------
+// Note that some combinations are supported,
+// - PressedOnDragDropHold can generally be associated with any flag.
+// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.
+//------------------------------------------------------------------------------------------------------------------------------------------------
+// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set:
+// Repeat+ Repeat+ Repeat+ Repeat+
+// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick
+//-------------------------------------------------------------------------------------------------------------------------------------------------
+// Frame N+0 (mouse button is down) - true - true
+// ... - - - -
+// Frame N + RepeatDelay true true - true
+// ... - - - -
+// Frame N + RepeatDelay + RepeatRate*N true true - true
+//-------------------------------------------------------------------------------------------------------------------------------------------------
+
+// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc.
+// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);'
+// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading.
+// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature.
+// One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior()
+// with same ID and different MouseButton (see #8030). You can fix it by:
+// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags.
+// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
+bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ // Default behavior inherited from item flags
+ // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that.
+ ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags);
+ if (flags & ImGuiButtonFlags_AllowOverlap)
+ item_flags |= ImGuiItemFlags_AllowOverlap;
+ if (item_flags & ImGuiItemFlags_NoFocus)
+ flags |= ImGuiButtonFlags_NoFocus | ImGuiButtonFlags_NoNavFocus;
+
+ // Default only reacts to left mouse button
+ if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)
+ flags |= ImGuiButtonFlags_MouseButtonLeft;
+
+ // Default behavior requires click + release inside bounding box
+ if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)
+ flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick : ImGuiButtonFlags_PressedOnDefault_;
+
+ ImGuiWindow* backup_hovered_window = g.HoveredWindow;
+ const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window->RootWindow;
+ if (flatten_hovered_children)
+ g.HoveredWindow = window;
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ // Alternate registration spot, for when caller didn't use ItemAdd()
+ if (g.LastItemData.ID != id)
+ IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL);
+#endif
+
+ bool pressed = false;
+ bool hovered = ItemHoverable(bb, id, item_flags);
+
+ // Special mode for Drag and Drop used by openables (tree nodes, tabs etc.)
+ // where holding the button pressed for a long time while drag a payload item triggers the button.
+ if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
+ if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
+ {
+ hovered = true;
+ SetHoveredID(id);
+ if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER)
+ {
+ pressed = true;
+ g.DragDropHoldJustPressedId = id;
+ FocusWindow(window);
+ }
+ }
+
+ if (flatten_hovered_children)
+ g.HoveredWindow = backup_hovered_window;
+
+ // Mouse handling
+ const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;
+ if (hovered)
+ {
+ IM_ASSERT(id != 0); // Lazily check inside rare path.
+
+ // Poll mouse buttons
+ // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId.
+ // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine.
+ int mouse_button_clicked = -1;
+ int mouse_button_released = -1;
+ for (int button = 0; button < 3; button++)
+ if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here.
+ {
+ if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; }
+ if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; }
+ }
+
+ // Process initial action
+ const bool mods_ok = !(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt);
+ if (mods_ok)
+ {
+ if (mouse_button_clicked != -1 && g.ActiveId != id)
+ {
+ if (!(flags & ImGuiButtonFlags_NoSetKeyOwner))
+ SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id);
+ if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
+ {
+ SetActiveID(id, window);
+ g.ActiveIdMouseButton = mouse_button_clicked;
+ if (!(flags & ImGuiButtonFlags_NoNavFocus))
+ {
+ SetFocusID(id, window);
+ FocusWindow(window);
+ }
+ else if (!(flags & ImGuiButtonFlags_NoFocus))
+ {
+ FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child
+ }
+ }
+ if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2))
+ {
+ pressed = true;
+ if (flags & ImGuiButtonFlags_NoHoldingActiveId)
+ ClearActiveID();
+ else
+ SetActiveID(id, window); // Hold on ID
+ g.ActiveIdMouseButton = mouse_button_clicked;
+ if (!(flags & ImGuiButtonFlags_NoNavFocus))
+ {
+ SetFocusID(id, window);
+ FocusWindow(window);
+ }
+ else if (!(flags & ImGuiButtonFlags_NoFocus))
+ {
+ FocusWindow(window, ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to front, but try to avoid losing NavId when navigating a child
+ }
+ }
+ }
+ if (flags & ImGuiButtonFlags_PressedOnRelease)
+ {
+ if (mouse_button_released != -1)
+ {
+ const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior
+ if (!has_repeated_at_least_once)
+ pressed = true;
+ if (!(flags & ImGuiButtonFlags_NoNavFocus))
+ SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other paths. Research why.
+ ClearActiveID();
+ }
+ }
+
+ // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
+ // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
+ if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat))
+ if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id))
+ pressed = true;
+ }
+
+ if (pressed && g.IO.ConfigNavCursorVisibleAuto)
+ g.NavCursorVisible = false;
+ }
+
+ // Keyboard/Gamepad navigation handling
+ // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
+ if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav)
+ if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
+ hovered = true;
+ if (g.NavActivateDownId == id)
+ {
+ bool nav_activated_by_code = (g.NavActivateId == id);
+ bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
+ if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))
+ {
+ // Avoid pressing multiple keys from triggering excessive amount of repeat events
+ const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
+ const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);
+ const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
+ const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
+ nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
+ }
+ if (nav_activated_by_code || nav_activated_by_inputs)
+ {
+ // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
+ pressed = true;
+ SetActiveID(id, window);
+ g.ActiveIdSource = g.NavInputSource;
+ if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
+ SetFocusID(id, window);
+ if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
+ g.ActiveIdFromShortcut = true;
+ }
+ }
+
+ // Process while held
+ bool held = false;
+ if (g.ActiveId == id)
+ {
+ if (g.ActiveIdSource == ImGuiInputSource_Mouse)
+ {
+ if (g.ActiveIdIsJustActivated)
+ g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
+
+ const int mouse_button = g.ActiveIdMouseButton;
+ if (mouse_button == -1)
+ {
+ // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304).
+ ClearActiveID();
+ }
+ else if (IsMouseDown(mouse_button, test_owner_id))
+ {
+ held = true;
+ }
+ else
+ {
+ bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;
+ bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;
+ if ((release_in || release_anywhere) && !g.DragDropActive)
+ {
+ // Report as pressed when releasing the mouse (this is the most common path)
+ bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2;
+ bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps
+ bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id);
+ if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned)
+ pressed = true;
+ }
+ ClearActiveID();
+ }
+ if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto)
+ g.NavCursorVisible = false;
+ }
+ else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
+ {
+ // When activated using Nav, we hold on the ActiveID until activation button is released
+ if (g.NavActivateDownId == id)
+ held = true; // hovered == true not true as we are already likely hovered on direct activation.
+ else
+ ClearActiveID();
+ }
+ if (pressed)
+ g.ActiveIdHasBeenPressedBefore = true;
+ }
+
+ // Activation highlight (this may be a remote activation)
+ if (g.NavHighlightActivatedId == id)
+ hovered = true;
+
+ if (out_hovered) *out_hovered = hovered;
+ if (out_held) *out_held = held;
+
+ return pressed;
+}
+
+bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+ ImVec2 pos = window->DC.CursorPos;
+ if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
+ pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y;
+ ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
+
+ const ImRect bb(pos, pos + size);
+ ItemSize(size, style.FramePadding.y);
+ if (!ItemAdd(bb, id))
+ return false;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
+
+ // Render
+ const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+ RenderNavCursor(bb, id);
+ RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
+
+ if (g.LogEnabled)
+ LogSetNextTextDecoration("[", "]");
+ RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
+
+ // Automatically close popups
+ //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
+ // CloseCurrentPopup();
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
+ return pressed;
+}
+
+bool ImGui::Button(const char* label, const ImVec2& size_arg)
+{
+ return ButtonEx(label, size_arg, ImGuiButtonFlags_None);
+}
+
+// Small buttons fits within text without additional vertical spacing.
+bool ImGui::SmallButton(const char* label)
+{
+ ImGuiContext& g = *GImGui;
+ float backup_padding_y = g.Style.FramePadding.y;
+ g.Style.FramePadding.y = 0.0f;
+ bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);
+ g.Style.FramePadding.y = backup_padding_y;
+ return pressed;
+}
+
+// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
+// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
+bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.
+ IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);
+
+ const ImGuiID id = window->GetID(str_id);
+ ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+ ItemSize(size);
+ if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav))
+ return false;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
+ RenderNavCursor(bb, id);
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);
+ return pressed;
+}
+
+bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ const ImGuiID id = window->GetID(str_id);
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+ const float default_size = GetFrameHeight();
+ ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f);
+ if (!ItemAdd(bb, id))
+ return false;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
+
+ // Render
+ const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+ const ImU32 text_col = GetColorU32(ImGuiCol_Text);
+ RenderNavCursor(bb, id);
+ RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding);
+ RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir);
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);
+ return pressed;
+}
+
+bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
+{
+ float sz = GetFrameHeight();
+ return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None);
+}
+
+// Button to close a window
+bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)
+ // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?
+ const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));
+ ImRect bb_interact = bb;
+ const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();
+ if (area_to_visible_ratio < 1.5f)
+ bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f));
+
+ // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.
+ // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer).
+ bool is_clipped = !ItemAdd(bb_interact, id);
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held);
+ if (is_clipped)
+ return pressed;
+
+ // Render
+ ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);
+ if (hovered)
+ window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col);
+ RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact);
+ const ImU32 cross_col = GetColorU32(ImGuiCol_Text);
+ const ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f);
+ const float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
+ const float cross_thickness = 1.0f; // FIXME-DPI
+ window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent), cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness);
+ window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent), cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, cross_thickness);
+
+ return pressed;
+}
+
+bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));
+ bool is_clipped = !ItemAdd(bb, id);
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
+ if (is_clipped)
+ return pressed;
+
+ // Render
+ ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+ ImU32 text_col = GetColorU32(ImGuiCol_Text);
+ if (hovered || held)
+ window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col);
+ RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact);
+ RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
+
+ // Switch to moving the window after mouse is moved beyond the initial drag threshold
+ if (IsItemActive() && IsMouseDragging(0))
+ StartMouseMovingWindow(window);
+
+ return pressed;
+}
+
+ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
+{
+ return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
+}
+
+// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set.
+ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis)
+{
+ ImGuiContext& g = *GImGui;
+ const ImRect outer_rect = window->Rect();
+ const ImRect inner_rect = window->InnerRect;
+ const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar)
+ IM_ASSERT(scrollbar_size >= 0.0f);
+ const float border_size = IM_ROUND(window->WindowBorderSize * 0.5f);
+ const float border_top = (window->Flags & ImGuiWindowFlags_MenuBar) ? IM_ROUND(g.Style.FrameBorderSize * 0.5f) : 0.0f;
+ if (axis == ImGuiAxis_X)
+ return ImRect(inner_rect.Min.x + border_size, ImMax(outer_rect.Min.y + border_size, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size);
+ else
+ return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y + border_top, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size);
+}
+
+void ImGui::Scrollbar(ImGuiAxis axis)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ const ImGuiID id = GetWindowScrollbarID(window, axis);
+
+ // Calculate scrollbar bounding box
+ ImRect bb = GetWindowScrollbarRect(window, axis);
+ ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone;
+ if (axis == ImGuiAxis_X)
+ {
+ rounding_corners |= ImDrawFlags_RoundCornersBottomLeft;
+ if (!window->ScrollbarY)
+ rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
+ }
+ else
+ {
+ if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar))
+ rounding_corners |= ImDrawFlags_RoundCornersTopRight;
+ if (!window->ScrollbarX)
+ rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
+ }
+ float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
+ float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
+ ImS64 scroll = (ImS64)window->Scroll[axis];
+ ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners);
+ window->Scroll[axis] = (float)scroll;
+}
+
+// Vertical/Horizontal scrollbar
+// The entire piece of code below is rather confusing because:
+// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
+// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
+// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
+// Still, the code should probably be made simpler..
+bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_visible_v, ImS64 size_contents_v, ImDrawFlags draw_rounding_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return false;
+
+ const float bb_frame_width = bb_frame.GetWidth();
+ const float bb_frame_height = bb_frame.GetHeight();
+ if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)
+ return false;
+
+ // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab)
+ float alpha = 1.0f;
+ if ((axis == ImGuiAxis_Y) && bb_frame_height < bb_frame_width)
+ alpha = ImSaturate(bb_frame_height / ImMax(bb_frame_width * 2.0f, 1.0f));
+ if (alpha <= 0.0f)
+ return false;
+
+ const ImGuiStyle& style = g.Style;
+ const bool allow_interaction = (alpha >= 1.0f);
+
+ ImRect bb = bb_frame;
+ float padding = IM_TRUNC(ImMin(style.ScrollbarPadding, ImMin(bb_frame_width, bb_frame_height) * 0.5f));
+ bb.Expand(-padding);
+
+ // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
+ const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight();
+
+ // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
+ // But we maintain a minimum size in pixel to allow for the user to still aim inside.
+ IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
+ const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1);
+ const float grab_h_minsize = ImMin(bb.GetSize()[axis], style.GrabMinSize);
+ const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), grab_h_minsize, scrollbar_size_v);
+ const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
+
+ // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
+ bool held = false;
+ bool hovered = false;
+ ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav);
+ ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
+
+ const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v);
+ float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
+ float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space
+ if (held && allow_interaction && grab_h_norm < 1.0f)
+ {
+ const float scrollbar_pos_v = bb.Min[axis];
+ const float mouse_pos_v = g.IO.MousePos[axis];
+
+ // Click position in scrollbar normalized space (0.0f->1.0f)
+ const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
+
+ const int held_dir = (clicked_v_norm < grab_v_norm) ? -1 : (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1 : 0;
+ if (g.ActiveIdIsJustActivated)
+ {
+ // On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the center of the grab
+ const bool scroll_to_clicked_location = (g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0);
+ g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir;
+ g.ScrollbarClickDeltaToGrabCenter = (held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f;
+ }
+
+ // Apply scroll (p_scroll_v will generally point on one member of window->Scroll)
+ // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position
+ if (g.ScrollbarSeekMode == 0)
+ {
+ // Absolute seeking
+ const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
+ *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max);
+ }
+ else
+ {
+ // Page by page
+ if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode)
+ {
+ float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f;
+ *p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max);
+ }
+ }
+
+ // Update values for rendering
+ scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
+ grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
+
+ // Update distance to grab now that we have seek'ed and saturated
+ //if (seek_absolute)
+ // g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
+ }
+
+ // Render
+ const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);
+ const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
+ window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags);
+ ImRect grab_rect;
+ if (axis == ImGuiAxis_X)
+ grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);
+ else
+ grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);
+ window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
+
+ return held;
+}
+
+// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
+// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
+void ImGui::ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ const ImVec2 padding(g.Style.ImageBorderSize, g.Style.ImageBorderSize);
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f);
+ ItemSize(bb);
+ if (!ItemAdd(bb, 0))
+ return;
+
+ // Render
+ if (g.Style.ImageBorderSize > 0.0f)
+ window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border), 0.0f, ImDrawFlags_None, g.Style.ImageBorderSize);
+ if (bg_col.w > 0.0f)
+ window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));
+ window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
+}
+
+void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1)
+{
+ ImageWithBg(tex_ref, image_size, uv0, uv1);
+}
+
+// 1.91.9 (February 2025) removed 'tint_col' and 'border_col' parameters, made border size not depend on color value. (#8131, #8238)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
+{
+ ImGuiContext& g = *GImGui;
+ PushStyleVar(ImGuiStyleVar_ImageBorderSize, (border_col.w > 0.0f) ? ImMax(1.0f, g.Style.ImageBorderSize) : 0.0f); // Preserve legacy behavior where border is always visible when border_col's Alpha is >0.0f
+ PushStyleColor(ImGuiCol_Border, border_col);
+ ImageWithBg(tex_ref, image_size, uv0, uv1, ImVec4(0, 0, 0, 0), tint_col);
+ PopStyleColor();
+ PopStyleVar();
+}
+#endif
+
+bool ImGui::ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ const ImVec2 padding = g.Style.FramePadding;
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f);
+ ItemSize(bb);
+ if (!ItemAdd(bb, id))
+ return false;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
+
+ // Render
+ const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+ RenderNavCursor(bb, id);
+ RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding));
+ if (bg_col.w > 0.0f)
+ window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));
+ window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
+
+ return pressed;
+}
+
+// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button.
+// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design?
+bool ImGui::ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return false;
+
+ return ImageButtonEx(window->GetID(str_id), tex_ref, image_size, uv0, uv1, bg_col, tint_col);
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+// Legacy API obsoleted in 1.89. Two differences with new ImageButton()
+// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID)
+// - new ImageButton() requires an explicit 'const char* str_id'
+// - old ImageButton() had frame_padding' override argument.
+// - new ImageButton() always use style.FramePadding.
+/*
+bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
+{
+ // Default to using texture ID as ID. User can still push string/integer prefixes.
+ PushID((ImTextureID)(intptr_t)user_texture_id);
+ if (frame_padding >= 0)
+ PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding));
+ bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col);
+ if (frame_padding >= 0)
+ PopStyleVar();
+ PopID();
+ return ret;
+}
+*/
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+bool ImGui::Checkbox(const char* label, bool* v)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+ const float square_sz = GetFrameHeight();
+ const ImVec2 pos = window->DC.CursorPos;
+ const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
+ ItemSize(total_bb, style.FramePadding.y);
+ const bool is_visible = ItemAdd(total_bb, id);
+ const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0;
+ if (!is_visible)
+ if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support
+ {
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
+ return false;
+ }
+
+ // Range-Selection/Multi-selection support (header)
+ bool checked = *v;
+ if (is_multi_select)
+ MultiSelectItemHeader(id, &checked, NULL);
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
+
+ // Range-Selection/Multi-selection support (footer)
+ if (is_multi_select)
+ MultiSelectItemFooter(id, &checked, &pressed);
+ else if (pressed)
+ checked = !checked;
+
+ if (*v != checked)
+ {
+ *v = checked;
+ pressed = true; // return value
+ MarkItemEdited(id);
+ }
+
+ const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
+ const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0;
+ if (is_visible)
+ {
+ RenderNavCursor(total_bb, id);
+ RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
+ ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);
+ if (mixed_value)
+ {
+ // Undocumented tristate/mixed/indeterminate checkbox (#2644)
+ // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox)
+ ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)));
+ window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);
+ }
+ else if (*v)
+ {
+ const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f));
+ RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f);
+ }
+ }
+ const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);
+ if (g.LogEnabled)
+ LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]");
+ if (is_visible && label_size.x > 0.0f)
+ RenderText(label_pos, label);
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
+ return pressed;
+}
+
+template
+bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value)
+{
+ bool all_on = (*flags & flags_value) == flags_value;
+ bool any_on = (*flags & flags_value) != 0;
+ bool pressed;
+ if (!all_on && any_on)
+ {
+ ImGuiContext& g = *GImGui;
+ g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue;
+ pressed = Checkbox(label, &all_on);
+ }
+ else
+ {
+ pressed = Checkbox(label, &all_on);
+
+ }
+ if (pressed)
+ {
+ if (all_on)
+ *flags |= flags_value;
+ else
+ *flags &= ~flags_value;
+ }
+ return pressed;
+}
+
+bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value)
+{
+ return CheckboxFlagsT(label, flags, flags_value);
+}
+
+bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
+{
+ return CheckboxFlagsT(label, flags, flags_value);
+}
+
+bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value)
+{
+ return CheckboxFlagsT(label, flags, flags_value);
+}
+
+bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value)
+{
+ return CheckboxFlagsT(label, flags, flags_value);
+}
+
+bool ImGui::RadioButton(const char* label, bool active)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+ const float square_sz = GetFrameHeight();
+ const ImVec2 pos = window->DC.CursorPos;
+ const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
+ const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, id))
+ return false;
+
+ ImVec2 center = check_bb.GetCenter();
+ center.x = IM_ROUND(center.x);
+ center.y = IM_ROUND(center.y);
+ const float radius = (square_sz - 1.0f) * 0.5f;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
+ if (pressed)
+ MarkItemEdited(id);
+
+ RenderNavCursor(total_bb, id);
+ const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius);
+ window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment);
+ if (active)
+ {
+ const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f));
+ window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark));
+ }
+
+ if (style.FrameBorderSize > 0.0f)
+ {
+ window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize);
+ window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize);
+ }
+
+ ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);
+ if (g.LogEnabled)
+ LogRenderedText(&label_pos, active ? "(x)" : "( )");
+ if (label_size.x > 0.0f)
+ RenderText(label_pos, label);
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
+ return pressed;
+}
+
+// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it..
+bool ImGui::RadioButton(const char* label, int* v, int v_button)
+{
+ const bool pressed = RadioButton(label, *v == v_button);
+ if (pressed)
+ *v = v_button;
+ return pressed;
+}
+
+// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
+void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+
+ ImVec2 pos = window->DC.CursorPos;
+ ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f);
+ ImRect bb(pos, pos + size);
+ ItemSize(size, style.FramePadding.y);
+ if (!ItemAdd(bb, 0))
+ return;
+
+ // Fraction < 0.0f will display an indeterminate progress bar animation
+ // The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works.
+ const bool is_indeterminate = (fraction < 0.0f);
+ if (!is_indeterminate)
+ fraction = ImSaturate(fraction);
+
+ // Out of courtesy we accept a NaN fraction without crashing
+ float fill_n0 = 0.0f;
+ float fill_n1 = (fraction == fraction) ? fraction : 0.0f;
+
+ if (is_indeterminate)
+ {
+ const float fill_width_n = 0.2f;
+ fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n;
+ fill_n1 = ImSaturate(fill_n0 + fill_width_n);
+ fill_n0 = ImSaturate(fill_n0);
+ }
+
+ // Render
+ RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+ bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
+ RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1, style.FrameRounding);
+
+ // Default displaying the fraction as percentage string, but user can override it
+ // Don't display text for indeterminate bars by default
+ char overlay_buf[32];
+ if (!is_indeterminate || overlay != NULL)
+ {
+ if (!overlay)
+ {
+ ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f);
+ overlay = overlay_buf;
+ }
+
+ ImVec2 overlay_size = CalcTextSize(overlay, NULL);
+ if (overlay_size.x > 0.0f)
+ {
+ float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f : ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x;
+ RenderTextClipped(ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);
+ }
+ }
+}
+
+void ImGui::Bullet()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize);
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
+ ItemSize(bb);
+ if (!ItemAdd(bb, 0))
+ {
+ SameLine(0, style.FramePadding.x * 2);
+ return;
+ }
+
+ // Render and stay on same line
+ ImU32 text_col = GetColorU32(ImGuiCol_Text);
+ RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col);
+ SameLine(0, style.FramePadding.x * 2.0f);
+}
+
+// This is provided as a convenience for being an often requested feature.
+// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system.
+// Because of this we currently don't provide many styling options for this widget
+// (e.g. hovered/active colors are automatically inferred from a single color).
+bool ImGui::TextLink(const char* label)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiID id = window->GetID(label);
+ const char* label_end = FindRenderedTextEnd(label);
+
+ ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
+ ImVec2 size = CalcTextSize(label, label_end, true);
+ ImRect bb(pos, pos + size);
+ ItemSize(size, 0.0f);
+ if (!ItemAdd(bb, id))
+ return false;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+ RenderNavCursor(bb, id);
+
+ if (hovered)
+ SetMouseCursor(ImGuiMouseCursor_Hand);
+
+ ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink];
+ ImVec4 line_colf = text_colf;
+ {
+ // FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets,
+ // as we are currently experimenting/planning a different styling system.
+ float h, s, v;
+ ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v);
+ if (held || hovered)
+ {
+ v = ImSaturate(v + (held ? 0.4f : 0.3f));
+ h = ImFmod(h + 0.02f, 1.0f);
+ }
+ ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z);
+ v = ImSaturate(v - 0.20f);
+ ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z);
+ }
+
+ float line_y = bb.Max.y + ImFloor(g.FontBaked->Descent * g.FontBakedScale * 0.20f);
+ window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode // FIXME-DPI
+
+ PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf));
+ RenderText(bb.Min, label, label_end);
+ PopStyleColor();
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
+ return pressed;
+}
+
+bool ImGui::TextLinkOpenURL(const char* label, const char* url)
+{
+ ImGuiContext& g = *GImGui;
+ if (url == NULL)
+ url = label;
+ bool pressed = TextLink(label);
+ if (pressed && g.PlatformIO.Platform_OpenInShellFn != NULL)
+ g.PlatformIO.Platform_OpenInShellFn(&g, url);
+ SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s), url); // It is more reassuring for user to _always_ display URL when we same as label
+ if (BeginPopupContextItem())
+ {
+ if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink)))
+ SetClipboardText(url);
+ EndPopup();
+ }
+ return pressed;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Low-level Layout helpers
+//-------------------------------------------------------------------------
+// - Spacing()
+// - Dummy()
+// - NewLine()
+// - AlignTextToFramePadding()
+// - SeparatorEx() [Internal]
+// - Separator()
+// - SplitterBehavior() [Internal]
+// - ShrinkWidths() [Internal]
+//-------------------------------------------------------------------------
+
+void ImGui::Spacing()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+ ItemSize(ImVec2(0, 0));
+}
+
+void ImGui::Dummy(const ImVec2& size)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+ ItemSize(size);
+ ItemAdd(bb, 0);
+}
+
+void ImGui::NewLine()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;
+ window->DC.LayoutType = ImGuiLayoutType_Vertical;
+ window->DC.IsSameLine = false;
+ if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
+ ItemSize(ImVec2(0, 0));
+ else
+ ItemSize(ImVec2(0.0f, g.FontSize));
+ window->DC.LayoutType = backup_layout_type;
+}
+
+void ImGui::AlignTextToFramePadding()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2);
+ window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);
+}
+
+// Horizontal/vertical separating line
+// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues.
+// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are.
+void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected
+ IM_ASSERT(thickness > 0.0f);
+
+ if (flags & ImGuiSeparatorFlags_Vertical)
+ {
+ // Vertical separator, for menu bars (use current line height).
+ float y1 = window->DC.CursorPos.y;
+ float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y;
+ const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2));
+ ItemSize(ImVec2(thickness, 0.0f));
+ if (!ItemAdd(bb, 0))
+ return;
+
+ // Draw
+ window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator));
+ if (g.LogEnabled)
+ LogText(" |");
+ }
+ else if (flags & ImGuiSeparatorFlags_Horizontal)
+ {
+ // Horizontal Separator
+ float x1 = window->DC.CursorPos.x;
+ float x2 = window->WorkRect.Max.x;
+
+ // Preserve legacy behavior inside Columns()
+ // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set.
+ // We currently don't need to provide the same feature for tables because tables naturally have border features.
+ ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
+ if (columns)
+ {
+ x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03
+ x2 = window->Pos.x + window->Size.x;
+ PushColumnsBackground();
+ }
+
+ // We don't provide our width to the layout so that it doesn't get feed back into AutoFit
+ // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)
+ const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change.
+ const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness));
+ ItemSize(ImVec2(0.0f, thickness_for_layout));
+
+ if (ItemAdd(bb, 0))
+ {
+ // Draw
+ window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator));
+ if (g.LogEnabled)
+ LogRenderedText(&bb.Min, "--------------------------------\n");
+
+ }
+ if (columns)
+ {
+ PopColumnsBackground();
+ columns->LineMinY = window->DC.CursorPos.y;
+ }
+ }
+}
+
+void ImGui::Separator()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return;
+
+ // Those flags should eventually be configurable by the user
+ // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f.
+ ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;
+
+ // Only applies to legacy Columns() api as they relied on Separator() a lot.
+ if (window->DC.CurrentColumns)
+ flags |= ImGuiSeparatorFlags_SpanAllColumns;
+
+ SeparatorEx(flags, 1.0f);
+}
+
+void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiStyle& style = g.Style;
+
+ const ImVec2 label_size = CalcTextSize(label, label_end, false);
+ const ImVec2 pos = window->DC.CursorPos;
+ const ImVec2 padding = style.SeparatorTextPadding;
+
+ const float separator_thickness = style.SeparatorTextBorderSize;
+ const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness));
+ const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y));
+ const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f));
+ ItemSize(min_size, text_baseline_y);
+ if (!ItemAdd(bb, id))
+ return;
+
+ const float sep1_x1 = pos.x;
+ const float sep2_x2 = bb.Max.x;
+ const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f);
+
+ const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f);
+ const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN
+
+ // This allows using SameLine() to position something in the 'extra_w'
+ window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x;
+
+ const ImU32 separator_col = GetColorU32(ImGuiCol_Separator);
+ if (label_size.x > 0.0f)
+ {
+ const float sep1_x2 = label_pos.x - style.ItemSpacing.x;
+ const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x;
+ if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f)
+ window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness);
+ if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f)
+ window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);
+ if (g.LogEnabled)
+ LogSetNextTextDecoration("---", NULL);
+ RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, label, label_end, &label_size);
+ }
+ else
+ {
+ if (g.LogEnabled)
+ LogText("---");
+ if (separator_thickness > 0.0f)
+ window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);
+ }
+}
+
+void ImGui::SeparatorText(const char* label)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+
+ // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want:
+ // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight)
+ // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string)
+ // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...'
+ // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item,
+ // and then we can turn this into a format function.
+ SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f);
+}
+
+// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.
+bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav))
+ return false;
+
+ // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is
+ // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item.
+ // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item.
+ ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren;
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ button_flags |= ImGuiButtonFlags_AllowOverlap;
+#endif
+
+ bool hovered, held;
+ ImRect bb_interact = bb;
+ bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));
+ ButtonBehavior(bb_interact, id, &hovered, &held, button_flags);
+ if (hovered)
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb
+
+ if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))
+ SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);
+
+ ImRect bb_render = bb;
+ if (held)
+ {
+ float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis];
+
+ // Minimum pane size
+ float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1);
+ float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2);
+ if (mouse_delta < -size_1_maximum_delta)
+ mouse_delta = -size_1_maximum_delta;
+ if (mouse_delta > size_2_maximum_delta)
+ mouse_delta = size_2_maximum_delta;
+
+ // Apply resize
+ if (mouse_delta != 0.0f)
+ {
+ *size1 = ImMax(*size1 + mouse_delta, min_size1);
+ *size2 = ImMax(*size2 - mouse_delta, min_size2);
+ bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));
+ MarkItemEdited(id);
+ }
+ }
+
+ // Render at new position
+ if (bg_col & IM_COL32_A_MASK)
+ window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f);
+ const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
+ window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);
+
+ return held;
+}
+
+static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)
+{
+ const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs;
+ const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs;
+ if (int d = (int)(b->Width - a->Width))
+ return d;
+ return (b->Index - a->Index);
+}
+
+// Shrink excess width from a set of item, by removing width from the larger items first.
+// Set items Width to -1.0f to disable shrinking this item.
+void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess, float width_min)
+{
+ if (count == 1)
+ {
+ if (items[0].Width >= 0.0f)
+ items[0].Width = ImMax(items[0].Width - width_excess, width_min);
+ return;
+ }
+ ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); // Sort largest first, smallest last.
+ int count_same_width = 1;
+ while (width_excess > 0.001f && count_same_width < count)
+ {
+ while (count_same_width < count && items[0].Width <= items[count_same_width].Width)
+ count_same_width++;
+ float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);
+ max_width_to_remove_per_item = ImMin(items[0].Width - width_min, max_width_to_remove_per_item);
+ if (max_width_to_remove_per_item <= 0.0f)
+ break;
+ float base_width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);
+ for (int item_n = 0; item_n < count_same_width; item_n++)
+ {
+ float width_to_remove_for_this_item = ImMin(base_width_to_remove_per_item, items[item_n].Width - width_min);
+ items[item_n].Width -= width_to_remove_for_this_item;
+ width_excess -= width_to_remove_for_this_item;
+ }
+ }
+
+ // Round width and redistribute remainder
+ // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator.
+ width_excess = 0.0f;
+ for (int n = 0; n < count; n++)
+ {
+ float width_rounded = ImTrunc(items[n].Width);
+ width_excess += items[n].Width - width_rounded;
+ items[n].Width = width_rounded;
+ }
+ while (width_excess > 0.0f)
+ for (int n = 0; n < count && width_excess > 0.0f; n++)
+ {
+ float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f);
+ items[n].Width += width_to_add;
+ width_excess -= width_to_add;
+ }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: ComboBox
+//-------------------------------------------------------------------------
+// - CalcMaxPopupHeightFromItemCount() [Internal]
+// - BeginCombo()
+// - BeginComboPopup() [Internal]
+// - EndCombo()
+// - BeginComboPreview() [Internal]
+// - EndComboPreview() [Internal]
+// - Combo()
+//-------------------------------------------------------------------------
+
+static float CalcMaxPopupHeightFromItemCount(int items_count)
+{
+ ImGuiContext& g = *GImGui;
+ if (items_count <= 0)
+ return FLT_MAX;
+ return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);
+}
+
+bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+
+ ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.HasFlags;
+ g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+ if (window->SkipItems)
+ return false;
+
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
+ if (flags & ImGuiComboFlags_WidthFitPreview)
+ IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0);
+
+ const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f;
+ const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth());
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
+ const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, id, &bb))
+ return false;
+
+ // Open on click
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+ const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id);
+ bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);
+ if (pressed && !popup_open)
+ {
+ OpenPopupEx(popup_id, ImGuiPopupFlags_None);
+ popup_open = true;
+ }
+
+ // Render shape
+ const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+ const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size);
+ RenderNavCursor(bb, id);
+ if (!(flags & ImGuiComboFlags_NoPreview))
+ window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft);
+ if (!(flags & ImGuiComboFlags_NoArrowButton))
+ {
+ ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
+ ImU32 text_col = GetColorU32(ImGuiCol_Text);
+ window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight);
+ if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x)
+ RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);
+ }
+ RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding);
+
+ // Custom preview
+ if (flags & ImGuiComboFlags_CustomPreview)
+ {
+ g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y);
+ IM_ASSERT(preview_value == NULL || preview_value[0] == 0);
+ preview_value = NULL;
+ }
+
+ // Render preview and label
+ if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
+ {
+ if (g.LogEnabled)
+ LogSetNextTextDecoration("{", "}");
+ RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL);
+ }
+ if (label_size.x > 0)
+ RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label);
+
+ if (!popup_open)
+ return false;
+
+ g.NextWindowData.HasFlags = backup_next_window_data_flags;
+ return BeginComboPopup(popup_id, bb, flags);
+}
+
+bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None))
+ {
+ g.NextWindowData.ClearFlags();
+ return false;
+ }
+
+ // Set popup size
+ float w = bb.GetWidth();
+ if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint)
+ {
+ g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);
+ }
+ else
+ {
+ if ((flags & ImGuiComboFlags_HeightMask_) == 0)
+ flags |= ImGuiComboFlags_HeightRegular;
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one
+ int popup_max_height_in_items = -1;
+ if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8;
+ else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4;
+ else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20;
+ ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX);
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size
+ constraint_min.x = w;
+ if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f)
+ constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items);
+ SetNextWindowSizeConstraints(constraint_min, constraint_max);
+ }
+
+ // This is essentially a specialized version of BeginPopupEx()
+ char name[16];
+ ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth
+
+ // Set position given a custom constraint (peak into expected window size so we can position it)
+ // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?
+ // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()?
+ if (ImGuiWindow* popup_window = FindWindowByName(name))
+ if (popup_window->WasActive)
+ {
+ // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.
+ ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window);
+ popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)"
+ ImRect r_outer = GetPopupAllowedExtentRect(popup_window);
+ ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox);
+ SetNextWindowPos(pos);
+ }
+
+ // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()
+ ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;
+ PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text
+ bool ret = Begin(name, NULL, window_flags);
+ PopStyleVar();
+ if (!ret)
+ {
+ EndPopup();
+ if (!g.IO.ConfigDebugBeginReturnValueOnce && !g.IO.ConfigDebugBeginReturnValueLoop) // Begin may only return false with those debug tools activated.
+ IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above
+ return false;
+ }
+ g.BeginComboDepth++;
+ return true;
+}
+
+void ImGui::EndCombo()
+{
+ ImGuiContext& g = *GImGui;
+ EndPopup();
+ g.BeginComboDepth--;
+}
+
+// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements
+// (Experimental, see GitHub issues: #1658, #4168)
+bool ImGui::BeginComboPreview()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;
+
+ if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible))
+ return false;
+ IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag?
+ if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional)
+ return false;
+
+ // FIXME: This could be contained in a PushWorkRect() api
+ preview_data->BackupCursorPos = window->DC.CursorPos;
+ preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos;
+ preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
+ preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
+ preview_data->BackupLayout = window->DC.LayoutType;
+ window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding;
+ window->DC.CursorMaxPos = window->DC.CursorPos;
+ window->DC.LayoutType = ImGuiLayoutType_Horizontal;
+ window->DC.IsSameLine = false;
+ PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true);
+
+ return true;
+}
+
+void ImGui::EndComboPreview()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;
+
+ // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future
+ ImDrawList* draw_list = window->DrawList;
+ if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y)
+ if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command
+ {
+ draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect;
+ draw_list->_TryMergeDrawCmds();
+ }
+ PopClipRect();
+ window->DC.CursorPos = preview_data->BackupCursorPos;
+ window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos);
+ window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine;
+ window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset;
+ window->DC.LayoutType = preview_data->BackupLayout;
+ window->DC.IsSameLine = false;
+ preview_data->PreviewRect = ImRect();
+}
+
+// Getter for the old Combo() API: const char*[]
+static const char* Items_ArrayGetter(void* data, int idx)
+{
+ const char* const* items = (const char* const*)data;
+ return items[idx];
+}
+
+// Getter for the old Combo() API: "item1\0item2\0item3\0"
+static const char* Items_SingleStringGetter(void* data, int idx)
+{
+ const char* items_separated_by_zeros = (const char*)data;
+ int items_count = 0;
+ const char* p = items_separated_by_zeros;
+ while (*p)
+ {
+ if (idx == items_count)
+ break;
+ p += ImStrlen(p) + 1;
+ items_count++;
+ }
+ return *p ? p : NULL;
+}
+
+// Old API, prefer using BeginCombo() nowadays if you can.
+bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items)
+{
+ ImGuiContext& g = *GImGui;
+
+ // Call the getter to obtain the preview string which is a parameter to BeginCombo()
+ const char* preview_value = NULL;
+ if (*current_item >= 0 && *current_item < items_count)
+ preview_value = getter(user_data, *current_item);
+
+ // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.
+ if (popup_max_height_in_items != -1 && !(g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint))
+ SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
+
+ if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))
+ return false;
+
+ // Display items
+ bool value_changed = false;
+ ImGuiListClipper clipper;
+ clipper.Begin(items_count);
+ clipper.IncludeItemByIndex(*current_item);
+ while (clipper.Step())
+ for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+ {
+ const char* item_text = getter(user_data, i);
+ if (item_text == NULL)
+ item_text = "*Unknown item*";
+
+ PushID(i);
+ const bool item_selected = (i == *current_item);
+ if (Selectable(item_text, item_selected) && *current_item != i)
+ {
+ value_changed = true;
+ *current_item = i;
+ }
+ if (item_selected)
+ SetItemDefaultFocus();
+ PopID();
+ }
+
+ EndCombo();
+ if (value_changed)
+ MarkItemEdited(g.LastItemData.ID);
+
+ return value_changed;
+}
+
+// Combo box helper allowing to pass an array of strings.
+bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items)
+{
+ const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);
+ return value_changed;
+}
+
+// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
+bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
+{
+ int items_count = 0;
+ const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open
+ while (*p)
+ {
+ p += ImStrlen(p) + 1;
+ items_count++;
+ }
+ bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);
+ return value_changed;
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); };
+static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx)
+{
+ ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data;
+ const char* s = NULL;
+ data->OldCallback(data->UserData, idx, &s);
+ return s;
+}
+
+bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items)
+{
+ ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter };
+ return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items);
+}
+bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items)
+{
+ ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter };
+ return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items);
+}
+
+#endif
+
+//-------------------------------------------------------------------------
+// [SECTION] Data Type and Data Formatting Helpers [Internal]
+//-------------------------------------------------------------------------
+// - DataTypeGetInfo()
+// - DataTypeFormatString()
+// - DataTypeApplyOp()
+// - DataTypeApplyFromText()
+// - DataTypeCompare()
+// - DataTypeClamp()
+// - GetMinimumStepAtDecimalPrecision
+// - RoundScalarWithFormat<>()
+//-------------------------------------------------------------------------
+
+static const ImGuiDataTypeInfo GDataTypeInfo[] =
+{
+ { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8
+ { sizeof(unsigned char), "U8", "%u", "%u" },
+ { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16
+ { sizeof(unsigned short), "U16", "%u", "%u" },
+ { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32
+ { sizeof(unsigned int), "U32", "%u", "%u" },
+#ifdef _MSC_VER
+ { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64
+ { sizeof(ImU64), "U64", "%I64u","%I64u" },
+#else
+ { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64
+ { sizeof(ImU64), "U64", "%llu", "%llu" },
+#endif
+ { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg)
+ { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double
+ { sizeof(bool), "bool", "%d", "%d" }, // ImGuiDataType_Bool
+ { 0, "char*","%s", "%s" }, // ImGuiDataType_String
+};
+IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);
+
+const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type)
+{
+ IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
+ return &GDataTypeInfo[data_type];
+}
+
+int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format)
+{
+ // Signedness doesn't matter when pushing integer arguments
+ if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32)
+ return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data);
+ if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)
+ return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data);
+ if (data_type == ImGuiDataType_Float)
+ return ImFormatString(buf, buf_size, format, *(const float*)p_data);
+ if (data_type == ImGuiDataType_Double)
+ return ImFormatString(buf, buf_size, format, *(const double*)p_data);
+ if (data_type == ImGuiDataType_S8)
+ return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data);
+ if (data_type == ImGuiDataType_U8)
+ return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data);
+ if (data_type == ImGuiDataType_S16)
+ return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data);
+ if (data_type == ImGuiDataType_U16)
+ return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data);
+ IM_ASSERT(0);
+ return 0;
+}
+
+void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2)
+{
+ IM_ASSERT(op == '+' || op == '-');
+ switch (data_type)
+ {
+ case ImGuiDataType_S8:
+ if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); }
+ if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); }
+ return;
+ case ImGuiDataType_U8:
+ if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); }
+ if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); }
+ return;
+ case ImGuiDataType_S16:
+ if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }
+ if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }
+ return;
+ case ImGuiDataType_U16:
+ if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }
+ if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }
+ return;
+ case ImGuiDataType_S32:
+ if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }
+ if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }
+ return;
+ case ImGuiDataType_U32:
+ if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }
+ if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }
+ return;
+ case ImGuiDataType_S64:
+ if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }
+ if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }
+ return;
+ case ImGuiDataType_U64:
+ if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }
+ if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }
+ return;
+ case ImGuiDataType_Float:
+ if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; }
+ if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; }
+ return;
+ case ImGuiDataType_Double:
+ if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; }
+ if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; }
+ return;
+ case ImGuiDataType_COUNT: break;
+ }
+ IM_ASSERT(0);
+}
+
+// User can input math operators (e.g. +100) to edit a numerical values.
+// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..
+bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format, void* p_data_when_empty)
+{
+ // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.
+ const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);
+ ImGuiDataTypeStorage data_backup;
+ memcpy(&data_backup, p_data, type_info->Size);
+
+ while (ImCharIsBlankA(*buf))
+ buf++;
+ if (!buf[0])
+ {
+ if (p_data_when_empty != NULL)
+ {
+ memcpy(p_data, p_data_when_empty, type_info->Size);
+ return memcmp(&data_backup, p_data, type_info->Size) != 0;
+ }
+ return false;
+ }
+
+ // Sanitize format
+ // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf
+ // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %.
+ char format_sanitized[32];
+ if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
+ format = type_info->ScanFmt;
+ else
+ format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized));
+
+ // Small types need a 32-bit buffer to receive the result from scanf()
+ int v32 = 0;
+ if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1)
+ return false;
+ if (type_info->Size < 4)
+ {
+ if (data_type == ImGuiDataType_S8)
+ *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);
+ else if (data_type == ImGuiDataType_U8)
+ *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX);
+ else if (data_type == ImGuiDataType_S16)
+ *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX);
+ else if (data_type == ImGuiDataType_U16)
+ *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX);
+ else
+ IM_ASSERT(0);
+ }
+
+ return memcmp(&data_backup, p_data, type_info->Size) != 0;
+}
+
+template
+static int DataTypeCompareT(const T* lhs, const T* rhs)
+{
+ if (*lhs < *rhs) return -1;
+ if (*lhs > *rhs) return +1;
+ return 0;
+}
+
+int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2)
+{
+ switch (data_type)
+ {
+ case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2);
+ case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2);
+ case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2);
+ case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2);
+ case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2);
+ case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2);
+ case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2);
+ case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2);
+ case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2);
+ case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2);
+ case ImGuiDataType_COUNT: break;
+ }
+ IM_ASSERT(0);
+ return 0;
+}
+
+template
+static bool DataTypeClampT(T* v, const T* v_min, const T* v_max)
+{
+ // Clamp, both sides are optional, return true if modified
+ if (v_min && *v < *v_min) { *v = *v_min; return true; }
+ if (v_max && *v > *v_max) { *v = *v_max; return true; }
+ return false;
+}
+
+bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max)
+{
+ switch (data_type)
+ {
+ case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max);
+ case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max);
+ case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max);
+ case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max);
+ case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max);
+ case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max);
+ case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max);
+ case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max);
+ case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max);
+ case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max);
+ case ImGuiDataType_COUNT: break;
+ }
+ IM_ASSERT(0);
+ return false;
+}
+
+bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void* p_data)
+{
+ ImGuiContext& g = *GImGui;
+ return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0;
+}
+
+static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
+{
+ static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
+ if (decimal_precision < 0)
+ return FLT_MIN;
+ return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);
+}
+
+template
+TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v)
+{
+ IM_UNUSED(data_type);
+ IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double);
+ const char* fmt_start = ImParseFormatFindStart(format);
+ if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string
+ return v;
+
+ // Sanitize format
+ char fmt_sanitized[32];
+ ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized));
+ fmt_start = fmt_sanitized;
+
+ // Format value with our rounding, and read back
+ char v_str[64];
+ ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);
+ const char* p = v_str;
+ while (*p == ' ')
+ p++;
+ v = (TYPE)ImAtof(p);
+
+ return v;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
+//-------------------------------------------------------------------------
+// - DragBehaviorT<>() [Internal]
+// - DragBehavior() [Internal]
+// - DragScalar()
+// - DragScalarN()
+// - DragFloat()
+// - DragFloat2()
+// - DragFloat3()
+// - DragFloat4()
+// - DragFloatRange2()
+// - DragInt()
+// - DragInt2()
+// - DragInt3()
+// - DragInt4()
+// - DragIntRange2()
+//-------------------------------------------------------------------------
+
+// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)
+template
+bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
+ const bool is_bounded = (v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange)));
+ const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround);
+ const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
+ const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
+
+ // Default tweak speed
+ if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX))
+ v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio);
+
+ // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings
+ float adjust_delta = 0.0f;
+ if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
+ {
+ adjust_delta = g.IO.MouseDelta[axis];
+ if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks))
+ adjust_delta *= 1.0f / 100.0f;
+ if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks))
+ adjust_delta *= 10.0f;
+ }
+ else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
+ {
+ const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
+ const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
+ const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);
+ const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f : tweak_slow ? 1.0f / 10.0f : tweak_fast ? 10.0f : 1.0f;
+ adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor;
+ v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
+ }
+ adjust_delta *= v_speed;
+
+ // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter.
+ if (axis == ImGuiAxis_Y)
+ adjust_delta = -adjust_delta;
+
+ // For logarithmic use our range is effectively 0..1 so scale the delta into that range
+ if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0
+ adjust_delta /= (float)(v_max - v_min);
+
+ // Clear current value on activation
+ // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.
+ const bool is_just_activated = g.ActiveIdIsJustActivated;
+ const bool is_already_past_limits_and_pushing_outward = is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));
+ if (is_just_activated || is_already_past_limits_and_pushing_outward)
+ {
+ g.DragCurrentAccum = 0.0f;
+ g.DragCurrentAccumDirty = false;
+ }
+ else if (adjust_delta != 0.0f)
+ {
+ g.DragCurrentAccum += adjust_delta;
+ g.DragCurrentAccumDirty = true;
+ }
+
+ if (!g.DragCurrentAccumDirty)
+ return false;
+
+ TYPE v_cur = *v;
+ FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f;
+
+ float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true
+ const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense)
+ if (is_logarithmic)
+ {
+ // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
+ const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
+ logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
+
+ // Convert to parametric space, apply delta, convert back
+ float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+ float v_new_parametric = v_old_parametric + g.DragCurrentAccum;
+ v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+ v_old_ref_for_accum_remainder = v_old_parametric;
+ }
+ else
+ {
+ v_cur += (SIGNEDTYPE)g.DragCurrentAccum;
+ }
+
+ // Round to user desired precision based on format string
+ if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
+ v_cur = RoundScalarWithFormatT(format, data_type, v_cur);
+
+ // Preserve remainder after rounding has been applied. This also allow slow tweaking of values.
+ g.DragCurrentAccumDirty = false;
+ if (is_logarithmic)
+ {
+ // Convert to parametric space, apply delta, convert back
+ float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+ g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder);
+ }
+ else
+ {
+ g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v);
+ }
+
+ // Lose zero sign for float/double
+ if (v_cur == (TYPE)-0)
+ v_cur = (TYPE)0;
+
+ if (*v != v_cur && is_bounded)
+ {
+ if (is_wrapped)
+ {
+ // Wrap values
+ if (v_cur < v_min)
+ v_cur += v_max - v_min + (is_floating_point ? 0 : 1);
+ if (v_cur > v_max)
+ v_cur -= v_max - v_min + (is_floating_point ? 0 : 1);
+ }
+ else
+ {
+ // Clamp values + handle overflow/wrap-around for integer types.
+ if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point))
+ v_cur = v_min;
+ if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point))
+ v_cur = v_max;
+ }
+ }
+
+ // Apply result
+ if (*v == v_cur)
+ return false;
+ *v = v_cur;
+ return true;
+}
+
+bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
+{
+ // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.
+ IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.");
+
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveId == id)
+ {
+ // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation.
+ if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
+ ClearActiveID();
+ else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
+ ClearActiveID();
+ }
+ if (g.ActiveId != id)
+ return false;
+ if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
+ return false;
+
+ switch (data_type)
+ {
+ case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; }
+ case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; }
+ case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }
+ case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }
+ case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags);
+ case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags);
+ case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags);
+ case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags);
+ case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags);
+ case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags);
+ case ImGuiDataType_COUNT: break;
+ }
+ IM_ASSERT(0);
+ return false;
+}
+
+// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional.
+// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
+bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ const float w = CalcItemWidth();
+
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
+ const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+ const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
+ return false;
+
+ // Default format string when passing NULL
+ if (format == NULL)
+ format = DataTypeGetInfo(data_type)->PrintFmt;
+
+ const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags);
+ bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
+ if (!temp_input_is_active)
+ {
+ // Tabbing or CTRL+click on Drag turns it into an InputText
+ const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
+ const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
+ const bool make_active = (clicked || double_clicked || g.NavActivateId == id);
+ if (make_active && (clicked || double_clicked))
+ SetKeyOwner(ImGuiKey_MouseLeft, id);
+ if (make_active && temp_input_allowed)
+ if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
+ temp_input_is_active = true;
+
+ // (Optional) simple click (without moving) turns Drag into an InputText
+ if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
+ if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
+ {
+ g.NavActivateId = id;
+ g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
+ temp_input_is_active = true;
+ }
+
+ // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert)
+ if (make_active)
+ memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size);
+
+ if (make_active && !temp_input_is_active)
+ {
+ SetActiveID(id, window);
+ SetFocusID(id, window);
+ FocusWindow(window);
+ g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
+ }
+ }
+
+ if (temp_input_is_active)
+ {
+ // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
+ bool clamp_enabled = false;
+ if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL))
+ {
+ const int clamp_range_dir = (p_min != NULL && p_max != NULL) ? DataTypeCompare(data_type, p_min, p_max) : 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max
+ if (p_min == NULL || p_max == NULL || clamp_range_dir < 0)
+ clamp_enabled = true;
+ else if (clamp_range_dir == 0)
+ clamp_enabled = DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true;
+ }
+ return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL);
+ }
+
+ // Draw frame
+ const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+ RenderNavCursor(frame_bb, id);
+ RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
+
+ // Drag behavior
+ const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags);
+ if (value_changed)
+ MarkItemEdited(id);
+
+ // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+ char value_buf[64];
+ const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
+ if (g.LogEnabled)
+ LogSetNextTextDecoration("{", "}");
+ RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
+
+ if (label_size.x > 0.0f)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0));
+ return value_changed;
+}
+
+bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ bool value_changed = false;
+ BeginGroup();
+ PushID(label);
+ PushMultiItemsWidths(components, CalcItemWidth());
+ size_t type_size = GDataTypeInfo[data_type].Size;
+ for (int i = 0; i < components; i++)
+ {
+ PushID(i);
+ if (i > 0)
+ SameLine(0, g.Style.ItemInnerSpacing.x);
+ value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags);
+ PopID();
+ PopItemWidth();
+ p_data = (void*)((char*)p_data + type_size);
+ }
+ PopID();
+
+ const char* label_end = FindRenderedTextEnd(label);
+ if (label != label_end)
+ {
+ SameLine(0, g.Style.ItemInnerSpacing.x);
+ TextEx(label, label_end);
+ }
+
+ EndGroup();
+ return value_changed;
+}
+
+bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags);
+}
+
+// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.
+bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ PushID(label);
+ BeginGroup();
+ PushMultiItemsWidths(2, CalcItemWidth());
+
+ float min_min = (v_min >= v_max) ? -FLT_MAX : v_min;
+ float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);
+ ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);
+ bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags);
+ PopItemWidth();
+ SameLine(0, g.Style.ItemInnerSpacing.x);
+
+ float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);
+ float max_max = (v_min >= v_max) ? FLT_MAX : v_max;
+ ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);
+ value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags);
+ PopItemWidth();
+ SameLine(0, g.Style.ItemInnerSpacing.x);
+
+ TextEx(label, FindRenderedTextEnd(label));
+ EndGroup();
+ PopID();
+
+ return value_changed;
+}
+
+// NB: v_speed is float to allow adjusting the drag speed with more precision
+bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags);
+}
+
+// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.
+bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ PushID(label);
+ BeginGroup();
+ PushMultiItemsWidths(2, CalcItemWidth());
+
+ int min_min = (v_min >= v_max) ? INT_MIN : v_min;
+ int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);
+ ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);
+ bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags);
+ PopItemWidth();
+ SameLine(0, g.Style.ItemInnerSpacing.x);
+
+ int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);
+ int max_max = (v_min >= v_max) ? INT_MAX : v_max;
+ ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);
+ value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags);
+ PopItemWidth();
+ SameLine(0, g.Style.ItemInnerSpacing.x);
+
+ TextEx(label, FindRenderedTextEnd(label));
+ EndGroup();
+ PopID();
+
+ return value_changed;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
+//-------------------------------------------------------------------------
+// - ScaleRatioFromValueT<> [Internal]
+// - ScaleValueFromRatioT<> [Internal]
+// - SliderBehaviorT<>() [Internal]
+// - SliderBehavior() [Internal]
+// - SliderScalar()
+// - SliderScalarN()
+// - SliderFloat()
+// - SliderFloat2()
+// - SliderFloat3()
+// - SliderFloat4()
+// - SliderAngle()
+// - SliderInt()
+// - SliderInt2()
+// - SliderInt3()
+// - SliderInt4()
+// - VSliderScalar()
+// - VSliderFloat()
+// - VSliderInt()
+//-------------------------------------------------------------------------
+
+// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT)
+template
+float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)
+{
+ if (v_min == v_max)
+ return 0.0f;
+ IM_UNUSED(data_type);
+
+ const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);
+ if (is_logarithmic)
+ {
+ bool flipped = v_max < v_min;
+
+ if (flipped) // Handle the case where the range is backwards
+ ImSwap(v_min, v_max);
+
+ // Fudge min/max to avoid getting close to log(0)
+ FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;
+ FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;
+
+ // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
+ if ((v_min == 0.0f) && (v_max < 0.0f))
+ v_min_fudged = -logarithmic_zero_epsilon;
+ else if ((v_max == 0.0f) && (v_min < 0.0f))
+ v_max_fudged = -logarithmic_zero_epsilon;
+
+ float result;
+ if (v_clamped <= v_min_fudged)
+ result = 0.0f; // Workaround for values that are in-range but below our fudge
+ else if (v_clamped >= v_max_fudged)
+ result = 1.0f; // Workaround for values that are in-range but above our fudge
+ else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions
+ {
+ float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine)
+ float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;
+ float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;
+ if (v == 0.0f)
+ result = zero_point_center; // Special case for exactly zero
+ else if (v < 0.0f)
+ result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L;
+ else
+ result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R));
+ }
+ else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider
+ result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged));
+ else
+ result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged));
+
+ return flipped ? (1.0f - result) : result;
+ }
+ else
+ {
+ // Linear slider
+ return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));
+ }
+}
+
+// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT)
+template
+TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)
+{
+ // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct"
+ // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler.
+ if (t <= 0.0f || v_min == v_max)
+ return v_min;
+ if (t >= 1.0f)
+ return v_max;
+
+ TYPE result = (TYPE)0;
+ if (is_logarithmic)
+ {
+ // Fudge min/max to avoid getting silly results close to zero
+ FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;
+ FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;
+
+ const bool flipped = v_max < v_min; // Check if range is "backwards"
+ if (flipped)
+ ImSwap(v_min_fudged, v_max_fudged);
+
+ // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
+ if ((v_max == 0.0f) && (v_min < 0.0f))
+ v_max_fudged = -logarithmic_zero_epsilon;
+
+ float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range
+
+ if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts
+ {
+ float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space
+ float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;
+ float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;
+ if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R)
+ result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise)
+ else if (t_with_flip < zero_point_center)
+ result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L))));
+ else
+ result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));
+ }
+ else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider
+ result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));
+ else
+ result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));
+ }
+ else
+ {
+ // Linear slider
+ const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
+ if (is_floating_point)
+ {
+ result = ImLerp(v_min, v_max, t);
+ }
+ else if (t < 1.0)
+ {
+ // - For integer values we want the clicking position to match the grab box so we round above
+ // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..
+ // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64
+ // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits.
+ FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t;
+ result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5)));
+ }
+ }
+
+ return result;
+}
+
+// FIXME: Try to move more of the code into shared SliderBehavior()
+template
+bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)
+{
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+
+ const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
+ const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
+ const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
+ const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it.
+
+ // Calculate bounds
+ const float grab_padding = 2.0f; // FIXME: Should be part of style.
+ const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;
+ float grab_sz = style.GrabMinSize;
+ if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows
+ grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit
+ grab_sz = ImMin(grab_sz, slider_sz);
+ const float slider_usable_sz = slider_sz - grab_sz;
+ const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f;
+ const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f;
+
+ float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true
+ float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true
+ if (is_logarithmic)
+ {
+ // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
+ const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
+ logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
+ zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f);
+ }
+
+ // Process interacting with the slider
+ bool value_changed = false;
+ if (g.ActiveId == id)
+ {
+ bool set_new_value = false;
+ float clicked_t = 0.0f;
+ if (g.ActiveIdSource == ImGuiInputSource_Mouse)
+ {
+ if (!g.IO.MouseDown[0])
+ {
+ ClearActiveID();
+ }
+ else
+ {
+ const float mouse_abs_pos = g.IO.MousePos[axis];
+ if (g.ActiveIdIsJustActivated)
+ {
+ float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+ if (axis == ImGuiAxis_Y)
+ grab_t = 1.0f - grab_t;
+ const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
+ const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here.
+ g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f;
+ }
+ if (slider_usable_sz > 0.0f)
+ clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz);
+ if (axis == ImGuiAxis_Y)
+ clicked_t = 1.0f - clicked_t;
+ set_new_value = true;
+ }
+ }
+ else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
+ {
+ if (g.ActiveIdIsJustActivated)
+ {
+ g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation
+ g.SliderCurrentAccumDirty = false;
+ }
+
+ float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis);
+ if (input_delta != 0.0f)
+ {
+ const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
+ const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);
+ const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
+ if (decimal_precision > 0)
+ {
+ input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds
+ if (tweak_slow)
+ input_delta /= 10.0f;
+ }
+ else
+ {
+ if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow)
+ input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Keyboard/Gamepad tweak speeds in integer steps
+ else
+ input_delta /= 100.0f;
+ }
+ if (tweak_fast)
+ input_delta *= 10.0f;
+
+ g.SliderCurrentAccum += input_delta;
+ g.SliderCurrentAccumDirty = true;
+ }
+
+ float delta = g.SliderCurrentAccum;
+ if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
+ {
+ ClearActiveID();
+ }
+ else if (g.SliderCurrentAccumDirty)
+ {
+ clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+
+ if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits
+ {
+ set_new_value = false;
+ g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate
+ }
+ else
+ {
+ set_new_value = true;
+ float old_clicked_t = clicked_t;
+ clicked_t = ImSaturate(clicked_t + delta);
+
+ // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator
+ TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+ if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
+ v_new = RoundScalarWithFormatT(format, data_type, v_new);
+ float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+
+ if (delta > 0)
+ g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta);
+ else
+ g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta);
+ }
+
+ g.SliderCurrentAccumDirty = false;
+ }
+ }
+
+ if (set_new_value)
+ if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
+ set_new_value = false;
+
+ if (set_new_value)
+ {
+ TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+
+ // Round to user desired precision based on format string
+ if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
+ v_new = RoundScalarWithFormatT(format, data_type, v_new);
+
+ // Apply result
+ if (*v != v_new)
+ {
+ *v = v_new;
+ value_changed = true;
+ }
+ }
+ }
+
+ if (slider_sz < 1.0f)
+ {
+ *out_grab_bb = ImRect(bb.Min, bb.Min);
+ }
+ else
+ {
+ // Output grab position so it can be displayed by the caller
+ float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
+ if (axis == ImGuiAxis_Y)
+ grab_t = 1.0f - grab_t;
+ const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
+ if (axis == ImGuiAxis_X)
+ *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding);
+ else
+ *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f);
+ }
+
+ return value_changed;
+}
+
+// For 32-bit and larger types, slider bounds are limited to half the natural type range.
+// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.
+// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.
+bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)
+{
+ // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.
+ IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.");
+ IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX()
+
+ switch (data_type)
+ {
+ case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; }
+ case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; }
+ case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }
+ case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }
+ case ImGuiDataType_S32:
+ IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2);
+ return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb);
+ case ImGuiDataType_U32:
+ IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2);
+ return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb);
+ case ImGuiDataType_S64:
+ IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2);
+ return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb);
+ case ImGuiDataType_U64:
+ IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2);
+ return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb);
+ case ImGuiDataType_Float:
+ IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f);
+ return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb);
+ case ImGuiDataType_Double:
+ IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f);
+ return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb);
+ case ImGuiDataType_COUNT: break;
+ }
+ IM_ASSERT(0);
+ return false;
+}
+
+// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required.
+// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
+bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ const float w = CalcItemWidth();
+
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
+ const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+ const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
+ return false;
+
+ // Default format string when passing NULL
+ if (format == NULL)
+ format = DataTypeGetInfo(data_type)->PrintFmt;
+
+ const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags);
+ bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
+ if (!temp_input_is_active)
+ {
+ // Tabbing or CTRL+click on Slider turns it into an input box
+ const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
+ const bool make_active = (clicked || g.NavActivateId == id);
+ if (make_active && clicked)
+ SetKeyOwner(ImGuiKey_MouseLeft, id);
+ if (make_active && temp_input_allowed)
+ if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
+ temp_input_is_active = true;
+
+ // Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert)
+ if (make_active)
+ memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size);
+
+ if (make_active && !temp_input_is_active)
+ {
+ SetActiveID(id, window);
+ SetFocusID(id, window);
+ FocusWindow(window);
+ g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
+ }
+ }
+
+ if (temp_input_is_active)
+ {
+ // Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via ImGuiSliderFlags_AlwaysClamp)
+ const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0;
+ return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL, clamp_enabled ? p_max : NULL);
+ }
+
+ // Draw frame
+ const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+ RenderNavCursor(frame_bb, id);
+ RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);
+
+ // Slider behavior
+ ImRect grab_bb;
+ const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb);
+ if (value_changed)
+ MarkItemEdited(id);
+
+ // Render grab
+ if (grab_bb.Max.x > grab_bb.Min.x)
+ window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
+
+ // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+ char value_buf[64];
+ const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
+ if (g.LogEnabled)
+ LogSetNextTextDecoration("{", "}");
+ RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
+
+ if (label_size.x > 0.0f)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0));
+ return value_changed;
+}
+
+// Add multiple sliders on 1 line for compact edition of multiple components
+bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ bool value_changed = false;
+ BeginGroup();
+ PushID(label);
+ PushMultiItemsWidths(components, CalcItemWidth());
+ size_t type_size = GDataTypeInfo[data_type].Size;
+ for (int i = 0; i < components; i++)
+ {
+ PushID(i);
+ if (i > 0)
+ SameLine(0, g.Style.ItemInnerSpacing.x);
+ value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags);
+ PopID();
+ PopItemWidth();
+ v = (void*)((char*)v + type_size);
+ }
+ PopID();
+
+ const char* label_end = FindRenderedTextEnd(label);
+ if (label != label_end)
+ {
+ SameLine(0, g.Style.ItemInnerSpacing.x);
+ TextEx(label, label_end);
+ }
+
+ EndGroup();
+ return value_changed;
+}
+
+bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags)
+{
+ if (format == NULL)
+ format = "%.0f deg";
+ float v_deg = (*v_rad) * 360.0f / (2 * IM_PI);
+ bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags);
+ if (value_changed)
+ *v_rad = v_deg * (2 * IM_PI) / 360.0f;
+ return value_changed;
+}
+
+bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
+ const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+
+ ItemSize(bb, style.FramePadding.y);
+ if (!ItemAdd(frame_bb, id))
+ return false;
+
+ // Default format string when passing NULL
+ if (format == NULL)
+ format = DataTypeGetInfo(data_type)->PrintFmt;
+
+ const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags);
+ const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
+ if (clicked || g.NavActivateId == id)
+ {
+ if (clicked)
+ SetKeyOwner(ImGuiKey_MouseLeft, id);
+ SetActiveID(id, window);
+ SetFocusID(id, window);
+ FocusWindow(window);
+ g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
+ }
+
+ // Draw frame
+ const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
+ RenderNavCursor(frame_bb, id);
+ RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);
+
+ // Slider behavior
+ ImRect grab_bb;
+ const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb);
+ if (value_changed)
+ MarkItemEdited(id);
+
+ // Render grab
+ if (grab_bb.Max.y > grab_bb.Min.y)
+ window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
+
+ // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
+ // For the vertical slider we allow centered text to overlap the frame padding
+ char value_buf[64];
+ const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
+ RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f));
+ if (label_size.x > 0.0f)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+ return value_changed;
+}
+
+bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);
+}
+
+bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)
+{
+ return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
+//-------------------------------------------------------------------------
+// - ImParseFormatFindStart() [Internal]
+// - ImParseFormatFindEnd() [Internal]
+// - ImParseFormatTrimDecorations() [Internal]
+// - ImParseFormatSanitizeForPrinting() [Internal]
+// - ImParseFormatSanitizeForScanning() [Internal]
+// - ImParseFormatPrecision() [Internal]
+// - TempInputTextScalar() [Internal]
+// - InputScalar()
+// - InputScalarN()
+// - InputFloat()
+// - InputFloat2()
+// - InputFloat3()
+// - InputFloat4()
+// - InputInt()
+// - InputInt2()
+// - InputInt3()
+// - InputInt4()
+// - InputDouble()
+//-------------------------------------------------------------------------
+
+// We don't use strchr() because our strings are usually very short and often start with '%'
+const char* ImParseFormatFindStart(const char* fmt)
+{
+ while (char c = fmt[0])
+ {
+ if (c == '%' && fmt[1] != '%')
+ return fmt;
+ else if (c == '%')
+ fmt++;
+ fmt++;
+ }
+ return fmt;
+}
+
+const char* ImParseFormatFindEnd(const char* fmt)
+{
+ // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format.
+ if (fmt[0] != '%')
+ return fmt;
+ const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A'));
+ const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a'));
+ for (char c; (c = *fmt) != 0; fmt++)
+ {
+ if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)
+ return fmt + 1;
+ if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0)
+ return fmt + 1;
+ }
+ return fmt;
+}
+
+// Extract the format out of a format string with leading or trailing decorations
+// fmt = "blah blah" -> return ""
+// fmt = "%.3f" -> return fmt
+// fmt = "hello %.3f" -> return fmt + 6
+// fmt = "%.3f hello" -> return buf written with "%.3f"
+const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size)
+{
+ const char* fmt_start = ImParseFormatFindStart(fmt);
+ if (fmt_start[0] != '%')
+ return "";
+ const char* fmt_end = ImParseFormatFindEnd(fmt_start);
+ if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.
+ return fmt_start;
+ ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size));
+ return buf;
+}
+
+// Sanitize format
+// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi
+// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi.
+void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size)
+{
+ const char* fmt_end = ImParseFormatFindEnd(fmt_in);
+ IM_UNUSED(fmt_out_size);
+ IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
+ while (fmt_in < fmt_end)
+ {
+ char c = *fmt_in++;
+ if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
+ *(fmt_out++) = c;
+ }
+ *fmt_out = 0; // Zero-terminate
+}
+
+// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d"
+const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size)
+{
+ const char* fmt_end = ImParseFormatFindEnd(fmt_in);
+ const char* fmt_out_begin = fmt_out;
+ IM_UNUSED(fmt_out_size);
+ IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
+ bool has_type = false;
+ while (fmt_in < fmt_end)
+ {
+ char c = *fmt_in++;
+ if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#'))
+ continue;
+ has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits
+ if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
+ *(fmt_out++) = c;
+ }
+ *fmt_out = 0; // Zero-terminate
+ return fmt_out_begin;
+}
+
+template
+static const char* ImAtoi(const char* src, TYPE* output)
+{
+ int negative = 0;
+ if (*src == '-') { negative = 1; src++; }
+ if (*src == '+') { src++; }
+ TYPE v = 0;
+ while (*src >= '0' && *src <= '9')
+ v = (v * 10) + (*src++ - '0');
+ *output = negative ? -v : v;
+ return src;
+}
+
+// Parse display precision back from the display format string
+// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed.
+int ImParseFormatPrecision(const char* fmt, int default_precision)
+{
+ fmt = ImParseFormatFindStart(fmt);
+ if (fmt[0] != '%')
+ return default_precision;
+ fmt++;
+ while (*fmt >= '0' && *fmt <= '9')
+ fmt++;
+ int precision = INT_MAX;
+ if (*fmt == '.')
+ {
+ fmt = ImAtoi(fmt + 1, &precision);
+ if (precision < 0 || precision > 99)
+ precision = default_precision;
+ }
+ if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation
+ precision = -1;
+ if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX)
+ precision = -1;
+ return (precision == INT_MAX) ? default_precision : precision;
+}
+
+// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)
+// FIXME: Facilitate using this in variety of other situations.
+// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but
+// the expected relationship between TempInputXXX functions and LastItemData is a little fishy.
+bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags)
+{
+ // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.
+ // We clear ActiveID on the first frame to allow the InputText() taking it back.
+ ImGuiContext& g = *GImGui;
+ const bool init = (g.TempInputId != id);
+ if (init)
+ ClearActiveID();
+
+ g.CurrentWindow->DC.CursorPos = bb.Min;
+ g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId;
+ bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem);
+ if (init)
+ {
+ // First frame we started displaying the InputText widget, we expect it to take the active id.
+ IM_ASSERT(g.ActiveId == id);
+ g.TempInputId = g.ActiveId;
+ }
+ return value_changed;
+}
+
+// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set!
+// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility.
+// However this may not be ideal for all uses, as some user code may break on out of bound values.
+bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max)
+{
+ // FIXME: May need to clarify display behavior if format doesn't contain %.
+ // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405
+ ImGuiContext& g = *GImGui;
+ const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);
+ char fmt_buf[32];
+ char data_buf[32];
+ format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf));
+ if (format[0] == 0)
+ format = type_info->PrintFmt;
+ DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format);
+ ImStrTrimBlanks(data_buf);
+
+ ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint;
+ g.LastItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a new item, so we poke LastItemData.
+ bool value_changed = false;
+ if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))
+ {
+ // Backup old value
+ size_t data_type_size = type_info->Size;
+ ImGuiDataTypeStorage data_backup;
+ memcpy(&data_backup, p_data, data_type_size);
+
+ // Apply new value (or operations) then clamp
+ DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL);
+ if (p_clamp_min || p_clamp_max)
+ {
+ if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)
+ ImSwap(p_clamp_min, p_clamp_max);
+ DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max);
+ }
+
+ // Only mark as edited if new value is different
+ g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited;
+ value_changed = memcmp(&data_backup, p_data, data_type_size) != 0;
+ if (value_changed)
+ MarkItemEdited(id);
+ }
+ return value_changed;
+}
+
+void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void* p_data)
+{
+ ImGuiContext& g = *GImGui;
+ g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal;
+ memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size);
+}
+
+// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional.
+// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.
+bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ ImGuiStyle& style = g.Style;
+ IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) == 0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise use IsItemDeactivatedAfterEdit()!
+
+ if (format == NULL)
+ format = DataTypeGetInfo(data_type)->PrintFmt;
+
+ void* p_data_default = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue;
+
+ char buf[64];
+ if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0)
+ buf[0] = 0;
+ else
+ DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);
+
+ // Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited.
+ // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
+ g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited;
+ flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint;
+
+ bool value_changed = false;
+ if (p_step == NULL)
+ {
+ if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))
+ value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL);
+ }
+ else
+ {
+ const float button_size = GetFrameHeight();
+
+ BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()
+ PushID(label);
+ SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
+ if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view
+ value_changed = DataTypeApplyFromText(buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL);
+ IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);
+
+ // Step buttons
+ const ImVec2 backup_frame_padding = style.FramePadding;
+ style.FramePadding.x = style.FramePadding.y;
+ if (flags & ImGuiInputTextFlags_ReadOnly)
+ BeginDisabled();
+ PushItemFlag(ImGuiItemFlags_ButtonRepeat, true);
+ SameLine(0, style.ItemInnerSpacing.x);
+ if (ButtonEx("-", ImVec2(button_size, button_size)))
+ {
+ DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);
+ value_changed = true;
+ }
+ SameLine(0, style.ItemInnerSpacing.x);
+ if (ButtonEx("+", ImVec2(button_size, button_size)))
+ {
+ DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);
+ value_changed = true;
+ }
+ PopItemFlag();
+ if (flags & ImGuiInputTextFlags_ReadOnly)
+ EndDisabled();
+
+ const char* label_end = FindRenderedTextEnd(label);
+ if (label != label_end)
+ {
+ SameLine(0, style.ItemInnerSpacing.x);
+ TextEx(label, label_end);
+ }
+ style.FramePadding = backup_frame_padding;
+
+ PopID();
+ EndGroup();
+ }
+
+ g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited;
+ if (value_changed)
+ MarkItemEdited(g.LastItemData.ID);
+
+ return value_changed;
+}
+
+bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ bool value_changed = false;
+ BeginGroup();
+ PushID(label);
+ PushMultiItemsWidths(components, CalcItemWidth());
+ size_t type_size = GDataTypeInfo[data_type].Size;
+ for (int i = 0; i < components; i++)
+ {
+ PushID(i);
+ if (i > 0)
+ SameLine(0, g.Style.ItemInnerSpacing.x);
+ value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags);
+ PopID();
+ PopItemWidth();
+ p_data = (void*)((char*)p_data + type_size);
+ }
+ PopID();
+
+ const char* label_end = FindRenderedTextEnd(label);
+ if (label != label_end)
+ {
+ SameLine(0.0f, g.Style.ItemInnerSpacing.x);
+ TextEx(label, label_end);
+ }
+
+ EndGroup();
+ return value_changed;
+}
+
+bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags)
+{
+ return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags);
+}
+
+bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags)
+{
+ return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
+}
+
+bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags)
+{
+ return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
+}
+
+bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags)
+{
+ return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
+}
+
+bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags)
+{
+ // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
+ const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
+ return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags);
+}
+
+bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags)
+{
+ return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags);
+}
+
+bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags)
+{
+ return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags);
+}
+
+bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags)
+{
+ return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags);
+}
+
+bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags)
+{
+ return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint
+//-------------------------------------------------------------------------
+// - imstb_textedit.h include
+// - InputText()
+// - InputTextWithHint()
+// - InputTextMultiline()
+// - InputTextEx() [Internal]
+// - DebugNodeInputTextState() [Internal]
+//-------------------------------------------------------------------------
+
+namespace ImStb
+{
+#include
+}
+
+bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
+{
+ IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
+ return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
+}
+
+bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
+{
+ return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
+}
+
+bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
+{
+ IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint.
+ return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
+}
+
+static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end_display, const char* text_end, const char** out_remaining, ImVec2* out_offset, ImDrawTextFlags flags)
+{
+ ImGuiContext& g = *ctx;
+ ImGuiInputTextState* obj = &g.InputTextState;
+ return ImFontCalcTextSizeEx(g.Font, g.FontSize, FLT_MAX, obj->WrapWidth, text_begin, text_end_display, text_end, out_remaining, out_offset, flags);
+}
+
+// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
+// With our UTF-8 use of stb_textedit:
+// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of text so we are fine.
+// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width space such as 0x3000 (see ImCharIsBlankW).
+// - ...but we don't use that feature.
+namespace ImStb
+{
+static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->TextLen; }
+static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx >= 0 && idx <= obj->TextLen); return obj->TextSrc[idx]; }
+static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.FontBaked->GetCharAdvance((ImWchar)c) * g.FontBakedScale; }
+static char STB_TEXTEDIT_NEWLINE = '\n';
+static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx)
+{
+ const char* text = obj->TextSrc;
+ const char* text_remaining = NULL;
+ const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, text + obj->TextLen, &text_remaining, NULL, ImDrawTextFlags_StopOnNewLine | ImDrawTextFlags_WrapKeepBlanks);
+ r->x0 = 0.0f;
+ r->x1 = size.x;
+ r->baseline_y_delta = size.y;
+ r->ymin = 0.0f;
+ r->ymax = size.y;
+ r->num_chars = (int)(text_remaining - (text + line_start_idx));
+}
+
+#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL
+#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL
+
+static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx)
+{
+ if (idx >= obj->TextLen)
+ return obj->TextLen + 1;
+ unsigned int c;
+ return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen);
+}
+
+static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx)
+{
+ if (idx <= 0)
+ return -1;
+ const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx);
+ return (int)(p - obj->TextSrc);
+}
+
+static bool ImCharIsSeparatorW(unsigned int c)
+{
+ static const unsigned int separator_list[] =
+ {
+ ',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D,
+ '[', 0x300C, ']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F,
+ '\n', '\r',
+ };
+ for (unsigned int separator : separator_list)
+ if (c == separator)
+ return true;
+ return false;
+}
+
+static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)
+{
+ // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.
+ if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
+ return 0;
+
+ const char* curr_p = obj->TextSrc + idx;
+ const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p);
+ unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen);
+ unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen);
+
+ bool prev_white = ImCharIsBlankW(prev_c);
+ bool prev_separ = ImCharIsSeparatorW(prev_c);
+ bool curr_white = ImCharIsBlankW(curr_c);
+ bool curr_separ = ImCharIsSeparatorW(curr_c);
+ return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);
+}
+static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx)
+{
+ if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
+ return 0;
+
+ const char* curr_p = obj->TextSrc + idx;
+ const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p);
+ unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen);
+ unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen);
+
+ bool prev_white = ImCharIsBlankW(prev_c);
+ bool prev_separ = ImCharIsSeparatorW(prev_c);
+ bool curr_white = ImCharIsBlankW(curr_c);
+ bool curr_separ = ImCharIsSeparatorW(curr_c);
+ return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);
+}
+static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx)
+{
+ idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx);
+ while (idx >= 0 && !is_word_boundary_from_right(obj, idx))
+ idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx);
+ return idx < 0 ? 0 : idx;
+}
+static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx)
+{
+ int len = obj->TextLen;
+ idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx);
+ while (idx < len && !is_word_boundary_from_left(obj, idx))
+ idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx);
+ return idx > len ? len : idx;
+}
+static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx)
+{
+ idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx);
+ int len = obj->TextLen;
+ while (idx < len && !is_word_boundary_from_right(obj, idx))
+ idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx);
+ return idx > len ? len : idx;
+}
+static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); }
+#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h
+#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
+
+// Reimplementation of stb_textedit_move_line_start()/stb_textedit_move_line_end() which supports word-wrapping.
+static int STB_TEXTEDIT_MOVELINESTART_IMPL(ImGuiInputTextState* obj, ImStb::STB_TexteditState* state, int cursor)
+{
+ if (state->single_line)
+ return 0;
+
+ if (obj->WrapWidth > 0.0f)
+ {
+ ImGuiContext& g = *obj->Ctx;
+ const char* p_cursor = obj->TextSrc + cursor;
+ const char* p_bol = ImStrbol(p_cursor, obj->TextSrc);
+ const char* p = p_bol;
+ const char* text_end = obj->TextSrc + obj->TextLen; // End of line would be enough
+ while (p >= p_bol)
+ {
+ const char* p_eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, p, text_end, obj->WrapWidth, ImDrawTextFlags_WrapKeepBlanks);
+ if (p == p_cursor) // If we are already on a visible beginning-of-line, return real beginning-of-line (would be same as regular handler below)
+ return (int)(p_bol - obj->TextSrc);
+ if (p_eol == p_cursor && obj->TextA[cursor] != '\n' && obj->LastMoveDirectionLR == ImGuiDir_Left)
+ return (int)(p_bol - obj->TextSrc);
+ if (p_eol >= p_cursor)
+ return (int)(p - obj->TextSrc);
+ p = (*p_eol == '\n') ? p_eol + 1 : p_eol;
+ }
+ }
+
+ // Regular handler, same as stb_textedit_move_line_start()
+ while (cursor > 0)
+ {
+ int prev_cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, cursor);
+ if (STB_TEXTEDIT_GETCHAR(obj, prev_cursor) == STB_TEXTEDIT_NEWLINE)
+ break;
+ cursor = prev_cursor;
+ }
+ return cursor;
+}
+
+static int STB_TEXTEDIT_MOVELINEEND_IMPL(ImGuiInputTextState* obj, ImStb::STB_TexteditState* state, int cursor)
+{
+ int n = STB_TEXTEDIT_STRINGLEN(obj);
+ if (state->single_line)
+ return n;
+
+ if (obj->WrapWidth > 0.0f)
+ {
+ ImGuiContext& g = *obj->Ctx;
+ const char* p_cursor = obj->TextSrc + cursor;
+ const char* p = ImStrbol(p_cursor, obj->TextSrc);
+ const char* text_end = obj->TextSrc + obj->TextLen; // End of line would be enough
+ while (p < text_end)
+ {
+ const char* p_eol = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, p, text_end, obj->WrapWidth, ImDrawTextFlags_WrapKeepBlanks);
+ cursor = (int)(p_eol - obj->TextSrc);
+ if (p_eol == p_cursor && obj->LastMoveDirectionLR != ImGuiDir_Left) // If we are already on a visible end-of-line, switch to regular handle
+ break;
+ if (p_eol > p_cursor)
+ return cursor;
+ p = (*p_eol == '\n') ? p_eol + 1 : p_eol;
+ }
+ }
+ // Regular handler, same as stb_textedit_move_line_end()
+ while (cursor < n && STB_TEXTEDIT_GETCHAR(obj, cursor) != STB_TEXTEDIT_NEWLINE)
+ cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, cursor);
+ return cursor;
+}
+
+#define STB_TEXTEDIT_MOVELINESTART STB_TEXTEDIT_MOVELINESTART_IMPL
+#define STB_TEXTEDIT_MOVELINEEND STB_TEXTEDIT_MOVELINEEND_IMPL
+
+static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)
+{
+ // Offset remaining text (+ copy zero terminator)
+ IM_ASSERT(obj->TextSrc == obj->TextA.Data);
+ char* dst = obj->TextA.Data + pos;
+ char* src = obj->TextA.Data + pos + n;
+ memmove(dst, src, obj->TextLen - n - pos + 1);
+ obj->Edited = true;
+ obj->TextLen -= n;
+}
+
+static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const char* new_text, int new_text_len)
+{
+ const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;
+ const int text_len = obj->TextLen;
+ IM_ASSERT(pos <= text_len);
+
+ if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity))
+ return false;
+
+ // Grow internal buffer if needed
+ IM_ASSERT(obj->TextSrc == obj->TextA.Data);
+ if (new_text_len + text_len + 1 > obj->TextA.Size)
+ {
+ if (!is_resizable)
+ return false;
+ obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1);
+ obj->TextSrc = obj->TextA.Data;
+ }
+
+ char* text = obj->TextA.Data;
+ if (pos != text_len)
+ memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos));
+ memcpy(text + pos, new_text, (size_t)new_text_len);
+
+ obj->Edited = true;
+ obj->TextLen += new_text_len;
+ obj->TextA[obj->TextLen] = '\0';
+
+ return true;
+}
+
+// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
+#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left
+#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right
+#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up
+#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down
+#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line
+#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line
+#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text
+#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text
+#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor
+#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor
+#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo
+#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo
+#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word
+#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word
+#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page
+#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page
+#define STB_TEXTEDIT_K_SHIFT 0x400000
+
+#define IMSTB_TEXTEDIT_IMPLEMENTATION
+#define IMSTB_TEXTEDIT_memmove memmove
+#include
+
+// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling
+// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)
+static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len)
+{
+ stb_text_makeundo_replace(str, state, 0, str->TextLen, text_len);
+ ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->TextLen);
+ state->cursor = state->select_start = state->select_end = 0;
+ if (text_len <= 0)
+ return;
+ if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))
+ {
+ state->cursor = state->select_start = state->select_end = text_len;
+ state->has_preferred_x = 0;
+ return;
+ }
+ IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace()
+}
+
+} // namespace ImStb
+
+// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators.
+ImGuiInputTextState::ImGuiInputTextState()
+{
+ memset(this, 0, sizeof(*this));
+ Stb = IM_NEW(ImStbTexteditState);
+ memset(Stb, 0, sizeof(*Stb));
+}
+
+ImGuiInputTextState::~ImGuiInputTextState()
+{
+ IM_DELETE(Stb);
+}
+
+void ImGuiInputTextState::OnKeyPressed(int key)
+{
+ stb_textedit_key(this, Stb, key);
+ CursorFollow = true;
+ CursorAnimReset();
+ const int key_u = (key & ~STB_TEXTEDIT_K_SHIFT);
+ if (key_u == STB_TEXTEDIT_K_LEFT || key_u == STB_TEXTEDIT_K_LINESTART || key_u == STB_TEXTEDIT_K_TEXTSTART || key_u == STB_TEXTEDIT_K_BACKSPACE || key_u == STB_TEXTEDIT_K_WORDLEFT)
+ LastMoveDirectionLR = ImGuiDir_Left;
+ else if (key_u == STB_TEXTEDIT_K_RIGHT || key_u == STB_TEXTEDIT_K_LINEEND || key_u == STB_TEXTEDIT_K_TEXTEND || key_u == STB_TEXTEDIT_K_DELETE || key_u == STB_TEXTEDIT_K_WORDRIGHT)
+ LastMoveDirectionLR = ImGuiDir_Right;
+}
+
+void ImGuiInputTextState::OnCharPressed(unsigned int c)
+{
+ // Convert the key to a UTF8 byte sequence.
+ // The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great.
+ char utf8[5];
+ ImTextCharToUtf8(utf8, c);
+ stb_textedit_text(this, Stb, utf8, (int)ImStrlen(utf8));
+ CursorFollow = true;
+ CursorAnimReset();
+}
+
+// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header.
+void ImGuiInputTextState::CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
+void ImGuiInputTextState::CursorClamp() { Stb->cursor = ImMin(Stb->cursor, TextLen); Stb->select_start = ImMin(Stb->select_start, TextLen); Stb->select_end = ImMin(Stb->select_end, TextLen); }
+bool ImGuiInputTextState::HasSelection() const { return Stb->select_start != Stb->select_end; }
+void ImGuiInputTextState::ClearSelection() { Stb->select_start = Stb->select_end = Stb->cursor; }
+int ImGuiInputTextState::GetCursorPos() const { return Stb->cursor; }
+int ImGuiInputTextState::GetSelectionStart() const { return Stb->select_start; }
+int ImGuiInputTextState::GetSelectionEnd() const { return Stb->select_end; }
+float ImGuiInputTextState::GetPreferredOffsetX() const { return Stb->has_preferred_x ? Stb->preferred_x : -1; }
+void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = TextLen; Stb->has_preferred_x = 0; }
+void ImGuiInputTextState::ReloadUserBufAndSelectAll() { WantReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; }
+void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { WantReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; }
+void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { WantReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; }
+
+ImGuiInputTextCallbackData::ImGuiInputTextCallbackData()
+{
+ memset(this, 0, sizeof(*this));
+}
+
+// Public API to manipulate UTF-8 text from within a callback.
+// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.
+// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar
+// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both.
+void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count)
+{
+ IM_ASSERT(pos + bytes_count <= BufTextLen);
+ char* dst = Buf + pos;
+ const char* src = Buf + pos + bytes_count;
+ memmove(dst, src, BufTextLen - bytes_count - pos + 1);
+
+ if (CursorPos >= pos + bytes_count)
+ CursorPos -= bytes_count;
+ else if (CursorPos >= pos)
+ CursorPos = pos;
+ SelectionStart = SelectionEnd = CursorPos;
+ BufDirty = true;
+ BufTextLen -= bytes_count;
+}
+
+void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)
+{
+ // Accept null ranges
+ if (new_text == new_text_end)
+ return;
+
+ ImGuiContext& g = *Ctx;
+ ImGuiInputTextState* obj = &g.InputTextState;
+ IM_ASSERT(obj->ID != 0 && g.ActiveId == obj->ID);
+
+ // Grow internal buffer if needed
+ const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;
+ const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text);
+ if (new_text_len + BufTextLen + 1 > obj->TextA.Size && (Flags & ImGuiInputTextFlags_ReadOnly) == 0)
+ {
+ if (!is_resizable)
+ return;
+
+ IM_ASSERT(Buf == obj->TextA.Data);
+ int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;
+ obj->TextA.resize(new_buf_size + 1);
+ obj->TextSrc = obj->TextA.Data;
+ Buf = obj->TextA.Data;
+ BufSize = obj->BufCapacity = new_buf_size;
+ }
+
+ if (BufTextLen != pos)
+ memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));
+ memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
+ Buf[BufTextLen + new_text_len] = '\0';
+
+ if (CursorPos >= pos)
+ CursorPos += new_text_len;
+ SelectionStart = SelectionEnd = CursorPos;
+ BufDirty = true;
+ BufTextLen += new_text_len;
+}
+
+void ImGui::PushPasswordFont()
+{
+ ImGuiContext& g = *GImGui;
+ ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked;
+ IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0);
+ ImFontGlyph* glyph = g.FontBaked->FindGlyph('*');
+ g.InputTextPasswordFontBackupFlags = g.Font->Flags;
+ backup->FallbackGlyphIndex = g.FontBaked->FallbackGlyphIndex;
+ backup->FallbackAdvanceX = g.FontBaked->FallbackAdvanceX;
+ backup->IndexLookup.swap(g.FontBaked->IndexLookup);
+ backup->IndexAdvanceX.swap(g.FontBaked->IndexAdvanceX);
+ g.Font->Flags |= ImFontFlags_NoLoadGlyphs;
+ g.FontBaked->FallbackGlyphIndex = g.FontBaked->Glyphs.index_from_ptr(glyph);
+ g.FontBaked->FallbackAdvanceX = glyph->AdvanceX;
+}
+
+void ImGui::PopPasswordFont()
+{
+ ImGuiContext& g = *GImGui;
+ ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked;
+ g.Font->Flags = g.InputTextPasswordFontBackupFlags;
+ g.FontBaked->FallbackGlyphIndex = backup->FallbackGlyphIndex;
+ g.FontBaked->FallbackAdvanceX = backup->FallbackAdvanceX;
+ g.FontBaked->IndexLookup.swap(backup->IndexLookup);
+ g.FontBaked->IndexAdvanceX.swap(backup->IndexAdvanceX);
+ IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0);
+}
+
+// Return false to discard a character.
+static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard)
+{
+ unsigned int c = *p_char;
+
+ // Filter non-printable (NB: isprint is unreliable! see #2467)
+ bool apply_named_filters = true;
+ if (c < 0x20)
+ {
+ bool pass = false;
+ pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code)
+ if (c == '\n' && input_source_is_clipboard && (flags & ImGuiInputTextFlags_Multiline) == 0) // In single line mode, replace \n with a space
+ {
+ c = *p_char = ' ';
+ pass = true;
+ }
+ pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0;
+ pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0;
+ if (!pass)
+ return false;
+ apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted.
+ }
+
+ if (input_source_is_clipboard == false)
+ {
+ // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)
+ if (c == 127)
+ return false;
+
+ // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME)
+ if (c >= 0xE000 && c <= 0xF8FF)
+ return false;
+ }
+
+ // Filter Unicode ranges we are not handling in this build
+ if (c > IM_UNICODE_CODEPOINT_MAX)
+ return false;
+
+ // Generic named filters
+ if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)))
+ {
+ // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'.
+ // The standard mandate that programs starts in the "C" locale where the decimal point is '.'.
+ // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point.
+ // Change the default decimal_point with:
+ // ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point;
+ // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions.
+ ImGuiContext& g = *ctx;
+ const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint;
+ if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))
+ if (c == '.' || c == ',')
+ c = c_decimal_point;
+
+ // Full-width -> half-width conversion for numeric fields: https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block)
+ // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may
+ // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font.
+ if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal))
+ if (c >= 0xFF01 && c <= 0xFF5E)
+ c = c - 0xFF01 + 0x21;
+
+ // Allow 0-9 . - + * /
+ if (flags & ImGuiInputTextFlags_CharsDecimal)
+ if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
+ return false;
+
+ // Allow 0-9 . - + * / e E
+ if (flags & ImGuiInputTextFlags_CharsScientific)
+ if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))
+ return false;
+
+ // Allow 0-9 a-F A-F
+ if (flags & ImGuiInputTextFlags_CharsHexadecimal)
+ if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
+ return false;
+
+ // Turn a-z into A-Z
+ if (flags & ImGuiInputTextFlags_CharsUppercase)
+ if (c >= 'a' && c <= 'z')
+ c += (unsigned int)('A' - 'a');
+
+ if (flags & ImGuiInputTextFlags_CharsNoBlank)
+ if (ImCharIsBlankW(c))
+ return false;
+
+ *p_char = c;
+ }
+
+ // Custom callback filter
+ if (flags & ImGuiInputTextFlags_CallbackCharFilter)
+ {
+ ImGuiContext& g = *GImGui;
+ ImGuiInputTextCallbackData callback_data;
+ callback_data.Ctx = &g;
+ callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
+ callback_data.EventChar = (ImWchar)c;
+ callback_data.Flags = flags;
+ callback_data.UserData = user_data;
+ if (callback(&callback_data) != 0)
+ return false;
+ *p_char = callback_data.EventChar;
+ if (!callback_data.EventChar)
+ return false;
+ }
+
+ return true;
+}
+
+// Find the shortest single replacement we can make to get from old_buf to new_buf
+// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately.
+// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly.
+static void InputTextReconcileUndoState(ImGuiInputTextState* state, const char* old_buf, int old_length, const char* new_buf, int new_length)
+{
+ const int shorter_length = ImMin(old_length, new_length);
+ int first_diff;
+ for (first_diff = 0; first_diff < shorter_length; first_diff++)
+ if (old_buf[first_diff] != new_buf[first_diff])
+ break;
+ if (first_diff == old_length && first_diff == new_length)
+ return;
+
+ int old_last_diff = old_length - 1;
+ int new_last_diff = new_length - 1;
+ for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--)
+ if (old_buf[old_last_diff] != new_buf[new_last_diff])
+ break;
+
+ const int insert_len = new_last_diff - first_diff + 1;
+ const int delete_len = old_last_diff - first_diff + 1;
+ if (insert_len > 0 || delete_len > 0)
+ if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len))
+ for (int i = 0; i < delete_len; i++)
+ p[i] = old_buf[first_diff + i];
+}
+
+// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables)
+// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714)
+// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick,
+// but that more likely be attractive when we do have _NoLiveEdit flag available.
+void ImGui::InputTextDeactivateHook(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiInputTextState* state = &g.InputTextState;
+ if (id == 0 || state->ID != id)
+ return;
+ g.InputTextDeactivatedState.ID = state->ID;
+ if (state->Flags & ImGuiInputTextFlags_ReadOnly)
+ {
+ g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat.
+ }
+ else
+ {
+ IM_ASSERT(state->TextA.Data != 0);
+ IM_ASSERT(state->TextA[state->TextLen] == 0);
+ g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1);
+ memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1);
+ }
+}
+
+static int* ImLowerBound(int* in_begin, int* in_end, int v)
+{
+ int* in_p = in_begin;
+ for (size_t count = (size_t)(in_end - in_p); count > 0; )
+ {
+ size_t count2 = count >> 1;
+ int* mid = in_p + count2;
+ if (*mid < v)
+ {
+ in_p = ++mid;
+ count -= count2 + 1;
+ }
+ else
+ {
+ count = count2;
+ }
+ }
+ return in_p;
+}
+
+// FIXME-WORDWRAP: Bundle some of this into ImGuiTextIndex and/or extract as a different tool?
+// 'max_output_buffer_size' happens to be a meaningful optimization to avoid writing the full line_index when not necessarily needed (e.g. very large buffer, scrolled up, inactive)
+static int InputTextLineIndexBuild(ImGuiInputTextFlags flags, ImGuiTextIndex* line_index, const char* buf, const char* buf_end, float wrap_width, int max_output_buffer_size, const char** out_buf_end)
+{
+ ImGuiContext& g = *GImGui;
+ int size = 0;
+ const char* s;
+ if (flags & ImGuiInputTextFlags_WordWrap)
+ {
+ for (s = buf; s < buf_end; s = (*s == '\n') ? s + 1 : s)
+ {
+ if (size++ <= max_output_buffer_size)
+ line_index->Offsets.push_back((int)(s - buf));
+ s = ImFontCalcWordWrapPositionEx(g.Font, g.FontSize, s, buf_end, wrap_width, ImDrawTextFlags_WrapKeepBlanks);
+ }
+ }
+ else if (buf_end != NULL)
+ {
+ for (s = buf; s < buf_end; s = s ? s + 1 : buf_end)
+ {
+ if (size++ <= max_output_buffer_size)
+ line_index->Offsets.push_back((int)(s - buf));
+ s = (const char*)ImMemchr(s, '\n', buf_end - s);
+ }
+ }
+ else
+ {
+ const char* s_eol;
+ for (s = buf; ; s = s_eol + 1)
+ {
+ if (size++ <= max_output_buffer_size)
+ line_index->Offsets.push_back((int)(s - buf));
+ if ((s_eol = strchr(s, '\n')) != NULL)
+ continue;
+ s += strlen(s);
+ break;
+ }
+ }
+ if (out_buf_end != NULL)
+ *out_buf_end = buf_end = s;
+ if (size == 0)
+ {
+ line_index->Offsets.push_back(0);
+ size++;
+ }
+ if (buf_end > buf && buf_end[-1] == '\n' && size <= max_output_buffer_size)
+ {
+ line_index->Offsets.push_back((int)(buf_end - buf));
+ size++;
+ }
+ return size;
+}
+
+static ImVec2 InputTextLineIndexGetPosOffset(ImGuiContext& g, ImGuiInputTextState* state, ImGuiTextIndex* line_index, const char* buf, const char* buf_end, int cursor_n)
+{
+ const char* cursor_ptr = buf + cursor_n;
+ int* it_begin = line_index->Offsets.begin();
+ int* it_end = line_index->Offsets.end();
+ const int* it = ImLowerBound(it_begin, it_end, cursor_n);
+ if (it > it_begin)
+ if (it == it_end || *it != cursor_n || (state != NULL && state->WrapWidth > 0.0f && state->LastMoveDirectionLR == ImGuiDir_Right && cursor_ptr[-1] != '\n' && cursor_ptr[-1] != 0))
+ it--;
+
+ const int line_no = (it == it_begin) ? 0 : line_index->Offsets.index_from_ptr(it);
+ const char* line_start = line_index->get_line_begin(buf, line_no);
+ ImVec2 offset;
+ offset.x = InputTextCalcTextSize(&g, line_start, cursor_ptr, buf_end, NULL, NULL, ImDrawTextFlags_WrapKeepBlanks).x;
+ offset.y = (line_no + 1) * g.FontSize;
+ return offset;
+}
+
+// Edit a string of text
+// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
+// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
+// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
+// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
+// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
+// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are
+// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
+bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ IM_ASSERT(buf != NULL && buf_size >= 0);
+ IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)
+ IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
+ IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) && (flags & ImGuiInputTextFlags_Multiline))); // Multiline does not not work with left-trimming
+ IM_ASSERT((flags & ImGuiInputTextFlags_WordWrap) == 0 || (flags & ImGuiInputTextFlags_Password) == 0); // WordWrap does not work with Password mode.
+ IM_ASSERT((flags & ImGuiInputTextFlags_WordWrap) == 0 || (flags & ImGuiInputTextFlags_Multiline) != 0); // WordWrap does not work in single-line mode.
+
+ ImGuiContext& g = *GImGui;
+ ImGuiIO& io = g.IO;
+ const ImGuiStyle& style = g.Style;
+
+ const bool RENDER_SELECTION_WHEN_INACTIVE = false;
+ const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
+
+ if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar)
+ BeginGroup();
+ const ImGuiID id = window->GetID(label);
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line
+ const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y);
+
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
+ const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size);
+
+ ImGuiWindow* draw_window = window;
+ ImVec2 inner_size = frame_size;
+ ImGuiLastItemData item_data_backup;
+ if (is_multiline)
+ {
+ ImVec2 backup_pos = window->DC.CursorPos;
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
+ {
+ EndGroup();
+ return false;
+ }
+ item_data_backup = g.LastItemData;
+ window->DC.CursorPos = backup_pos;
+
+ // Prevent NavActivation from explicit Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping.
+ if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && !(g.NavActivateFlags & ImGuiActivateFlags_FromFocusApi) && (flags & ImGuiInputTextFlags_AllowTabInput))
+ g.NavActivateId = 0;
+
+ // Prevent NavActivate reactivating in BeginChild() when we are already active.
+ const ImGuiID backup_activate_id = g.NavActivateId;
+ if (g.ActiveId == id) // Prevent reactivation
+ g.NavActivateId = 0;
+
+ // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.
+ PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
+ PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
+ PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
+ PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges
+ bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove);
+ g.NavActivateId = backup_activate_id;
+ PopStyleVar(3);
+ PopStyleColor();
+ if (!child_visible)
+ {
+ EndChild();
+ EndGroup();
+ return false;
+ }
+ draw_window = g.CurrentWindow; // Child window
+ draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it.
+ draw_window->DC.CursorPos += style.FramePadding;
+ inner_size.x -= draw_window->ScrollbarSizes.x;
+ }
+ else
+ {
+ // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!(flags & ImGuiInputTextFlags_MergedItem))
+ if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
+ return false;
+ }
+
+ // Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417)
+ bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover);
+ if (hovered)
+ SetMouseCursor(ImGuiMouseCursor_TextInput);
+ if (hovered && g.NavHighlightItemUnderNav)
+ hovered = false;
+
+ // We are only allowed to access the state if we are already the active widget.
+ ImGuiInputTextState* state = GetInputTextState(id);
+
+ if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly)
+ flags |= ImGuiInputTextFlags_ReadOnly;
+ const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;
+ const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
+ const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
+ const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;
+ if (is_resizable)
+ IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
+
+ // Word-wrapping: enforcing a fixed width not altered by vertical scrollbar makes things easier, notably to track cursor reliably and avoid one-frame glitches.
+ // Instead of using ImGuiWindowFlags_AlwaysVerticalScrollbar we account for that space if the scrollbar is not visible.
+ const bool is_wordwrap = (flags & ImGuiInputTextFlags_WordWrap) != 0;
+ float wrap_width = 0.0f;
+ if (is_wordwrap)
+ wrap_width = ImMax(1.0f, GetContentRegionAvail().x + (draw_window->ScrollbarY ? 0.0f : -g.Style.ScrollbarSize));
+
+ const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard)));
+
+ const bool user_clicked = hovered && io.MouseClicked[0];
+ const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
+ const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
+ bool clear_active_id = false;
+ bool select_all = false;
+
+ float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
+
+ const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf);
+ const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state.
+ const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav);
+ const bool init_state = (init_make_active || user_scroll_active);
+ if (init_reload_from_user_buf)
+ {
+ int new_len = (int)ImStrlen(buf);
+ IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?");
+ state->WantReloadUserBuf = false;
+ InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len);
+ state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
+ state->TextLen = new_len;
+ memcpy(state->TextA.Data, buf, state->TextLen + 1);
+ state->Stb->select_start = state->ReloadSelectionStart;
+ state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd;
+ state->CursorClamp();
+ }
+ else if ((init_state && g.ActiveId != id) || init_changed_specs)
+ {
+ // Access state even if we don't own it yet.
+ state = &g.InputTextState;
+ state->CursorAnimReset();
+
+ // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714)
+ InputTextDeactivateHook(state->ID);
+
+ // Take a copy of the initial buffer value.
+ // From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode)
+ const int buf_len = (int)ImStrlen(buf);
+ IM_ASSERT(((buf_len + 1 <= buf_size) || (buf_len == 0 && buf_size == 0)) && "Is your input buffer properly zero-terminated?");
+ state->TextToRevertTo.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
+ memcpy(state->TextToRevertTo.Data, buf, buf_len + 1);
+
+ // Preserve cursor position and undo/redo stack if we come back to same widget
+ // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
+ bool recycle_state = (state->ID == id && !init_changed_specs);
+ if (recycle_state && (state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0)))
+ recycle_state = false;
+
+ // Start edition
+ state->ID = id;
+ state->TextLen = buf_len;
+ if (!is_readonly)
+ {
+ state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
+ memcpy(state->TextA.Data, buf, state->TextLen + 1);
+ }
+
+ // Find initial scroll position for right alignment
+ state->Scroll = ImVec2(0.0f, 0.0f);
+ if (flags & ImGuiInputTextFlags_ElideLeft)
+ state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f);
+
+ // Recycle existing cursor/selection/undo stack but clamp position
+ // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
+ if (recycle_state)
+ state->CursorClamp();
+ else
+ stb_textedit_initialize_state(state->Stb, !is_multiline);
+
+ if (!is_multiline)
+ {
+ if (flags & ImGuiInputTextFlags_AutoSelectAll)
+ select_all = true;
+ if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState)))
+ select_all = true;
+ if (user_clicked && io.KeyCtrl)
+ select_all = true;
+ }
+
+ if (flags & ImGuiInputTextFlags_AlwaysOverwrite)
+ state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863)
+ }
+
+ const bool is_osx = io.ConfigMacOSXBehaviors;
+ if (g.ActiveId != id && init_make_active)
+ {
+ IM_ASSERT(state && state->ID == id);
+ SetActiveID(id, window);
+ SetFocusID(id, window);
+ FocusWindow(window);
+ }
+ if (g.ActiveId == id)
+ {
+ // Declare some inputs, the other are registered and polled via Shortcut() routing system.
+ // FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all mods combination into individual shortcuts.
+ const ImGuiKey always_owned_keys[] = { ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter, ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace, ImGuiKey_Home, ImGuiKey_End };
+ for (ImGuiKey key : always_owned_keys)
+ SetKeyOwner(key, id);
+ if (user_clicked)
+ SetKeyOwner(ImGuiKey_MouseLeft, id);
+ g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
+ if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
+ {
+ g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
+ SetKeyOwner(ImGuiKey_UpArrow, id);
+ SetKeyOwner(ImGuiKey_DownArrow, id);
+ }
+ if (is_multiline)
+ {
+ SetKeyOwner(ImGuiKey_PageUp, id);
+ SetKeyOwner(ImGuiKey_PageDown, id);
+ }
+ // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu
+ if (is_osx)
+ SetKeyOwner(ImGuiMod_Alt, id);
+
+ // Expose scroll in a manner that is agnostic to us using a child window
+ if (is_multiline && state != NULL)
+ state->Scroll.y = draw_window->Scroll.y;
+
+ // Read-only mode always ever read from source buffer. Refresh TextLen when active.
+ if (is_readonly && state != NULL)
+ state->TextLen = (int)ImStrlen(buf);
+ //if (is_readonly && state != NULL)
+ // state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th allocation.
+ }
+ if (state != NULL)
+ state->TextSrc = is_readonly ? buf : state->TextA.Data;
+
+ // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
+ if (g.ActiveId == id && state == NULL)
+ ClearActiveID();
+
+ // Release focus when we click outside
+ if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560
+ clear_active_id = true;
+
+ // Lock the decision of whether we are going to take the path displaying the cursor or selection
+ bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
+ bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
+ bool value_changed = false;
+ bool validated = false;
+
+ // Select the buffer to render.
+ const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state;
+ bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);
+
+ // Password pushes a temporary font with only a fallback glyph
+ if (is_password && !is_displaying_hint)
+ PushPasswordFont();
+
+ // Word-wrapping: attempt to keep cursor in view while resizing frame/parent
+ // FIXME-WORDWRAP: It would be better to preserve same relative offset.
+ if (is_wordwrap && state != NULL && state->ID == id && state->WrapWidth != wrap_width)
+ {
+ state->CursorCenterY = true;
+ state->WrapWidth = wrap_width;
+ render_cursor = true;
+ }
+
+ // Process mouse inputs and character inputs
+ if (g.ActiveId == id)
+ {
+ IM_ASSERT(state != NULL);
+ state->Edited = false;
+ state->BufCapacity = buf_size;
+ state->Flags = flags;
+ state->WrapWidth = wrap_width;
+
+ // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
+ // Down the line we should have a cleaner library-wide concept of Selected vs Active.
+ g.ActiveIdAllowOverlap = !io.MouseDown[0];
+
+ // Edit in progress
+ const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x;
+ const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));
+
+ if (select_all)
+ {
+ state->SelectAll();
+ state->SelectedAllMouseLock = true;
+ }
+ else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift)
+ {
+ stb_textedit_click(state, state->Stb, mouse_x, mouse_y);
+ const int multiclick_count = (io.MouseClickedCount[0] - 2);
+ if ((multiclick_count % 2) == 0)
+ {
+ // Double-click: Select word
+ // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant:
+ // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS)
+ const bool is_bol = (state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n';
+ if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol)
+ state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
+ //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
+ if (!STB_TEXT_HAS_SELECTION(state->Stb))
+ ImStb::stb_textedit_prep_selection_at_cursor(state->Stb);
+ state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor);
+ state->Stb->select_end = state->Stb->cursor;
+ ImStb::stb_textedit_clamp(state, state->Stb);
+ }
+ else
+ {
+ // Triple-click: Select line
+ const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n';
+ state->WrapWidth = 0.0f; // Temporarily disable wrapping so we use real line start.
+ state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART);
+ state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT);
+ state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT);
+ state->WrapWidth = wrap_width;
+ if (!is_eol && is_multiline)
+ {
+ ImSwap(state->Stb->select_start, state->Stb->select_end);
+ state->Stb->cursor = state->Stb->select_end;
+ }
+ state->CursorFollow = false;
+ }
+ state->CursorAnimReset();
+ }
+ else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)
+ {
+ if (hovered)
+ {
+ if (io.KeyShift)
+ stb_textedit_drag(state, state->Stb, mouse_x, mouse_y);
+ else
+ stb_textedit_click(state, state->Stb, mouse_x, mouse_y);
+ state->CursorAnimReset();
+ }
+ }
+ else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
+ {
+ stb_textedit_drag(state, state->Stb, mouse_x, mouse_y);
+ state->CursorAnimReset();
+ state->CursorFollow = true;
+ }
+ if (state->SelectedAllMouseLock && !io.MouseDown[0])
+ state->SelectedAllMouseLock = false;
+
+ // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
+ // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
+ if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly)
+ {
+ if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id))
+ {
+ unsigned int c = '\t'; // Insert TAB
+ if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
+ state->OnCharPressed(c);
+ }
+ // FIXME: Implement Shift+Tab
+ /*
+ if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id))
+ {
+ }
+ */
+ }
+
+ // Process regular text input (before we check for Return because using some IME will effectively send a Return?)
+ // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
+ const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl);
+ if (io.InputQueueCharacters.Size > 0)
+ {
+ if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)
+ for (int n = 0; n < io.InputQueueCharacters.Size; n++)
+ {
+ // Insert character if they pass filtering
+ unsigned int c = (unsigned int)io.InputQueueCharacters[n];
+ if (c == '\t') // Skip Tab, see above.
+ continue;
+ if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
+ state->OnCharPressed(c);
+ }
+
+ // Consume characters
+ io.InputQueueCharacters.resize(0);
+ }
+ }
+
+ // Process other shortcuts/key-presses
+ bool revert_edit = false;
+ if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
+ {
+ IM_ASSERT(state != NULL);
+
+ const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1);
+ state->Stb->row_count_per_page = row_count_per_page;
+
+ const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
+ const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
+ const bool is_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
+
+ // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: former would be handled by InputText)
+ // Otherwise we could simply assume that we own the keys as we are active.
+ const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;
+ const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
+ const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) && !is_password && (!is_multiline || state->HasSelection());
+ const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) && !is_readonly;
+ const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable;
+ const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) || Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable;
+ const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id);
+
+ // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
+ const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+ const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
+ const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
+ const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
+
+ // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.
+ // FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of line.
+ if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
+ else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
+ else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
+ else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
+ else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; }
+ else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; }
+ else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
+ else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
+ else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut)
+ {
+ if (!state->HasSelection())
+ {
+ // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace)
+ if (is_wordmove_key_down)
+ state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
+ }
+ state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask);
+ }
+ else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly)
+ {
+ if (!state->HasSelection())
+ {
+ if (is_wordmove_key_down)
+ state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);
+ else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper)
+ state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);
+ }
+ state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
+ }
+ else if (is_enter_pressed || is_gamepad_validate)
+ {
+ // Determine if we turn Enter into a \n character
+ bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
+ if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line != io.KeyCtrl))
+ {
+ validated = true;
+ if (io.ConfigInputTextEnterKeepActive && !is_multiline)
+ state->SelectAll(); // No need to scroll
+ else
+ clear_active_id = true;
+ }
+ else if (!is_readonly)
+ {
+ unsigned int c = '\n'; // Insert new line
+ if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
+ state->OnCharPressed(c);
+ }
+ }
+ else if (is_cancel)
+ {
+ if (flags & ImGuiInputTextFlags_EscapeClearsAll)
+ {
+ if (state->TextA.Data[0] != 0)
+ {
+ revert_edit = true;
+ }
+ else
+ {
+ render_cursor = render_selection = false;
+ clear_active_id = true;
+ }
+ }
+ else
+ {
+ clear_active_id = revert_edit = true;
+ render_cursor = render_selection = false;
+ }
+ }
+ else if (is_undo || is_redo)
+ {
+ state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
+ state->ClearSelection();
+ }
+ else if (is_select_all)
+ {
+ state->SelectAll();
+ state->CursorFollow = true;
+ }
+ else if (is_cut || is_copy)
+ {
+ // Cut, Copy
+ if (g.PlatformIO.Platform_SetClipboardTextFn != NULL)
+ {
+ // SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user buffer, so we need to make a copy.
+ const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0;
+ const int ie = state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen;
+ g.TempBuffer.reserve(ie - ib + 1);
+ memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib);
+ g.TempBuffer.Data[ie - ib] = 0;
+ SetClipboardText(g.TempBuffer.Data);
+ }
+ if (is_cut)
+ {
+ if (!state->HasSelection())
+ state->SelectAll();
+ state->CursorFollow = true;
+ stb_textedit_cut(state, state->Stb);
+ }
+ }
+ else if (is_paste)
+ {
+ if (const char* clipboard = GetClipboardText())
+ {
+ // Filter pasted buffer
+ const int clipboard_len = (int)ImStrlen(clipboard);
+ ImVector clipboard_filtered;
+ clipboard_filtered.reserve(clipboard_len + 1);
+ for (const char* s = clipboard; *s != 0; )
+ {
+ unsigned int c;
+ int in_len = ImTextCharFromUtf8(&c, s, NULL);
+ s += in_len;
+ if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true))
+ continue;
+ char c_utf8[5];
+ ImTextCharToUtf8(c_utf8, c);
+ int out_len = (int)ImStrlen(c_utf8);
+ clipboard_filtered.resize(clipboard_filtered.Size + out_len);
+ memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len);
+ }
+ if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation
+ {
+ clipboard_filtered.push_back(0);
+ stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1);
+ state->CursorFollow = true;
+ }
+ }
+ }
+
+ // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame.
+ render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
+ }
+
+ // Process callbacks and apply result back to user's buffer.
+ const char* apply_new_text = NULL;
+ int apply_new_text_length = 0;
+ if (g.ActiveId == id)
+ {
+ IM_ASSERT(state != NULL);
+ if (revert_edit && !is_readonly)
+ {
+ if (flags & ImGuiInputTextFlags_EscapeClearsAll)
+ {
+ // Clear input
+ IM_ASSERT(state->TextA.Data[0] != 0);
+ apply_new_text = "";
+ apply_new_text_length = 0;
+ value_changed = true;
+ char empty_string = 0;
+ stb_textedit_replace(state, state->Stb, &empty_string, 0);
+ }
+ else if (strcmp(state->TextA.Data, state->TextToRevertTo.Data) != 0)
+ {
+ apply_new_text = state->TextToRevertTo.Data;
+ apply_new_text_length = state->TextToRevertTo.Size - 1;
+
+ // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
+ // Push records into the undo stack so we can CTRL+Z the revert operation itself
+ value_changed = true;
+ stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1);
+ }
+ }
+
+ // FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId,
+ // even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit callbacks.
+ // If we do that, need to ensure that as special case, 'validated == true' also writes back.
+ // This also allows the user to use InputText() without maintaining any user-side storage.
+ // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object
+ // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
+ const bool apply_edit_back_to_user_buffer = true;// !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
+ if (apply_edit_back_to_user_buffer)
+ {
+ // Apply current edited text immediately.
+ // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
+
+ // User callback
+ if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)
+ {
+ IM_ASSERT(callback != NULL);
+
+ // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
+ ImGuiInputTextFlags event_flag = 0;
+ ImGuiKey event_key = ImGuiKey_None;
+ if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id))
+ {
+ event_flag = ImGuiInputTextFlags_CallbackCompletion;
+ event_key = ImGuiKey_Tab;
+ }
+ else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow))
+ {
+ event_flag = ImGuiInputTextFlags_CallbackHistory;
+ event_key = ImGuiKey_UpArrow;
+ }
+ else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow))
+ {
+ event_flag = ImGuiInputTextFlags_CallbackHistory;
+ event_key = ImGuiKey_DownArrow;
+ }
+ else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited)
+ {
+ event_flag = ImGuiInputTextFlags_CallbackEdit;
+ }
+ else if (flags & ImGuiInputTextFlags_CallbackAlways)
+ {
+ event_flag = ImGuiInputTextFlags_CallbackAlways;
+ }
+
+ if (event_flag)
+ {
+ ImGuiInputTextCallbackData callback_data;
+ callback_data.Ctx = &g;
+ callback_data.EventFlag = event_flag;
+ callback_data.Flags = flags;
+ callback_data.UserData = callback_user_data;
+
+ // FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925
+ char* callback_buf = is_readonly ? buf : state->TextA.Data;
+ IM_ASSERT(callback_buf == state->TextSrc);
+ state->CallbackTextBackup.resize(state->TextLen + 1);
+ memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1);
+
+ callback_data.EventKey = event_key;
+ callback_data.Buf = callback_buf;
+ callback_data.BufTextLen = state->TextLen;
+ callback_data.BufSize = state->BufCapacity;
+ callback_data.BufDirty = false;
+
+ const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor;
+ const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start;
+ const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end;
+
+ // Call user code
+ callback(&callback_data);
+
+ // Read back what user may have modified
+ callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback
+ IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields
+ IM_ASSERT(callback_data.BufSize == state->BufCapacity);
+ IM_ASSERT(callback_data.Flags == flags);
+ const bool buf_dirty = callback_data.BufDirty;
+ if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb->cursor = callback_data.CursorPos; state->CursorFollow = true; }
+ if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb->cursor : callback_data.SelectionStart; }
+ if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb->select_start : callback_data.SelectionEnd; }
+ if (buf_dirty)
+ {
+ // Callback may update buffer and thus set buf_dirty even in read-only mode.
+ IM_ASSERT(callback_data.BufTextLen == (int)ImStrlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
+ InputTextReconcileUndoState(state, state->CallbackTextBackup.Data, state->CallbackTextBackup.Size - 1, callback_data.Buf, callback_data.BufTextLen);
+ state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
+ state->CursorAnimReset();
+ }
+ }
+ }
+
+ // Will copy result string if modified
+ if (!is_readonly && strcmp(state->TextSrc, buf) != 0)
+ {
+ apply_new_text = state->TextSrc;
+ apply_new_text_length = state->TextLen;
+ value_changed = true;
+ }
+ }
+ }
+
+ // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details)
+ if (g.InputTextDeactivatedState.ID == id)
+ {
+ if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0)
+ {
+ apply_new_text = g.InputTextDeactivatedState.TextA.Data;
+ apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1;
+ value_changed = true;
+ //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text);
+ }
+ g.InputTextDeactivatedState.ID = 0;
+ }
+
+ // Copy result to user buffer. This can currently only happen when (g.ActiveId == id)
+ if (apply_new_text != NULL)
+ {
+ //// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size
+ //// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used
+ //// without any storage on user's side.
+ IM_ASSERT(apply_new_text_length >= 0);
+ if (is_resizable)
+ {
+ ImGuiInputTextCallbackData callback_data;
+ callback_data.Ctx = &g;
+ callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;
+ callback_data.Flags = flags;
+ callback_data.Buf = buf;
+ callback_data.BufTextLen = apply_new_text_length;
+ callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);
+ callback_data.UserData = callback_user_data;
+ callback(&callback_data);
+ buf = callback_data.Buf;
+ buf_size = callback_data.BufSize;
+ apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);
+ IM_ASSERT(apply_new_text_length <= buf_size);
+ }
+ //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);
+
+ // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
+ ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
+ }
+
+ // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
+ // Otherwise request text input ahead for next frame.
+ if (g.ActiveId == id && clear_active_id)
+ ClearActiveID();
+
+ // Render frame
+ if (!is_multiline)
+ {
+ RenderNavCursor(frame_bb, id);
+ RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+ }
+
+ ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
+ ImVec2 text_size(0.0f, 0.0f);
+ ImRect clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size
+ if (is_multiline)
+ clip_rect.ClipWith(draw_window->ClipRect);
+
+ // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
+ // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
+ // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
+ const int buf_display_max_length = 2 * 1024 * 1024;
+ const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595
+ const char* buf_display_end = NULL; // We have specialized paths below for setting the length
+
+ // Display hint when contents is empty
+ // At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368)
+ const bool new_is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);
+ if (new_is_displaying_hint != is_displaying_hint)
+ {
+ if (is_password && !is_displaying_hint)
+ PopPasswordFont();
+ is_displaying_hint = new_is_displaying_hint;
+ if (is_password && !is_displaying_hint)
+ PushPasswordFont();
+ }
+ if (is_displaying_hint)
+ {
+ buf_display = hint;
+ buf_display_end = hint + ImStrlen(hint);
+ }
+ else
+ {
+ if (render_cursor || render_selection || g.ActiveId == id)
+ buf_display_end = buf_display + state->TextLen; //-V595
+ else if (is_multiline && !is_wordwrap)
+ buf_display_end = NULL; // Inactive multi-line: end of buffer will be output by InputTextLineIndexBuild() special strchr() path.
+ else
+ buf_display_end = buf_display + ImStrlen(buf_display);
+ }
+
+ // Calculate visibility
+ int line_visible_n0 = 0, line_visible_n1 = 1;
+ if (is_multiline)
+ CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize, &line_visible_n0, &line_visible_n1);
+
+ // Build line index for easy data access (makes code below simpler and faster)
+ ImGuiTextIndex* line_index = &g.InputTextLineIndex;
+ line_index->Offsets.resize(0);
+ int line_count = 1;
+ if (is_multiline)
+ line_count = InputTextLineIndexBuild(flags, line_index, buf_display, buf_display_end, wrap_width, (render_cursor && state && state->CursorFollow) ? INT_MAX : line_visible_n1 + 1, buf_display_end ? NULL : &buf_display_end);
+ line_index->EndOffset = (int)(buf_display_end - buf_display);
+ line_visible_n1 = ImMin(line_visible_n1, line_count);
+
+ // Store text height (we don't need width)
+ text_size = ImVec2(inner_size.x, line_count * g.FontSize);
+ //GetForegroundDrawList()->AddRect(draw_pos + ImVec2(0, line_visible_n0 * g.FontSize), draw_pos + ImVec2(frame_size.x, line_visible_n1 * g.FontSize), IM_COL32(255, 0, 0, 255));
+
+ // Calculate blinking cursor position
+ const ImVec2 cursor_offset = render_cursor && state ? InputTextLineIndexGetPosOffset(g, state, line_index, buf_display, buf_display_end, state->Stb->cursor) : ImVec2(0.0f, 0.0f);
+ ImVec2 draw_scroll;
+
+ // Render text. We currently only render selection when the widget is active or while scrolling.
+ const ImU32 text_col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);
+ if (render_cursor || render_selection)
+ {
+ // Render text (with cursor and selection)
+ // This is going to be messy. We need to:
+ // - Display the text (this alone can be more easily clipped)
+ // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
+ // - Measure text height (for scrollbar)
+ // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
+ // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
+ IM_ASSERT(state != NULL);
+ state->LineCount = line_count;
+
+ // Scroll
+ float new_scroll_y = scroll_y;
+ if (render_cursor && state->CursorFollow)
+ {
+ // Horizontal scroll in chunks of quarter width
+ if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
+ {
+ const float scroll_increment_x = inner_size.x * 0.25f;
+ const float visible_width = inner_size.x - style.FramePadding.x;
+ if (cursor_offset.x < state->Scroll.x)
+ state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
+ else if (cursor_offset.x - visible_width >= state->Scroll.x)
+ state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x);
+ }
+ else
+ {
+ state->Scroll.x = 0.0f;
+ }
+
+ // Vertical scroll
+ if (is_multiline)
+ {
+ // Test if cursor is vertically visible
+ if (cursor_offset.y - g.FontSize < scroll_y)
+ new_scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
+ else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y)
+ new_scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;
+ }
+ state->CursorFollow = false;
+ }
+ if (state->CursorCenterY)
+ {
+ if (is_multiline)
+ new_scroll_y = cursor_offset.y - g.FontSize - (inner_size.y * 0.5f - style.FramePadding.y);
+ state->CursorCenterY = false;
+ render_cursor = false;
+ }
+ if (new_scroll_y != scroll_y)
+ {
+ const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);
+ scroll_y = ImClamp(new_scroll_y, 0.0f, scroll_max_y);
+ draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag
+ draw_window->Scroll.y = scroll_y;
+ CalcClipRectVisibleItemsY(clip_rect, draw_pos, g.FontSize, &line_visible_n0, &line_visible_n1);
+ line_visible_n1 = ImMin(line_visible_n1, line_count);
+ }
+
+ // Draw selection
+ draw_scroll.x = state->Scroll.x;
+ if (render_selection)
+ {
+ const ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.
+ const float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
+ const float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
+ const float bg_eol_width = IM_TRUNC(g.FontBaked->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
+
+ const char* text_selected_begin = buf_display + ImMin(state->Stb->select_start, state->Stb->select_end);
+ const char* text_selected_end = buf_display + ImMax(state->Stb->select_start, state->Stb->select_end);
+ for (int line_n = line_visible_n0; line_n < line_visible_n1; line_n++)
+ {
+ const char* p = line_index->get_line_begin(buf_display, line_n);
+ const char* p_eol = line_index->get_line_end(buf_display, line_n);
+ const bool p_eol_is_wrap = (p_eol < buf_display_end && *p_eol != '\n');
+ if (p_eol_is_wrap)
+ p_eol++;
+ const char* line_selected_begin = (text_selected_begin > p) ? text_selected_begin : p;
+ const char* line_selected_end = (text_selected_end < p_eol) ? text_selected_end : p_eol;
+
+ float rect_width = 0.0f;
+ if (line_selected_begin < line_selected_end)
+ rect_width += CalcTextSize(line_selected_begin, line_selected_end).x;
+ if (text_selected_begin <= p_eol && text_selected_end > p_eol && !p_eol_is_wrap)
+ rect_width += bg_eol_width; // So we can see selected empty lines
+ if (rect_width == 0.0f)
+ continue;
+
+ ImRect rect;
+ rect.Min.x = draw_pos.x - draw_scroll.x + CalcTextSize(p, line_selected_begin).x;
+ rect.Min.y = draw_pos.y - draw_scroll.y + line_n * g.FontSize;
+ rect.Max.x = rect.Min.x + rect_width;
+ rect.Max.y = rect.Min.y + bg_offy_dn + g.FontSize;
+ rect.Min.y -= bg_offy_up;
+ rect.ClipWith(clip_rect);
+ draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
+ }
+ }
+ }
+
+ // Find render position for right alignment (single-line only)
+ if (g.ActiveId != id && flags & ImGuiInputTextFlags_ElideLeft)
+ draw_pos.x = ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x);
+ //draw_scroll.x = state->Scroll.x; // Preserve scroll when inactive?
+
+ // Render text
+ if ((is_multiline || (buf_display_end - buf_display) < buf_display_max_length) && (text_col & IM_COL32_A_MASK) && (line_visible_n0 < line_visible_n1))
+ g.Font->RenderText(draw_window->DrawList, g.FontSize,
+ draw_pos - draw_scroll + ImVec2(0.0f, line_visible_n0 * g.FontSize),
+ text_col, clip_rect.AsVec4(),
+ line_index->get_line_begin(buf_display, line_visible_n0),
+ line_index->get_line_end(buf_display, line_visible_n1 - 1),
+ wrap_width, ImDrawTextFlags_WrapKeepBlanks | ImDrawTextFlags_CpuFineClip);
+
+ // Render blinking cursor
+ if (render_cursor)
+ {
+ state->CursorAnim += io.DeltaTime;
+ bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
+ ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll);
+ ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
+ if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
+ draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_InputTextCursor), 1.0f); // FIXME-DPI: Cursor thickness (#7031)
+
+ // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
+ // This is required for some backends (SDL3) to start emitting character/text inputs.
+ // As per #6341, make sure we don't set that on the deactivating frame.
+ if (!is_readonly && g.ActiveId == id)
+ {
+ ImGuiPlatformImeData* ime_data = &g.PlatformImeData; // (this is a public struct, passed to io.Platform_SetImeDataFn() handler)
+ ime_data->WantVisible = true;
+ ime_data->WantTextInput = true;
+ ime_data->InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
+ ime_data->InputLineHeight = g.FontSize;
+ ime_data->ViewportId = window->Viewport->ID;
+ }
+ }
+
+ if (is_password && !is_displaying_hint)
+ PopPasswordFont();
+
+ if (is_multiline)
+ {
+ // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (see #4761, #7870)...
+ Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y));
+ g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop;
+ EndChild();
+ item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow);
+
+ // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active...
+ // FIXME: This quite messy/tricky, should attempt to get rid of the child window.
+ EndGroup();
+ if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y))
+ {
+ g.LastItemData.ID = id;
+ g.LastItemData.ItemFlags = item_data_backup.ItemFlags;
+ g.LastItemData.StatusFlags = item_data_backup.StatusFlags;
+ }
+ }
+ if (state)
+ state->TextSrc = NULL;
+
+ // Log as text
+ if (g.LogEnabled && (!is_password || is_displaying_hint))
+ {
+ LogSetNextTextDecoration("{", "}");
+ LogRenderedText(&draw_pos, buf_display, buf_display_end);
+ }
+
+ if (label_size.x > 0)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
+
+ if (value_changed)
+ MarkItemEdited(id);
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);
+ if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
+ return validated;
+ else
+ return value_changed;
+}
+
+void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state)
+{
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ ImGuiContext& g = *GImGui;
+ ImStb::STB_TexteditState* stb_state = state->Stb;
+ ImStb::StbUndoState* undo_state = &stb_state->undostate;
+ Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId);
+ DebugLocateItemOnHover(state->ID);
+ Text("TextLen: %d, Cursor: %d%s, Selection: %d..%d", state->TextLen, stb_state->cursor,
+ (state->Flags & ImGuiInputTextFlags_WordWrap) ? (state->LastMoveDirectionLR == ImGuiDir_Left ? " (L)" : " (R)") : "",
+ stb_state->select_start, stb_state->select_end);
+ Text("BufCapacity: %d, LineCount: %d", state->BufCapacity, state->LineCount);
+ Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity);
+ Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x);
+ Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point);
+ if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state
+ {
+ PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
+ for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++)
+ {
+ ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n];
+ const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' ';
+ if (undo_rec_type == ' ')
+ BeginDisabled();
+ const int buf_preview_len = (undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0;
+ const char* buf_preview_str = undo_state->undo_char + undo_rec->char_storage;
+ Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"",
+ undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf_preview_len, buf_preview_str);
+ if (undo_rec_type == ' ')
+ EndDisabled();
+ }
+ PopStyleVar();
+ }
+ EndChild();
+#else
+ IM_UNUSED(state);
+#endif
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
+//-------------------------------------------------------------------------
+// - ColorEdit3()
+// - ColorEdit4()
+// - ColorPicker3()
+// - RenderColorRectWithAlphaCheckerboard() [Internal]
+// - ColorPicker4()
+// - ColorButton()
+// - SetColorEditOptions()
+// - ColorTooltip() [Internal]
+// - ColorEditOptionsPopup() [Internal]
+// - ColorPickerOptionsPopup() [Internal]
+//-------------------------------------------------------------------------
+
+bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)
+{
+ return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
+}
+
+static void ColorEditRestoreH(const float* col, float* H)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.ColorEditCurrentID != 0);
+ if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
+ return;
+ *H = g.ColorEditSavedHue;
+}
+
+// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.
+// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.
+static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.ColorEditCurrentID != 0);
+ if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
+ return;
+
+ // When S == 0, H is undefined.
+ // When H == 1 it wraps around to 0.
+ if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1))
+ *H = g.ColorEditSavedHue;
+
+ // When V == 0, S is undefined.
+ if (*V == 0.0f)
+ *S = g.ColorEditSavedSat;
+}
+
+// Edit colors components (each component in 0.0f..1.0f range).
+// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
+// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL+Click over input fields to edit them and TAB to go to next item.
+bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const float square_sz = GetFrameHeight();
+ const char* label_display_end = FindRenderedTextEnd(label);
+ float w_full = CalcItemWidth();
+ g.NextItemData.ClearFlags();
+
+ BeginGroup();
+ PushID(label);
+ const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);
+ if (set_current_color_edit_id)
+ g.ColorEditCurrentID = window->IDStack.back();
+
+ // If we're not showing any slider there's no point in doing any HSV conversions
+ const ImGuiColorEditFlags flags_untouched = flags;
+ if (flags & ImGuiColorEditFlags_NoInputs)
+ flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions;
+
+ // Context menu: display and modify options (before defaults are applied)
+ if (!(flags & ImGuiColorEditFlags_NoOptions))
+ ColorEditOptionsPopup(col, flags);
+
+ // Read stored options
+ if (!(flags & ImGuiColorEditFlags_DisplayMask_))
+ flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_);
+ if (!(flags & ImGuiColorEditFlags_DataTypeMask_))
+ flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_);
+ if (!(flags & ImGuiColorEditFlags_PickerMask_))
+ flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_);
+ if (!(flags & ImGuiColorEditFlags_InputMask_))
+ flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_);
+ flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_));
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected
+
+ const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;
+ const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;
+ const int components = alpha ? 4 : 3;
+ const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);
+ const float w_inputs = ImMax(w_full - w_button, 1.0f);
+ w_full = w_inputs + w_button;
+
+ // Convert to the formats we need
+ float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };
+ if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB))
+ ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
+ else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))
+ {
+ // Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
+ ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
+ ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);
+ }
+ int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
+
+ bool value_changed = false;
+ bool value_changed_as_float = false;
+
+ const ImVec2 pos = window->DC.CursorPos;
+ const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f;
+ window->DC.CursorPos.x = pos.x + inputs_offset_x;
+
+ if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
+ {
+ // RGB/HSV 0..255 Sliders
+ const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1);
+
+ const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
+ static const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
+ static const char* fmt_table_int[3][4] =
+ {
+ { "%3d", "%3d", "%3d", "%3d" }, // Short display
+ { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA
+ { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA
+ };
+ static const char* fmt_table_float[3][4] =
+ {
+ { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display
+ { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA
+ { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA
+ };
+ const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1;
+
+ float prev_split = 0.0f;
+ for (int n = 0; n < components; n++)
+ {
+ if (n > 0)
+ SameLine(0, style.ItemInnerSpacing.x);
+ float next_split = IM_TRUNC(w_items * (n + 1) / components);
+ SetNextItemWidth(ImMax(next_split - prev_split, 1.0f));
+ prev_split = next_split;
+
+ // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0.
+ if (flags & ImGuiColorEditFlags_Float)
+ {
+ value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
+ value_changed_as_float |= value_changed;
+ }
+ else
+ {
+ value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
+ }
+ if (!(flags & ImGuiColorEditFlags_NoOptions))
+ OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
+ }
+ }
+ else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
+ {
+ // RGB Hexadecimal Input
+ char buf[64];
+ if (alpha)
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255));
+ else
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255));
+ SetNextItemWidth(w_inputs);
+ if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase))
+ {
+ value_changed = true;
+ char* p = buf;
+ while (*p == '#' || ImCharIsBlankA(*p))
+ p++;
+ i[0] = i[1] = i[2] = 0;
+ i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha)
+ int r;
+ if (alpha)
+ r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
+ else
+ r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
+ IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'.
+ }
+ if (!(flags & ImGuiColorEditFlags_NoOptions))
+ OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
+ }
+
+ ImGuiWindow* picker_active_window = NULL;
+ if (!(flags & ImGuiColorEditFlags_NoSmallPreview))
+ {
+ const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x;
+ window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y);
+
+ const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);
+ if (ColorButton("##ColorButton", col_v4, flags))
+ {
+ if (!(flags & ImGuiColorEditFlags_NoPicker))
+ {
+ // Store current color and open a picker
+ g.ColorPickerRef = col_v4;
+ OpenPopup("picker");
+ SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y));
+ }
+ }
+ if (!(flags & ImGuiColorEditFlags_NoOptions))
+ OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
+
+ if (BeginPopup("picker"))
+ {
+ if (g.CurrentWindow->BeginCount == 1)
+ {
+ picker_active_window = g.CurrentWindow;
+ if (label != label_display_end)
+ {
+ TextEx(label, label_display_end);
+ Spacing();
+ }
+ ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
+ ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
+ SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
+ value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
+ }
+ EndPopup();
+ }
+ }
+
+ if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))
+ {
+ // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left),
+ // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this.
+ SameLine(0.0f, style.ItemInnerSpacing.x);
+ window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x);
+ TextEx(label, label_display_end);
+ }
+
+ // Convert back
+ if (value_changed && picker_active_window == NULL)
+ {
+ if (!value_changed_as_float)
+ for (int n = 0; n < 4; n++)
+ f[n] = i[n] / 255.0f;
+ if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))
+ {
+ g.ColorEditSavedHue = f[0];
+ g.ColorEditSavedSat = f[1];
+ ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
+ g.ColorEditSavedID = g.ColorEditCurrentID;
+ g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));
+ }
+ if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))
+ ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
+
+ col[0] = f[0];
+ col[1] = f[1];
+ col[2] = f[2];
+ if (alpha)
+ col[3] = f[3];
+ }
+
+ if (set_current_color_edit_id)
+ g.ColorEditCurrentID = 0;
+ PopID();
+ EndGroup();
+
+ // Drag and Drop Target
+ // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.
+ if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget())
+ {
+ bool accepted_drag_drop = false;
+ if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
+ {
+ memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086
+ value_changed = accepted_drag_drop = true;
+ }
+ if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
+ {
+ memcpy((float*)col, payload->Data, sizeof(float) * components);
+ value_changed = accepted_drag_drop = true;
+ }
+
+ // Drag-drop payloads are always RGB
+ if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV))
+ ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]);
+ EndDragDropTarget();
+ }
+
+ // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().
+ if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
+ g.LastItemData.ID = g.ActiveId;
+
+ if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
+ MarkItemEdited(g.LastItemData.ID);
+
+ return value_changed;
+}
+
+bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)
+{
+ float col4[4] = { col[0], col[1], col[2], 1.0f };
+ if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))
+ return false;
+ col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];
+ return true;
+}
+
+// Helper for ColorPicker4()
+static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)
+{
+ ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);
+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));
+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8));
+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8));
+ ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8));
+}
+
+// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
+// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)
+// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)
+// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)
+bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImDrawList* draw_list = window->DrawList;
+ ImGuiStyle& style = g.Style;
+ ImGuiIO& io = g.IO;
+
+ const float width = CalcItemWidth();
+ const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0;
+ g.NextItemData.ClearFlags();
+
+ PushID(label);
+ const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);
+ if (set_current_color_edit_id)
+ g.ColorEditCurrentID = window->IDStack.back();
+ BeginGroup();
+
+ if (!(flags & ImGuiColorEditFlags_NoSidePreview))
+ flags |= ImGuiColorEditFlags_NoSmallPreview;
+
+ // Context menu: display and store options.
+ if (!(flags & ImGuiColorEditFlags_NoOptions))
+ ColorPickerOptionsPopup(col, flags);
+
+ // Read stored options
+ if (!(flags & ImGuiColorEditFlags_PickerMask_))
+ flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_;
+ if (!(flags & ImGuiColorEditFlags_InputMask_))
+ flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_;
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected
+ if (!(flags & ImGuiColorEditFlags_NoOptions))
+ flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);
+
+ // Setup
+ int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;
+ bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);
+ ImVec2 picker_pos = window->DC.CursorPos;
+ float square_sz = GetFrameHeight();
+ float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars
+ float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
+ float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
+ float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
+ float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f);
+
+ float backup_initial_col[4];
+ memcpy(backup_initial_col, col, components * sizeof(float));
+
+ float wheel_thickness = sv_picker_size * 0.08f;
+ float wheel_r_outer = sv_picker_size * 0.50f;
+ float wheel_r_inner = wheel_r_outer - wheel_thickness;
+ ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f);
+
+ // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.
+ float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);
+ ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.
+ ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.
+ ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.
+
+ float H = col[0], S = col[1], V = col[2];
+ float R = col[0], G = col[1], B = col[2];
+ if (flags & ImGuiColorEditFlags_InputRGB)
+ {
+ // Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
+ ColorConvertRGBtoHSV(R, G, B, H, S, V);
+ ColorEditRestoreHS(col, &H, &S, &V);
+ }
+ else if (flags & ImGuiColorEditFlags_InputHSV)
+ {
+ ColorConvertHSVtoRGB(H, S, V, R, G, B);
+ }
+
+ bool value_changed = false, value_changed_h = false, value_changed_sv = false;
+
+ PushItemFlag(ImGuiItemFlags_NoNav, true);
+ if (flags & ImGuiColorEditFlags_PickerHueWheel)
+ {
+ // Hue wheel + SV triangle logic
+ InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));
+ if (IsItemActive() && !is_readonly)
+ {
+ ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;
+ ImVec2 current_off = g.IO.MousePos - wheel_center;
+ float initial_dist2 = ImLengthSqr(initial_off);
+ if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1))
+ {
+ // Interactive with Hue wheel
+ H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f;
+ if (H < 0.0f)
+ H += 1.0f;
+ value_changed = value_changed_h = true;
+ }
+ float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);
+ float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);
+ if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))
+ {
+ // Interacting with SV triangle
+ ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);
+ if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))
+ current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);
+ float uu, vv, ww;
+ ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);
+ V = ImClamp(1.0f - vv, 0.0001f, 1.0f);
+ S = ImClamp(uu / V, 0.0001f, 1.0f);
+ value_changed = value_changed_sv = true;
+ }
+ }
+ if (!(flags & ImGuiColorEditFlags_NoOptions))
+ OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
+ }
+ else if (flags & ImGuiColorEditFlags_PickerHueBar)
+ {
+ // SV rectangle logic
+ InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
+ if (IsItemActive() && !is_readonly)
+ {
+ S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));
+ V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
+ ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.
+ value_changed = value_changed_sv = true;
+ }
+ if (!(flags & ImGuiColorEditFlags_NoOptions))
+ OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
+
+ // Hue bar logic
+ SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
+ InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));
+ if (IsItemActive() && !is_readonly)
+ {
+ H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
+ value_changed = value_changed_h = true;
+ }
+ }
+
+ // Alpha bar logic
+ if (alpha_bar)
+ {
+ SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));
+ InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size));
+ if (IsItemActive())
+ {
+ col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
+ value_changed = true;
+ }
+ }
+ PopItemFlag(); // ImGuiItemFlags_NoNav
+
+ if (!(flags & ImGuiColorEditFlags_NoSidePreview))
+ {
+ SameLine(0, style.ItemInnerSpacing.x);
+ BeginGroup();
+ }
+
+ if (!(flags & ImGuiColorEditFlags_NoLabel))
+ {
+ const char* label_display_end = FindRenderedTextEnd(label);
+ if (label != label_display_end)
+ {
+ if ((flags & ImGuiColorEditFlags_NoSidePreview))
+ SameLine(0, style.ItemInnerSpacing.x);
+ TextEx(label, label_display_end);
+ }
+ }
+
+ if (!(flags & ImGuiColorEditFlags_NoSidePreview))
+ {
+ PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
+ ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
+ if ((flags & ImGuiColorEditFlags_NoLabel))
+ Text("Current");
+
+ ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoTooltip;
+ ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2));
+ if (ref_col != NULL)
+ {
+ Text("Original");
+ ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);
+ if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)))
+ {
+ memcpy(col, ref_col, components * sizeof(float));
+ value_changed = true;
+ }
+ }
+ PopItemFlag();
+ EndGroup();
+ }
+
+ // Convert back color to RGB
+ if (value_changed_h || value_changed_sv)
+ {
+ if (flags & ImGuiColorEditFlags_InputRGB)
+ {
+ ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]);
+ g.ColorEditSavedHue = H;
+ g.ColorEditSavedSat = S;
+ g.ColorEditSavedID = g.ColorEditCurrentID;
+ g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));
+ }
+ else if (flags & ImGuiColorEditFlags_InputHSV)
+ {
+ col[0] = H;
+ col[1] = S;
+ col[2] = V;
+ }
+ }
+
+ // R,G,B and H,S,V slider color editor
+ bool value_changed_fix_hue_wrap = false;
+ if ((flags & ImGuiColorEditFlags_NoInputs) == 0)
+ {
+ PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);
+ ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview;
+ ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;
+ if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
+ if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))
+ {
+ // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
+ // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)
+ value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);
+ value_changed = true;
+ }
+ if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
+ value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV);
+ if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
+ value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex);
+ PopItemWidth();
+ }
+
+ // Try to cancel hue wrap (after ColorEdit4 call), if any
+ if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB))
+ {
+ float new_H, new_S, new_V;
+ ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);
+ if (new_H <= 0 && H > 0)
+ {
+ if (new_V <= 0 && V != new_V)
+ ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);
+ else if (new_S <= 0)
+ ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);
+ }
+ }
+
+ if (value_changed)
+ {
+ if (flags & ImGuiColorEditFlags_InputRGB)
+ {
+ R = col[0];
+ G = col[1];
+ B = col[2];
+ ColorConvertRGBtoHSV(R, G, B, H, S, V);
+ ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately.
+ }
+ else if (flags & ImGuiColorEditFlags_InputHSV)
+ {
+ H = col[0];
+ S = col[1];
+ V = col[2];
+ ColorConvertHSVtoRGB(H, S, V, R, G, B);
+ }
+ }
+
+ const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);
+ const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);
+ const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);
+ const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);
+ const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };
+
+ ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
+ ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
+ ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!
+
+ ImVec2 sv_cursor_pos;
+
+ if (flags & ImGuiColorEditFlags_PickerHueWheel)
+ {
+ // Render Hue Wheel
+ const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
+ const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
+ for (int n = 0; n < 6; n++)
+ {
+ const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps;
+ const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
+ const int vert_start_idx = draw_list->VtxBuffer.Size;
+ draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
+ draw_list->PathStroke(col_white, 0, wheel_thickness);
+ const int vert_end_idx = draw_list->VtxBuffer.Size;
+
+ // Paint colors over existing vertices
+ ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
+ ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
+ ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]);
+ }
+
+ // Render Cursor + preview on Hue Wheel
+ float cos_hue_angle = ImCos(H * 2.0f * IM_PI);
+ float sin_hue_angle = ImSin(H * 2.0f * IM_PI);
+ ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f);
+ float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
+ int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others.
+ draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
+ draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments);
+ draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);
+
+ // Render SV triangle (rotated according to hue)
+ ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
+ ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);
+ ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);
+ ImVec2 uv_white = GetFontTexUvWhitePixel();
+ draw_list->PrimReserve(3, 3);
+ draw_list->PrimVtx(tra, uv_white, hue_color32);
+ draw_list->PrimVtx(trb, uv_white, col_black);
+ draw_list->PrimVtx(trc, uv_white, col_white);
+ draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);
+ sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
+ }
+ else if (flags & ImGuiColorEditFlags_PickerHueBar)
+ {
+ // Render SV Square
+ draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);
+ draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);
+ RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
+ sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
+ sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
+
+ // Render Hue Bar
+ for (int i = 0; i < 6; ++i)
+ draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);
+ float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size);
+ RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
+ RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
+ }
+
+ // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
+ float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f;
+ int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others.
+ draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments);
+ draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments);
+ draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments);
+
+ // Render alpha bar
+ if (alpha_bar)
+ {
+ float alpha = ImSaturate(col[3]);
+ ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
+ RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
+ draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);
+ float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size);
+ RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
+ RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
+ }
+
+ EndGroup();
+
+ if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)
+ value_changed = false;
+ if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
+ MarkItemEdited(g.LastItemData.ID);
+
+ if (set_current_color_edit_id)
+ g.ColorEditCurrentID = 0;
+ PopID();
+
+ return value_changed;
+}
+
+// A little color square. Return true when clicked.
+// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
+// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
+// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.
+bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiID id = window->GetID(desc_id);
+ const float default_size = GetFrameHeight();
+ const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y);
+ const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
+ ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
+ if (!ItemAdd(bb, id))
+ return false;
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held);
+
+ if (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque))
+ flags &= ~(ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf);
+
+ ImVec4 col_rgb = col;
+ if (flags & ImGuiColorEditFlags_InputHSV)
+ ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z);
+
+ ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f);
+ float grid_step = ImMin(size.x, size.y) / 2.99f;
+ float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
+ ImRect bb_inner = bb;
+ float off = 0.0f;
+ if ((flags & ImGuiColorEditFlags_NoBorder) == 0)
+ {
+ off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.
+ bb_inner.Expand(off);
+ }
+ if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)
+ {
+ float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);
+ if ((flags & ImGuiColorEditFlags_AlphaNoBg) == 0)
+ RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight);
+ else
+ window->DrawList->AddRectFilled(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), rounding, ImDrawFlags_RoundCornersRight);
+ window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft);
+ }
+ else
+ {
+ // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
+ ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaOpaque) ? col_rgb_without_alpha : col_rgb;
+ if (col_source.w < 1.0f && (flags & ImGuiColorEditFlags_AlphaNoBg) == 0)
+ RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);
+ else
+ window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding);
+ }
+ RenderNavCursor(bb, id);
+ if ((flags & ImGuiColorEditFlags_NoBorder) == 0)
+ {
+ if (g.Style.FrameBorderSize > 0.0f)
+ RenderFrameBorder(bb.Min, bb.Max, rounding);
+ else
+ window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color buttons are often in need of some sort of border // FIXME-DPI
+ }
+
+ // Drag and Drop Source
+ // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.
+ if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource())
+ {
+ if (flags & ImGuiColorEditFlags_NoAlpha)
+ SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once);
+ else
+ SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once);
+ ColorButton(desc_id, col, flags);
+ SameLine();
+ TextEx("Color");
+ EndDragDropSource();
+ }
+
+ // Tooltip
+ if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip))
+ ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_));
+
+ return pressed;
+}
+
+// Initialize/override default color options
+void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0)
+ flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_;
+ if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0)
+ flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_;
+ if ((flags & ImGuiColorEditFlags_PickerMask_) == 0)
+ flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_;
+ if ((flags & ImGuiColorEditFlags_InputMask_) == 0)
+ flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_;
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected
+ IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected
+ g.ColorEditOptions = flags;
+}
+
+// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
+void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+
+ if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
+ return;
+ const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;
+ if (text_end > text)
+ {
+ TextEx(text, text_end);
+ Separator();
+ }
+
+ ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);
+ ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
+ int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
+ ImGuiColorEditFlags flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_;
+ ColorButton("##preview", cf, (flags & flags_to_forward) | ImGuiColorEditFlags_NoTooltip, sz);
+ SameLine();
+ if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_))
+ {
+ if (flags & ImGuiColorEditFlags_NoAlpha)
+ Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]);
+ else
+ Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]);
+ }
+ else if (flags & ImGuiColorEditFlags_InputHSV)
+ {
+ if (flags & ImGuiColorEditFlags_NoAlpha)
+ Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]);
+ else
+ Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]);
+ }
+ EndTooltip();
+}
+
+void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)
+{
+ bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_);
+ bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_);
+ if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context"))
+ return;
+
+ ImGuiContext& g = *GImGui;
+ PushItemFlag(ImGuiItemFlags_NoMarkEdited, true);
+ ImGuiColorEditFlags opts = g.ColorEditOptions;
+ if (allow_opt_inputs)
+ {
+ if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB;
+ if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV;
+ if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex;
+ }
+ if (allow_opt_datatype)
+ {
+ if (allow_opt_inputs) Separator();
+ if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8;
+ if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float;
+ }
+
+ if (allow_opt_inputs || allow_opt_datatype)
+ Separator();
+ if (Button("Copy as..", ImVec2(-1, 0)))
+ OpenPopup("Copy");
+ if (BeginPopup("Copy"))
+ {
+ int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
+ char buf[64];
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
+ if (Selectable(buf))
+ SetClipboardText(buf);
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca);
+ if (Selectable(buf))
+ SetClipboardText(buf);
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb);
+ if (Selectable(buf))
+ SetClipboardText(buf);
+ if (!(flags & ImGuiColorEditFlags_NoAlpha))
+ {
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca);
+ if (Selectable(buf))
+ SetClipboardText(buf);
+ }
+ EndPopup();
+ }
+
+ g.ColorEditOptions = opts;
+ PopItemFlag();
+ EndPopup();
+}
+
+void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags)
+{
+ bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_);
+ bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);
+ if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context"))
+ return;
+
+ ImGuiContext& g = *GImGui;
+ PushItemFlag(ImGuiItemFlags_NoMarkEdited, true);
+ if (allow_opt_picker)
+ {
+ ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function
+ PushItemWidth(picker_size.x);
+ for (int picker_type = 0; picker_type < 2; picker_type++)
+ {
+ // Draw small/thumbnail version of each picker type (over an invisible button for selection)
+ if (picker_type > 0) Separator();
+ PushID(picker_type);
+ ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha);
+ if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;
+ if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;
+ ImVec2 backup_pos = GetCursorScreenPos();
+ if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup
+ g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_);
+ SetCursorScreenPos(backup_pos);
+ ImVec4 previewing_ref_col;
+ memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));
+ ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags);
+ PopID();
+ }
+ PopItemWidth();
+ }
+ if (allow_opt_alpha_bar)
+ {
+ if (allow_opt_picker) Separator();
+ CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
+ }
+ PopItemFlag();
+ EndPopup();
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
+//-------------------------------------------------------------------------
+// - TreeNode()
+// - TreeNodeV()
+// - TreeNodeEx()
+// - TreeNodeExV()
+// - TreeNodeStoreStackData() [Internal]
+// - TreeNodeBehavior() [Internal]
+// - TreePush()
+// - TreePop()
+// - GetTreeNodeToLabelSpacing()
+// - SetNextItemOpen()
+// - CollapsingHeader()
+//-------------------------------------------------------------------------
+
+bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ bool is_open = TreeNodeExV(str_id, 0, fmt, args);
+ va_end(args);
+ return is_open;
+}
+
+bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);
+ va_end(args);
+ return is_open;
+}
+
+bool ImGui::TreeNode(const char* label)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+ ImGuiID id = window->GetID(label);
+ return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL);
+}
+
+bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
+{
+ return TreeNodeExV(str_id, 0, fmt, args);
+}
+
+bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)
+{
+ return TreeNodeExV(ptr_id, 0, fmt, args);
+}
+
+bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+ ImGuiID id = window->GetID(label);
+ return TreeNodeBehavior(id, flags, label, NULL);
+}
+
+bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ bool is_open = TreeNodeExV(str_id, flags, fmt, args);
+ va_end(args);
+ return is_open;
+}
+
+bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
+{
+ va_list args;
+ va_start(args, fmt);
+ bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);
+ va_end(args);
+ return is_open;
+}
+
+bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiID id = window->GetID(str_id);
+ const char* label, *label_end;
+ ImFormatStringToTempBufferV(&label, &label_end, fmt, args);
+ return TreeNodeBehavior(id, flags, label, label_end);
+}
+
+bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiID id = window->GetID(ptr_id);
+ const char* label, *label_end;
+ ImFormatStringToTempBufferV(&label, &label_end, fmt, args);
+ return TreeNodeBehavior(id, flags, label, label_end);
+}
+
+bool ImGui::TreeNodeGetOpen(ImGuiID storage_id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage;
+ return storage->GetInt(storage_id, 0) != 0;
+}
+
+void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool open)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage;
+ storage->SetInt(storage_id, open ? 1 : 0);
+}
+
+bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags)
+{
+ if (flags & ImGuiTreeNodeFlags_Leaf)
+ return true;
+
+ // We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiStorage* storage = window->DC.StateStorage;
+
+ bool is_open;
+ if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen)
+ {
+ if (g.NextItemData.OpenCond & ImGuiCond_Always)
+ {
+ is_open = g.NextItemData.OpenVal;
+ TreeNodeSetOpen(storage_id, is_open);
+ }
+ else
+ {
+ // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.
+ const int stored_value = storage->GetInt(storage_id, -1);
+ if (stored_value == -1)
+ {
+ is_open = g.NextItemData.OpenVal;
+ TreeNodeSetOpen(storage_id, is_open);
+ }
+ else
+ {
+ is_open = stored_value != 0;
+ }
+ }
+ }
+ else
+ {
+ is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
+ }
+
+ // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
+ // NB- If we are above max depth we still allow manually opened nodes to be logged.
+ if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand)
+ is_open = true;
+
+ return is_open;
+}
+
+// Store ImGuiTreeNodeStackData for just submitted node.
+// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase.
+static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1);
+ ImGuiTreeNodeStackData* tree_node_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
+ tree_node_data->ID = g.LastItemData.ID;
+ tree_node_data->TreeFlags = flags;
+ tree_node_data->ItemFlags = g.LastItemData.ItemFlags;
+ tree_node_data->NavRect = g.LastItemData.NavRect;
+
+ // Initially I tried to latch value for GetColorU32(ImGuiCol_TreeLines) but it's not a good trade-off for very large trees.
+ const bool draw_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) != 0;
+ tree_node_data->DrawLinesX1 = draw_lines ? (x1 + g.FontSize * 0.5f + g.Style.FramePadding.x) : +FLT_MAX;
+ tree_node_data->DrawLinesTableColumn = (draw_lines && g.CurrentTable) ? (ImGuiTableColumnIdx)g.CurrentTable->CurrentColumn : -1;
+ tree_node_data->DrawLinesToNodesY2 = -FLT_MAX;
+ window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth);
+ if (flags & ImGuiTreeNodeFlags_DrawLinesToNodes)
+ window->DC.TreeRecordsClippedNodesY2Mask |= (1 << window->DC.TreeDepth);
+}
+
+// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced user code doing storage queries outside of UI loop.
+bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
+ const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));
+
+ if (!label_end)
+ label_end = FindRenderedTextEnd(label);
+ const ImVec2 label_size = CalcTextSize(label, label_end, false);
+
+ const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
+ const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
+ const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow
+
+ // We vertically grow up to current line height up the typical widget height.
+ const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
+ const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
+ const bool span_all_columns_label = (flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL);
+ ImRect frame_bb;
+ frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
+ frame_bb.Min.y = window->DC.CursorPos.y;
+ frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x : window->WorkRect.Max.x;
+ frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
+ if (display_frame)
+ {
+ const float outer_extend = IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits
+ frame_bb.Min.x -= outer_extend;
+ frame_bb.Max.x += outer_extend;
+ }
+
+ ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
+ ItemSize(ImVec2(text_width, frame_height), padding.y);
+
+ // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
+ ImRect interact_bb = frame_bb;
+ if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
+ interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f);
+
+ // Compute open and multi-select states before ItemAdd() as it clear NextItem data.
+ ImGuiID storage_id = (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id;
+ bool is_open = TreeNodeUpdateNextOpen(storage_id, flags);
+
+ bool is_visible;
+ if (span_all_columns || span_all_columns_label)
+ {
+ // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
+ const float backup_clip_rect_min_x = window->ClipRect.Min.x;
+ const float backup_clip_rect_max_x = window->ClipRect.Max.x;
+ window->ClipRect.Min.x = window->ParentWorkRect.Min.x;
+ window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
+ is_visible = ItemAdd(interact_bb, id);
+ window->ClipRect.Min.x = backup_clip_rect_min_x;
+ window->ClipRect.Max.x = backup_clip_rect_max_x;
+ }
+ else
+ {
+ is_visible = ItemAdd(interact_bb, id);
+ }
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
+ g.LastItemData.DisplayRect = frame_bb;
+
+ // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsToParent enabled:
+ // Store data for the current depth to allow returning to this node from any child item.
+ // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
+ // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsToParent by default or move it to ImGuiStyle.
+ bool store_tree_node_stack_data = false;
+ if ((flags & ImGuiTreeNodeFlags_DrawLinesMask_) == 0)
+ flags |= g.Style.TreeLinesFlags;
+ const bool draw_tree_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) && (frame_bb.Min.y < window->ClipRect.Max.y) && (g.Style.TreeLinesSize > 0.0f);
+ if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+ {
+ store_tree_node_stack_data = draw_tree_lines;
+ if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsToParent) && !g.NavIdIsAlive)
+ if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
+ store_tree_node_stack_data = true;
+ }
+
+ const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
+ if (!is_visible)
+ {
+ if ((flags & ImGuiTreeNodeFlags_DrawLinesToNodes) && (window->DC.TreeRecordsClippedNodesY2Mask & (1 << (window->DC.TreeDepth - 1))))
+ {
+ ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
+ parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, window->DC.CursorPos.y); // Don't need to aim to mid Y position as we are clipped anyway.
+ if (frame_bb.Min.y >= window->ClipRect.Max.y)
+ window->DC.TreeRecordsClippedNodesY2Mask &= ~(1 << (window->DC.TreeDepth - 1)); // Done
+ }
+ if (is_open && store_tree_node_stack_data)
+ TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID()
+ if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+ TreePushOverrideID(id);
+ IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
+ return is_open;
+ }
+
+ if (span_all_columns || span_all_columns_label)
+ {
+ TablePushBackgroundChannel();
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
+ g.LastItemData.ClipRect = window->ClipRect;
+ }
+
+ ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;
+ if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap))
+ button_flags |= ImGuiButtonFlags_AllowOverlap;
+ if (!is_leaf)
+ button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
+
+ // We allow clicking on the arrow section with keyboard modifiers held, in order to easily
+ // allow browsing a tree while preserving selection with code implementing multi-selection patterns.
+ // When clicking on the rest of the tree node we always disallow keyboard modifiers.
+ const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x;
+ const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x;
+ const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2);
+
+ const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0;
+ if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default
+ flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 ? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick : ImGuiTreeNodeFlags_OpenOnArrow;
+
+ // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags.
+ // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support.
+ // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0)
+ // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0)
+ // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1)
+ // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)
+ // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)
+ // It is rather standard that arrow click react on Down rather than Up.
+ // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work.
+ if (is_mouse_x_over_arrow)
+ button_flags |= ImGuiButtonFlags_PressedOnClick;
+ else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
+ button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
+ else
+ button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
+ if (flags & ImGuiTreeNodeFlags_NoNavFocus)
+ button_flags |= ImGuiButtonFlags_NoNavFocus;
+
+ bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
+ const bool was_selected = selected;
+
+ // Multi-selection support (header)
+ if (is_multi_select)
+ {
+ // Handle multi-select + alter button flags for it
+ MultiSelectItemHeader(id, &selected, &button_flags);
+ if (is_mouse_x_over_arrow)
+ button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease;
+ }
+ else
+ {
+ if (window != g.HoveredWindow || !is_mouse_x_over_arrow)
+ button_flags |= ImGuiButtonFlags_NoKeyModsAllowed;
+ }
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
+ bool toggled = false;
+ if (!is_leaf)
+ {
+ if (pressed && g.DragDropHoldJustPressedId != id)
+ {
+ if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select))
+ toggled = true; // Single click
+ if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
+ toggled |= is_mouse_x_over_arrow && !g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job
+ if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2)
+ toggled = true; // Double click
+ }
+ else if (pressed && g.DragDropHoldJustPressedId == id)
+ {
+ IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold);
+ if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
+ toggled = true;
+ else
+ pressed = false; // Cancel press so it doesn't trigger selection.
+ }
+
+ if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)
+ {
+ toggled = true;
+ NavClearPreferredPosForAxis(ImGuiAxis_X);
+ NavMoveRequestCancel();
+ }
+ if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
+ {
+ toggled = true;
+ NavClearPreferredPosForAxis(ImGuiAxis_X);
+ NavMoveRequestCancel();
+ }
+
+ if (toggled)
+ {
+ is_open = !is_open;
+ window->DC.StateStorage->SetInt(storage_id, is_open);
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen;
+ }
+ }
+
+ // Multi-selection support (footer)
+ if (is_multi_select)
+ {
+ bool pressed_copy = pressed && !toggled;
+ MultiSelectItemFooter(id, &selected, &pressed_copy);
+ if (pressed)
+ SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb);
+ }
+
+ if (selected != was_selected)
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
+
+ // Render
+ {
+ const ImU32 text_col = GetColorU32(ImGuiCol_Text);
+ ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact;
+ if (is_multi_select)
+ nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle
+ if (display_frame)
+ {
+ // Framed type
+ const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+ RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding);
+ RenderNavCursor(frame_bb, id, nav_render_cursor_flags);
+ if (span_all_columns && !span_all_columns_label)
+ TablePopBackgroundChannel();
+ if (flags & ImGuiTreeNodeFlags_Bullet)
+ RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col);
+ else if (!is_leaf)
+ RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f);
+ else // Leaf without bullet, left-adjusted text
+ text_pos.x -= text_offset_x - padding.x;
+ if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton)
+ frame_bb.Max.x -= g.FontSize + style.FramePadding.x;
+ if (g.LogEnabled)
+ LogSetNextTextDecoration("###", "###");
+ }
+ else
+ {
+ // Unframed typed for tree nodes
+ if (hovered || selected)
+ {
+ const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+ RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false);
+ }
+ RenderNavCursor(frame_bb, id, nav_render_cursor_flags);
+ if (span_all_columns && !span_all_columns_label)
+ TablePopBackgroundChannel();
+ if (flags & ImGuiTreeNodeFlags_Bullet)
+ RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);
+ else if (!is_leaf)
+ RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f);
+ if (g.LogEnabled)
+ LogSetNextTextDecoration(">", NULL);
+ }
+
+ if (draw_tree_lines)
+ TreeNodeDrawLineToChildNode(ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.5f));
+
+ // Label
+ if (display_frame)
+ RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
+ else
+ RenderText(text_pos, label, label_end, false);
+
+ if (span_all_columns_label)
+ TablePopBackgroundChannel();
+ }
+
+ if (is_open && store_tree_node_stack_data)
+ TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID()
+ if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
+ TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
+ return is_open;
+}
+
+// Draw horizontal line from our parent node
+// This is only called for visible child nodes so we are not too fussy anymore about performances
+void ImGui::TreeNodeDrawLineToChildNode(const ImVec2& target_pos)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->DC.TreeDepth == 0 || (window->DC.TreeHasStackDataDepthMask & (1 << (window->DC.TreeDepth - 1))) == 0)
+ return;
+
+ ImGuiTreeNodeStackData* parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
+ float x1 = ImTrunc(parent_data->DrawLinesX1);
+ float x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x);
+ float y = ImTrunc(target_pos.y);
+ float rounding = (g.Style.TreeLinesRounding > 0.0f) ? ImMin(x2 - x1, g.Style.TreeLinesRounding) : 0.0f;
+ parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, y - rounding);
+ if (x1 >= x2)
+ return;
+ if (rounding > 0.0f)
+ {
+ x1 += 0.5f + rounding;
+ window->DrawList->PathArcToFast(ImVec2(x1, y - rounding), rounding, 6, 3);
+ if (x1 < x2)
+ window->DrawList->PathLineTo(ImVec2(x2, y));
+ window->DrawList->PathStroke(GetColorU32(ImGuiCol_TreeLines), ImDrawFlags_None, g.Style.TreeLinesSize);
+ }
+ else
+ {
+ window->DrawList->AddLine(ImVec2(x1, y), ImVec2(x2, y), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
+ }
+}
+
+// Draw vertical line of the hierarchy
+void ImGui::TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData* data)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ float y1 = ImMax(data->NavRect.Max.y, window->ClipRect.Min.y);
+ float y2 = data->DrawLinesToNodesY2;
+ if (data->TreeFlags & ImGuiTreeNodeFlags_DrawLinesFull)
+ {
+ float y2_full = window->DC.CursorPos.y;
+ if (g.CurrentTable)
+ y2_full = ImMax(g.CurrentTable->RowPosY2, y2_full);
+ y2_full = ImTrunc(y2_full - g.Style.ItemSpacing.y - g.FontSize * 0.5f);
+ if (y2 + (g.Style.ItemSpacing.y + g.Style.TreeLinesRounding) < y2_full) // FIXME: threshold to use ToNodes Y2 instead of Full Y2 when close by ItemSpacing.y
+ y2 = y2_full;
+ }
+ y2 = ImMin(y2, window->ClipRect.Max.y);
+ if (y2 <= y1)
+ return;
+ float x = ImTrunc(data->DrawLinesX1);
+ if (data->DrawLinesTableColumn != -1)
+ TablePushColumnChannel(data->DrawLinesTableColumn);
+ window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
+ if (data->DrawLinesTableColumn != -1)
+ TablePopColumnChannel();
+}
+
+void ImGui::TreePush(const char* str_id)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ Indent();
+ window->DC.TreeDepth++;
+ PushID(str_id);
+}
+
+void ImGui::TreePush(const void* ptr_id)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ Indent();
+ window->DC.TreeDepth++;
+ PushID(ptr_id);
+}
+
+void ImGui::TreePushOverrideID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ Indent();
+ window->DC.TreeDepth++;
+ PushOverrideID(id);
+}
+
+void ImGui::TreePop()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ Unindent();
+
+ window->DC.TreeDepth--;
+ ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);
+
+ if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask)
+ {
+ const ImGuiTreeNodeStackData* data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
+ IM_ASSERT(data->ID == window->IDStack.back());
+
+ // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsToParent is enabled)
+ if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsToParent)
+ if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
+ NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data);
+
+ // Draw hierarchy lines
+ if (data->DrawLinesX1 != +FLT_MAX && window->DC.CursorPos.y >= window->ClipRect.Min.y)
+ TreeNodeDrawLineToTreePop(data);
+
+ g.TreeNodeStack.pop_back();
+ window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask;
+ window->DC.TreeRecordsClippedNodesY2Mask &= ~tree_depth_mask;
+ }
+
+ IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
+ PopID();
+}
+
+// Horizontal distance preceding label when using TreeNode() or Bullet()
+float ImGui::GetTreeNodeToLabelSpacing()
+{
+ ImGuiContext& g = *GImGui;
+ return g.FontSize + (g.Style.FramePadding.x * 2.0f);
+}
+
+// Set next TreeNode/CollapsingHeader open state.
+void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.CurrentWindow->SkipItems)
+ return;
+ g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen;
+ g.NextItemData.OpenVal = is_open;
+ g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always);
+}
+
+// Set next TreeNode/CollapsingHeader storage id.
+void ImGui::SetNextItemStorageID(ImGuiID storage_id)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.CurrentWindow->SkipItems)
+ return;
+ g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID;
+ g.NextItemData.StorageId = storage_id;
+}
+
+// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).
+// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().
+bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+ ImGuiID id = window->GetID(label);
+ return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label);
+}
+
+// p_visible == NULL : regular collapsing header
+// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false
+// p_visible != NULL && *p_visible == false : do not show the header at all
+// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen.
+bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ if (p_visible && !*p_visible)
+ return false;
+
+ ImGuiID id = window->GetID(label);
+ flags |= ImGuiTreeNodeFlags_CollapsingHeader;
+ if (p_visible)
+ flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
+ bool is_open = TreeNodeBehavior(id, flags, label);
+ if (p_visible != NULL)
+ {
+ // Create a small overlapping close button
+ // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
+ // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.
+ ImGuiContext& g = *GImGui;
+ ImGuiLastItemData last_item_backup = g.LastItemData;
+ float button_size = g.FontSize;
+ float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size);
+ float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y;
+ ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id);
+ if (CloseButton(close_button_id, ImVec2(button_x, button_y)))
+ *p_visible = false;
+ g.LastItemData = last_item_backup;
+ }
+
+ return is_open;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Selectable
+//-------------------------------------------------------------------------
+// - Selectable()
+//-------------------------------------------------------------------------
+
+// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.
+// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.
+// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags.
+// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
+bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+
+ // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.
+ ImGuiID id = window->GetID(label);
+ ImVec2 label_size = CalcTextSize(label, NULL, true);
+ ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
+ ImVec2 pos = window->DC.CursorPos;
+ pos.y += window->DC.CurrLineTextBaseOffset;
+ ItemSize(size, 0.0f);
+
+ // Fill horizontal space
+ // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets.
+ const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0;
+ const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x;
+ const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;
+ if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))
+ size.x = ImMax(label_size.x, max_x - min_x);
+
+ // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.
+ // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting CursorPos.
+ ImRect bb(min_x, pos.y, min_x + size.x, pos.y + size.y);
+ if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0)
+ {
+ const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x;
+ const float spacing_y = style.ItemSpacing.y;
+ const float spacing_L = IM_TRUNC(spacing_x * 0.50f);
+ const float spacing_U = IM_TRUNC(spacing_y * 0.50f);
+ bb.Min.x -= spacing_L;
+ bb.Min.y -= spacing_U;
+ bb.Max.x += (spacing_x - spacing_L);
+ bb.Max.y += (spacing_y - spacing_U);
+ }
+ //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }
+
+ const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;
+ const ImGuiItemFlags extra_item_flags = disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None;
+ bool is_visible;
+ if (span_all_columns)
+ {
+ // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable..
+ const float backup_clip_rect_min_x = window->ClipRect.Min.x;
+ const float backup_clip_rect_max_x = window->ClipRect.Max.x;
+ window->ClipRect.Min.x = window->ParentWorkRect.Min.x;
+ window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
+ is_visible = ItemAdd(bb, id, NULL, extra_item_flags);
+ window->ClipRect.Min.x = backup_clip_rect_min_x;
+ window->ClipRect.Max.x = backup_clip_rect_max_x;
+ }
+ else
+ {
+ is_visible = ItemAdd(bb, id, NULL, extra_item_flags);
+ }
+
+ const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0;
+ if (!is_visible)
+ if (!is_multi_select || !g.BoxSelectState.UnclipMode || !g.BoxSelectState.UnclipRect.Overlaps(bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd)
+ return false;
+
+ const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
+ if (disabled_item && !disabled_global) // Only testing this as an optimization
+ BeginDisabled();
+
+ // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,
+ // which would be advantageous since most selectable are not selected.
+ if (span_all_columns)
+ {
+ if (g.CurrentTable)
+ TablePushBackgroundChannel();
+ else if (window->DC.CurrentColumns)
+ PushColumnsBackground();
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
+ g.LastItemData.ClipRect = window->ClipRect;
+ }
+
+ // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
+ ImGuiButtonFlags button_flags = 0;
+ if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }
+ if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; }
+ if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; }
+ if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
+ if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
+ if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; }
+
+ // Multi-selection support (header)
+ const bool was_selected = selected;
+ if (is_multi_select)
+ {
+ // Handle multi-select + alter button flags for it
+ MultiSelectItemHeader(id, &selected, &button_flags);
+ }
+
+ bool hovered, held;
+ bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
+ bool auto_selected = false;
+
+ // Multi-selection support (footer)
+ if (is_multi_select)
+ {
+ MultiSelectItemFooter(id, &selected, &pressed);
+ }
+ else
+ {
+ // Auto-select when moved into
+ // - This will be more fully fleshed in the range-select branch
+ // - This is not exposed as it won't nicely work with some user side handling of shift/control
+ // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons
+ // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())
+ // - (2) usage will fail with clipped items
+ // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
+ if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId)
+ if (g.NavJustMovedToId == id && (g.NavJustMovedToKeyMods & ImGuiMod_Ctrl) == 0)
+ selected = pressed = auto_selected = true;
+ }
+
+ // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with keyboard/gamepad
+ if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
+ {
+ if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
+ {
+ SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
+ if (g.IO.ConfigNavCursorVisibleAuto)
+ g.NavCursorVisible = false;
+ }
+ }
+ if (pressed)
+ MarkItemEdited(id);
+
+ if (selected != was_selected)
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
+
+ // Render
+ if (is_visible)
+ {
+ const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight);
+ if (highlighted || selected)
+ {
+ // Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and _HeaderHovered. Removed that now. (#8106)
+ ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
+ RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
+ }
+ if (g.NavId == id)
+ {
+ ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding;
+ if (is_multi_select)
+ nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle
+ RenderNavCursor(bb, id, nav_render_cursor_flags);
+ }
+ }
+
+ if (span_all_columns)
+ {
+ if (g.CurrentTable)
+ TablePopBackgroundChannel();
+ else if (window->DC.CurrentColumns)
+ PopColumnsBackground();
+ }
+
+ // Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns.
+ if (is_visible)
+ RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window->WorkRect.Max.x), pos.y + size.y), label, NULL, &label_size, style.SelectableTextAlign, &bb);
+
+ // Automatically close popups
+ if (pressed && !auto_selected && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) && (g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups))
+ CloseCurrentPopup();
+
+ if (disabled_item && !disabled_global)
+ EndDisabled();
+
+ // Selectable() always returns a pressed state!
+ // Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve
+ // selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching EndMultiSelect().
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
+ return pressed; //-V1020
+}
+
+bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
+{
+ if (Selectable(label, *p_selected, flags, size_arg))
+ {
+ *p_selected = !*p_selected;
+ return true;
+ }
+ return false;
+}
+
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Typing-Select support
+//-------------------------------------------------------------------------
+
+// [Experimental] Currently not exposed in public API.
+// Consume character inputs and return search request, if any.
+// This would typically only be called on the focused window or location you want to grab inputs for, e.g.
+// if (ImGui::IsWindowFocused(...))
+// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest())
+// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1);
+// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer).
+ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiTypingSelectState* data = &g.TypingSelectState;
+ ImGuiTypingSelectRequest* out_request = &data->Request;
+
+ // Clear buffer
+ const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config.
+ const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times
+ if (data->SearchBuffer[0] != 0)
+ {
+ bool clear_buffer = false;
+ clear_buffer |= (g.NavFocusScopeId != data->FocusScope);
+ clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time);
+ clear_buffer |= g.NavAnyRequest;
+ clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere
+ clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter);
+ clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0;
+ //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); }
+ if (clear_buffer)
+ data->Clear();
+ }
+
+ // Append to buffer
+ const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1;
+ int buffer_len = (int)ImStrlen(data->SearchBuffer);
+ bool select_request = false;
+ for (ImWchar w : g.IO.InputQueueCharacters)
+ {
+ const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1);
+ if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks
+ continue;
+ char w_buf[5];
+ ImTextCharToUtf8(w_buf, (unsigned int)w);
+ if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0)
+ {
+ select_request = true; // Same character: don't need to append to buffer.
+ continue;
+ }
+ if (data->SingleCharModeLock)
+ {
+ data->Clear(); // Different character: clear
+ buffer_len = 0;
+ }
+ memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append
+ buffer_len += w_len;
+ select_request = true;
+ }
+ g.IO.InputQueueCharacters.resize(0);
+
+ // Handle backspace
+ if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat))
+ {
+ char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len);
+ *p = 0;
+ buffer_len = (int)(p - data->SearchBuffer);
+ }
+
+ // Return request if any
+ if (buffer_len == 0)
+ return NULL;
+ if (select_request)
+ {
+ data->FocusScope = g.NavFocusScopeId;
+ data->LastRequestFrame = g.FrameCount;
+ data->LastRequestTime = (float)g.Time;
+ }
+ out_request->Flags = flags;
+ out_request->SearchBufferLen = buffer_len;
+ out_request->SearchBuffer = data->SearchBuffer;
+ out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount);
+ out_request->SingleCharMode = false;
+ out_request->SingleCharSize = 0;
+
+ // Calculate if buffer contains the same character repeated.
+ // - This can be used to implement a special search mode on first character.
+ // - Performed on UTF-8 codepoint for correctness.
+ // - SingleCharMode is always set for first input character, because it usually leads to a "next".
+ if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode)
+ {
+ const char* buf_begin = out_request->SearchBuffer;
+ const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen;
+ const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end);
+ const char* p = buf_begin + c0_len;
+ for (; p < buf_end; p += c0_len)
+ if (memcmp(buf_begin, p, (size_t)c0_len) != 0)
+ break;
+ const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0;
+ out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock);
+ out_request->SingleCharSize = (ImS8)c0_len;
+ data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode.
+ }
+
+ return out_request;
+}
+
+static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2)
+{
+ int match_len = 0;
+ while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++))
+ match_len++;
+ return match_len;
+}
+
+// Default handler for finding a result for typing-select. You may implement your own.
+// You might want to display a tooltip to visualize the current request SearchBuffer
+// When SingleCharMode is set:
+// - it is better to NOT display a tooltip of other on-screen display indicator.
+// - the index of the currently focused item is required.
+// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData.
+int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx)
+{
+ if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot.
+ return -1;
+ int idx = -1;
+ if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode))
+ idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx);
+ else
+ idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data);
+ if (idx != -1)
+ SetNavCursorVisibleAfterMove();
+ return idx;
+}
+
+// Special handling when a single character is repeated: perform search on a single letter and goes to next.
+int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx)
+{
+ // FIXME: Assume selection user data is index. Would be extremely practical.
+ //if (nav_item_idx == -1)
+ // nav_item_idx = (int)g.NavLastValidSelectionUserData;
+
+ int first_match_idx = -1;
+ bool return_next_match = false;
+ for (int idx = 0; idx < items_count; idx++)
+ {
+ const char* item_name = get_item_name_func(user_data, idx);
+ if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize)
+ continue;
+ if (return_next_match) // Return next matching item after current item.
+ return idx;
+ if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value.
+ return idx;
+ if (first_match_idx == -1) // Record first match for wrapping.
+ first_match_idx = idx;
+ if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match.
+ return_next_match = true;
+ }
+ return first_match_idx; // First result
+}
+
+int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data)
+{
+ int longest_match_idx = -1;
+ int longest_match_len = 0;
+ for (int idx = 0; idx < items_count; idx++)
+ {
+ const char* item_name = get_item_name_func(user_data, idx);
+ const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name);
+ if (match_len <= longest_match_len)
+ continue;
+ longest_match_idx = idx;
+ longest_match_len = match_len;
+ if (match_len == req->SearchBufferLen)
+ break;
+ }
+ return longest_match_idx;
+}
+
+void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data)
+{
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ Text("SearchBuffer = \"%s\"", data->SearchBuffer);
+ Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock);
+ Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame);
+#else
+ IM_UNUSED(data);
+#endif
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Box-Select support
+// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but hasn't been yet.
+//-------------------------------------------------------------------------
+// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step()
+//-------------------------------------------------------------------------
+// - BoxSelectPreStartDrag() [Internal]
+// - BoxSelectActivateDrag() [Internal]
+// - BoxSelectDeactivateDrag() [Internal]
+// - BoxSelectScrollWithMouseDrag() [Internal]
+// - BeginBoxSelect() [Internal]
+// - EndBoxSelect() [Internal]
+//-------------------------------------------------------------------------
+
+// Call on the initial click.
+static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiBoxSelectState* bs = &g.BoxSelectState;
+ bs->ID = id;
+ bs->IsStarting = true; // Consider starting box-select.
+ bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid);
+ bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid;
+ bs->KeyMods = g.IO.KeyMods;
+ bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos);
+ bs->ScrollAccum = ImVec2(0.0f, 0.0f);
+}
+
+static void BoxSelectActivateDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID);
+ bs->IsActive = true;
+ bs->Window = window;
+ bs->IsStarting = false;
+ ImGui::SetActiveID(bs->ID, window);
+ ImGui::SetActiveIdUsingAllKeyboardKeys();
+ if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0)
+ bs->RequestClear = true;
+}
+
+static void BoxSelectDeactivateDrag(ImGuiBoxSelectState* bs)
+{
+ ImGuiContext& g = *GImGui;
+ bs->IsActive = bs->IsStarting = false;
+ if (g.ActiveId == bs->ID)
+ {
+ IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID);
+ ImGui::ClearActiveID();
+ }
+ bs->ID = 0;
+}
+
+static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* window, const ImRect& inner_r)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(bs->Window == window);
+ for (int n = 0; n < 2; n++) // each axis
+ {
+ const float mouse_pos = g.IO.MousePos[n];
+ const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n] : (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n] : 0.0f;
+ const float scroll_curr = window->Scroll[n];
+ if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n]))
+ continue;
+
+ const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f, ImAbs(dist)); // x1 to x4 depending on distance
+ const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime;
+ bs->ScrollAccum[n] += scroll_step;
+
+ // Accumulate into a stored value so we can handle high-framerate
+ const float scroll_step_i = ImFloor(bs->ScrollAccum[n]);
+ if (scroll_step_i == 0.0f)
+ continue;
+ if (n == 0)
+ ImGui::SetScrollX(window, scroll_curr + scroll_step_i);
+ else
+ ImGui::SetScrollY(window, scroll_curr + scroll_step_i);
+ bs->ScrollAccum[n] -= scroll_step_i;
+ }
+}
+
+bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiBoxSelectState* bs = &g.BoxSelectState;
+ KeepAliveID(box_select_id);
+ if (bs->ID != box_select_id)
+ return false;
+
+ // IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock geometry.
+ bs->UnclipMode = false;
+ bs->RequestClear = false;
+ if (bs->IsStarting && IsMouseDragPastThreshold(0))
+ BoxSelectActivateDrag(bs, window);
+ else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false)
+ BoxSelectDeactivateDrag(bs);
+ if (!bs->IsActive)
+ return false;
+
+ // Current frame absolute prev/current rectangles are used to toggle selection.
+ // They are derived from positions relative to scrolling space.
+ ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel);
+ ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already
+ ImVec2 curr_end_pos_abs = g.IO.MousePos;
+ if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow
+ curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max);
+ bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs);
+ bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs);
+ bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs);
+ bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs);
+
+ // Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper)
+ // Storing an extra rect used by widgets supporting box-select.
+ if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d)
+ if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x || bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x)
+ {
+ bs->UnclipMode = true;
+ bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev and Curr rect on X axis.
+ bs->UnclipRect.Add(bs->BoxSelectRectCurr);
+ }
+
+ //GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f);
+ //GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f);
+ //GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max, IM_COL32(0,255,0,200), 0.0f, 0, 1.0f);
+ return true;
+}
+
+void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ ImGuiBoxSelectState* bs = &g.BoxSelectState;
+ IM_ASSERT(bs->IsActive);
+ bs->UnclipMode = false;
+
+ // Render selection rectangle
+ bs->EndPosRel = WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min, scope_rect.Max)); // Clamp stored position according to current scrolling view
+ ImRect box_select_r = bs->BoxSelectRectCurr;
+ box_select_r.ClipWith(scope_rect);
+ window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling
+ window->DrawList->AddRect(box_select_r.Min, box_select_r.Max, GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT FIXME-DPI: Styling
+
+ // Scroll
+ const bool enable_scroll = (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0;
+ if (enable_scroll)
+ {
+ ImRect scroll_r = scope_rect;
+ scroll_r.Expand(-g.FontSize);
+ //GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255));
+ if (!scroll_r.Contains(g.IO.MousePos))
+ BoxSelectScrollWithMouseDrag(bs, window, scroll_r);
+ }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Multi-Select support
+//-------------------------------------------------------------------------
+// - DebugLogMultiSelectRequests() [Internal]
+// - CalcScopeRect() [Internal]
+// - BeginMultiSelect()
+// - EndMultiSelect()
+// - SetNextItemSelectionUserData()
+// - MultiSelectItemHeader() [Internal]
+// - MultiSelectItemFooter() [Internal]
+// - DebugNodeMultiSelectState() [Internal]
+//-------------------------------------------------------------------------
+
+static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSelectIO* io)
+{
+ ImGuiContext& g = *GImGui;
+ IM_UNUSED(function);
+ for (const ImGuiSelectionRequest& req : io->Requests)
+ {
+ if (req.Type == ImGuiSelectionRequestType_SetAll) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected, req.Selected ? "SelectAll" : "Clear");
+ if (req.Type == ImGuiSelectionRequestType_SetRange) IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64 "..0x%" IM_PRIX64 ") = %d (dir %d)\n", function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem, req.RangeLastItem, req.Selected, req.RangeDirection);
+ }
+}
+
+static ImRect CalcScopeRect(ImGuiMultiSelectTempData* ms, ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)
+ {
+ // Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only
+ return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin));
+ }
+ else
+ {
+ // When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed. (#7970)
+ ImRect scope_rect = window->InnerClipRect;
+ if (g.CurrentTable != NULL)
+ scope_rect = g.CurrentTable->HostClipRect;
+
+ // Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect?
+ scope_rect.Min = ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max);
+ return scope_rect;
+ }
+}
+
+// Return ImGuiMultiSelectIO structure.
+// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect().
+// Passing 'selection_size' and 'items_count' parameters is currently optional.
+// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim Escape key when selection_size 0,
+// allowing a first press to clear selection THEN the second press to leave child window and return to parent.
+// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your ApplyRequest() handler (but you may pass it differently).
+// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid them and pass -1.
+// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable ImGuiMultiSelectFlags_ClearOnEscape flag dynamically.
+ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size)
+ g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData());
+ ImGuiMultiSelectTempData* ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1];
+ IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that.
+ g.CurrentMultiSelect = ms;
+ if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0)
+ flags |= ImGuiMultiSelectFlags_ScopeWindow;
+ if (flags & ImGuiMultiSelectFlags_SingleSelect)
+ flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d);
+ if (flags & ImGuiMultiSelectFlags_BoxSelect2d)
+ flags &= ~ImGuiMultiSelectFlags_BoxSelect1d;
+
+ // FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250)
+ // They should perhaps be stacked properly?
+ if (ImGuiTable* table = g.CurrentTable)
+ if (table->CurrentColumn != -1)
+ TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can extract the "save measurement" part of it.
+
+ // FIXME: BeginFocusScope()
+ const ImGuiID id = window->IDStack.back();
+ ms->Clear();
+ ms->FocusScopeId = id;
+ ms->Flags = flags;
+ ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId);
+ ms->BackupCursorMaxPos = window->DC.CursorMaxPos;
+ ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos;
+ PushFocusScope(ms->FocusScopeId);
+ if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume user will always submit interactive items.
+ window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main;
+
+ // Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra frame.
+ ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods;
+ if (flags & ImGuiMultiSelectFlags_NoRangeSelect)
+ ms->KeyMods &= ~ImGuiMod_Shift;
+
+ // Bind storage
+ ImGuiMultiSelectState* storage = g.MultiSelectStorage.GetOrAddByKey(id);
+ storage->ID = id;
+ storage->LastFrameActive = g.FrameCount;
+ storage->LastSelectionSize = selection_size;
+ storage->Window = window;
+ ms->Storage = storage;
+
+ // Output to user
+ ms->IO.Requests.resize(0);
+ ms->IO.RangeSrcItem = storage->RangeSrcItem;
+ ms->IO.NavIdItem = storage->NavIdItem;
+ ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false;
+ ms->IO.ItemsCount = items_count;
+
+ // Clear when using Navigation to move within the scope
+ // (we compare FocusScopeId so it possible to use multiple selections inside a same window)
+ bool request_clear = false;
+ bool request_select_all = false;
+ if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData)
+ {
+ if (ms->KeyMods & ImGuiMod_Shift)
+ ms->IsKeyboardSetRange = true;
+ if (ms->IsKeyboardSetRange)
+ IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear?
+ if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0)
+ request_clear = true;
+ }
+ else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId)
+ {
+ // Also clear on leaving scope (may be optional?)
+ if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 && (flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0)
+ request_clear = true;
+ }
+
+ // Box-select handling: update active state.
+ ImGuiBoxSelectState* bs = &g.BoxSelectState;
+ if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
+ {
+ ms->BoxSelectId = GetID("##BoxSelect");
+ if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags))
+ request_clear |= bs->RequestClear;
+ }
+
+ if (ms->IsFocused)
+ {
+ // Shortcut: Clear selection (Escape)
+ // - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current child window.
+ // - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock.
+ if (flags & ImGuiMultiSelectFlags_ClearOnEscape)
+ {
+ if (selection_size != 0 || bs->IsActive)
+ if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0))
+ {
+ request_clear = true;
+ if (bs->IsActive)
+ BoxSelectDeactivateDrag(bs);
+ }
+ }
+
+ // Shortcut: Select all (CTRL+A)
+ if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll))
+ if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A))
+ request_select_all = true;
+ }
+
+ if (request_clear || request_select_all)
+ {
+ MultiSelectAddSetAll(ms, request_select_all);
+ if (!request_select_all)
+ storage->LastSelectionSize = 0;
+ }
+ ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1;
+ ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid;
+
+ if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection)
+ DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO);
+
+ return &ms->IO;
+}
+
+// Return updated ImGuiMultiSelectIO structure.
+// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to BeginMultiSelect() or EndMultiSelect().
+ImGuiMultiSelectIO* ImGui::EndMultiSelect()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect;
+ ImGuiMultiSelectState* storage = ms->Storage;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!");
+ IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow);
+ IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect);
+
+ ImRect scope_rect = CalcScopeRect(ms, window);
+ if (ms->IsFocused)
+ {
+ // We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be an easy change here.
+ if (ms->IO.RangeSrcReset || (ms->RangeSrcPassedBy == false && ms->IO.RangeSrcItem != ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at beginning of the scope (see tests for easy failure)
+ {
+ IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId.
+ storage->RangeSrcItem = ImGuiSelectionUserData_Invalid;
+ }
+ if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid)
+ {
+ IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n");
+ storage->NavIdItem = ImGuiSelectionUserData_Invalid;
+ storage->NavIdSelected = -1;
+ }
+
+ if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) && GetBoxSelectState(ms->BoxSelectId))
+ EndBoxSelect(scope_rect, ms->Flags);
+ }
+
+ if (ms->IsEndIO == false)
+ ms->IO.Requests.resize(0);
+
+ // Clear selection when clicking void?
+ // We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection!
+ // The InnerRect test is necessary for non-child/decorated windows.
+ bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos);
+ if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect))
+ scope_hovered &= scope_rect.Contains(g.IO.MousePos);
+ if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0)
+ {
+ if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
+ {
+ if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1)
+ {
+ BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid);
+ FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
+ SetHoveredID(ms->BoxSelectId);
+ if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)
+ SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId, ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click from void to box-select.
+ }
+ }
+
+ if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid)
+ if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None)
+ MultiSelectAddSetAll(ms, false);
+ }
+
+ // Courtesy nav wrapping helper flag
+ if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX)
+ {
+ IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope
+ ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX);
+ }
+
+ // Unwind
+ window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos);
+ PopFocusScope();
+
+ if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection)
+ DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO);
+
+ ms->FocusScopeId = 0;
+ ms->Flags = ImGuiMultiSelectFlags_None;
+ g.CurrentMultiSelect = (--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL;
+
+ return &ms->IO;
+}
+
+void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data)
+{
+ // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code!
+ // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api.
+ ImGuiContext& g = *GImGui;
+ g.NextItemData.SelectionUserData = selection_user_data;
+ g.NextItemData.FocusScopeId = g.CurrentFocusScopeId;
+
+ if (ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect)
+ {
+ // Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping)
+ g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect;
+ if (ms->IO.RangeSrcItem == selection_user_data)
+ ms->RangeSrcPassedBy = true;
+ }
+ else
+ {
+ g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData;
+ }
+}
+
+// In charge of:
+// - Applying SetAll for submitted items.
+// - Applying SetRange for submitted items and record end points.
+// - Altering button behavior flags to facilitate use with drag and drop.
+void ImGui::MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect;
+
+ bool selected = *p_selected;
+ if (ms->IsFocused)
+ {
+ ImGuiMultiSelectState* storage = ms->Storage;
+ ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData;
+ IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId && "Forgot to call SetNextItemSelectionUserData() prior to item, required in BeginMultiSelect()/EndMultiSelect() scope");
+
+ // Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect().
+ // This is only useful if the user hasn't processed them already, and this only works if the user isn't using the clipper.
+ // If you are using a clipper you need to process the SetAll request after calling BeginMultiSelect()
+ if (ms->LoopRequestSetAll != -1)
+ selected = (ms->LoopRequestSetAll == 1);
+
+ // When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection highlight (otherwise scrolling would happen before selection)
+ // For this to work, we need someone to set 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function)
+ if (ms->IsKeyboardSetRange)
+ {
+ IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0);
+ const bool is_range_dst = (ms->RangeDstPassedBy == false) && g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped.
+ if (is_range_dst)
+ ms->RangeDstPassedBy = true;
+ if (is_range_dst && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst
+ {
+ storage->RangeSrcItem = item_data;
+ storage->RangeSelected = selected ? 1 : 0;
+ }
+ const bool is_range_src = storage->RangeSrcItem == item_data;
+ if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy)
+ {
+ // Apply range-select value to visible items
+ IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1);
+ selected = (storage->RangeSelected != 0);
+ }
+ else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0)
+ {
+ // Clear other items
+ selected = false;
+ }
+ }
+ *p_selected = selected;
+ }
+
+ // Alter button behavior flags
+ // To handle drag and drop of multiple items we need to avoid clearing selection on click.
+ // Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows drag and drop of multiple items.
+ if (p_button_flags != NULL)
+ {
+ ImGuiButtonFlags button_flags = *p_button_flags;
+ button_flags |= ImGuiButtonFlags_NoHoveredOnFocus;
+ if ((!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) && !(ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease))
+ button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease;
+ else
+ button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
+ *p_button_flags = button_flags;
+ }
+}
+
+// In charge of:
+// - Auto-select on navigation.
+// - Box-select toggle handling.
+// - Right-click handling.
+// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse.
+// - Record current selection state for RangeSrc
+// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite.
+void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ bool selected = *p_selected;
+ bool pressed = *p_pressed;
+ ImGuiMultiSelectTempData* ms = g.CurrentMultiSelect;
+ ImGuiMultiSelectState* storage = ms->Storage;
+ if (pressed)
+ ms->IsFocused = true;
+
+ bool hovered = false;
+ if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)
+ hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);
+ if (!ms->IsFocused && !hovered)
+ return;
+
+ ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData;
+
+ ImGuiMultiSelectFlags flags = ms->Flags;
+ const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0;
+ bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0;
+ bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0;
+
+ bool apply_to_range_src = false;
+
+ if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid)
+ apply_to_range_src = true;
+ if (ms->IsEndIO == false)
+ {
+ ms->IO.Requests.resize(0);
+ ms->IsEndIO = true;
+ }
+
+ // Auto-select as you navigate a list
+ if (g.NavJustMovedToId == id)
+ {
+ if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
+ {
+ if (is_ctrl && is_shift)
+ pressed = true;
+ else if (!is_ctrl)
+ selected = pressed = true;
+ }
+ else
+ {
+ // With NoAutoSelect, using Shift+keyboard performs a write/copy
+ if (is_shift)
+ pressed = true;
+ else if (!is_ctrl)
+ apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this
+ }
+ }
+
+ if (apply_to_range_src)
+ {
+ storage->RangeSrcItem = item_data;
+ storage->RangeSelected = selected; // Will be updated at the end of this function anyway.
+ }
+
+ // Box-select toggle handling
+ if (ms->BoxSelectId != 0)
+ if (ImGuiBoxSelectState* bs = GetBoxSelectState(ms->BoxSelectId))
+ {
+ const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect);
+ const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect);
+ if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr))
+ {
+ if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce)
+ {
+ pressed = true; // First item act as a pressed: code below will emit selection request and set NavId (whatever we emit here will be overridden anyway)
+ bs->IsStartedSetNavIdOnce = false;
+ }
+ else
+ {
+ selected = !selected;
+ MultiSelectAddSetRange(ms, selected, +1, item_data, item_data);
+ }
+ storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1);
+ }
+ }
+
+ // Right-click handling.
+ // FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to Selectable(). See https://github.com/ocornut/imgui/pull/5816
+ if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
+ {
+ if (g.ActiveId != 0 && g.ActiveId != id)
+ ClearActiveID();
+ SetFocusID(id, window);
+ if (!pressed && !selected)
+ {
+ pressed = true;
+ is_ctrl = is_shift = false;
+ }
+ }
+
+ // Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected.
+ // The later, "unless current item is not select", may become optional? It seems like a better default if Enter doesn't necessarily open something
+ // (unlike e.g. Windows explorer). For use case where Enter always open something, we might decide to make this optional?
+ const bool enter_pressed = pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput);
+
+ // Alter selection
+ if (pressed && (!enter_pressed || !selected))
+ {
+ // Box-select
+ ImGuiInputSource input_source = (g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
+ if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
+ if (selected == false && !g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1)
+ BoxSelectPreStartDrag(ms->BoxSelectId, item_data);
+
+ //----------------------------------------------------------------------------------------
+ // ACTION | Begin | Pressed/Activated | End
+ //----------------------------------------------------------------------------------------
+ // Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1
+ // Keys Navigated: Ctrl | n/a | n/a
+ // Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1
+ // Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst
+ // Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1
+ // Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1
+ // Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1
+ //----------------------------------------------------------------------------------------
+ // Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1
+ // Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1
+ // Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1
+ // Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst
+ //----------------------------------------------------------------------------------------
+
+ if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0)
+ {
+ bool request_clear = false;
+ if (is_singleselect)
+ request_clear = true;
+ else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl)
+ request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true;
+ else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) && is_shift && !is_ctrl)
+ request_clear = true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again.
+ if (request_clear)
+ MultiSelectAddSetAll(ms, false);
+ }
+
+ int range_direction;
+ bool range_selected;
+ if (is_shift && !is_singleselect)
+ {
+ //IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue);
+ if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid)
+ storage->RangeSrcItem = item_data;
+ if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
+ {
+ // Shift+Arrow always select
+ // Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in storage->RangeSelected)
+ range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true;
+ }
+ else
+ {
+ // Shift+Arrow copy source selection state
+ // Shift+Click always copy from target selection state
+ if (ms->IsKeyboardSetRange)
+ range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true;
+ else
+ range_selected = !selected;
+ }
+ range_direction = ms->RangeSrcPassedBy ? +1 : -1;
+ }
+ else
+ {
+ // Ctrl inverts selection, otherwise always select
+ if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
+ selected = is_ctrl ? !selected : true;
+ else
+ selected = !selected;
+ storage->RangeSrcItem = item_data;
+ range_selected = selected;
+ range_direction = +1;
+ }
+ MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data);
+ }
+
+ // Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a range unselect)
+ if (storage->RangeSrcItem == item_data)
+ storage->RangeSelected = selected ? 1 : 0;
+
+ // Update/store the selection state of focused item
+ if (g.NavId == id)
+ {
+ storage->NavIdItem = item_data;
+ storage->NavIdSelected = selected ? 1 : 0;
+ }
+ if (storage->NavIdItem == item_data)
+ ms->NavIdPassedBy = true;
+ ms->LastSubmittedItem = item_data;
+
+ *p_selected = selected;
+ *p_pressed = pressed;
+}
+
+void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected)
+{
+ ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid };
+ ms->IO.Requests.resize(0); // Can always clear previous requests
+ ms->IO.Requests.push_back(req); // Add new request
+}
+
+void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item)
+{
+ // Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges)
+ if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0)
+ {
+ ImGuiSelectionRequest* prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1];
+ if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem && prev->Selected == selected)
+ {
+ prev->RangeLastItem = last_item;
+ return;
+ }
+ }
+
+ ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir, (range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item };
+ ms->IO.Requests.push_back(req); // Add new request
+}
+
+void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState* storage)
+{
+#ifndef IMGUI_DISABLE_DEBUG_TOOLS
+ const bool is_active = (storage->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.
+ if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
+ bool open = TreeNode((void*)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID, storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*");
+ if (!is_active) { PopStyleColor(); }
+ if (!open)
+ return;
+ Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem, storage->RangeSrcItem, storage->RangeSelected);
+ Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem, storage->NavIdSelected);
+ Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user
+ TreePop();
+#else
+ IM_UNUSED(storage);
+#endif
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Multi-Select helpers
+//-------------------------------------------------------------------------
+// - ImGuiSelectionBasicStorage
+// - ImGuiSelectionExternalStorage
+//-------------------------------------------------------------------------
+
+ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage()
+{
+ Size = 0;
+ PreserveOrder = false;
+ UserData = NULL;
+ AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage*, int idx) { return (ImGuiID)idx; };
+ _SelectionOrder = 1; // Always >0
+}
+
+void ImGuiSelectionBasicStorage::Clear()
+{
+ Size = 0;
+ _SelectionOrder = 1; // Always >0
+ _Storage.Data.resize(0);
+}
+
+void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage& r)
+{
+ ImSwap(Size, r.Size);
+ ImSwap(_SelectionOrder, r._SelectionOrder);
+ _Storage.Data.swap(r._Storage.Data);
+}
+
+bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const
+{
+ return _Storage.GetInt(id, 0) != 0;
+}
+
+static int IMGUI_CDECL PairComparerByValueInt(const void* lhs, const void* rhs)
+{
+ int lhs_v = ((const ImGuiStoragePair*)lhs)->val_i;
+ int rhs_v = ((const ImGuiStoragePair*)rhs)->val_i;
+ return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0);
+}
+
+// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting user.
+// (e.g. store unselected vs compact down, compact down on demand, use raw ImVector instead of ImGuiStorage...)
+bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void** opaque_it, ImGuiID* out_id)
+{
+ ImGuiStoragePair* it = (ImGuiStoragePair*)*opaque_it;
+ ImGuiStoragePair* it_end = _Storage.Data.Data + _Storage.Data.Size;
+ if (PreserveOrder && it == NULL && it_end != NULL)
+ ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair), PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt()
+ if (it == NULL)
+ it = _Storage.Data.Data;
+ IM_ASSERT(it >= _Storage.Data.Data && it <= it_end);
+ if (it != it_end)
+ while (it->val_i == 0 && it < it_end)
+ it++;
+ const bool has_more = (it != it_end);
+ *opaque_it = has_more ? (void**)(it + 1) : (void**)(it);
+ *out_id = has_more ? it->key : 0;
+ if (PreserveOrder && !has_more)
+ _Storage.BuildSortByKey();
+ return has_more;
+}
+
+void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected)
+{
+ int* p_int = _Storage.GetIntRef(id, 0);
+ if (selected && *p_int == 0) { *p_int = _SelectionOrder++; Size++; }
+ else if (!selected && *p_int != 0) { *p_int = 0; Size--; }
+}
+
+// Optimized for batch edits (with same value of 'selected')
+static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage* selection, ImGuiID id, bool selected, int size_before_amends, int selection_order)
+{
+ ImGuiStorage* storage = &selection->_Storage;
+ ImGuiStoragePair* it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id);
+ const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id);
+ if (selected == (is_contained && it->val_i != 0))
+ return;
+ if (selected && !is_contained)
+ storage->Data.push_back(ImGuiStoragePair(id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish()
+ else if (is_contained)
+ it->val_i = selected ? selection_order : 0; // Modify in-place.
+ selection->Size += selected ? +1 : -1;
+}
+
+static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage* selection, bool selected, int size_before_amends)
+{
+ ImGuiStorage* storage = &selection->_Storage;
+ if (selected && selection->Size != size_before_amends)
+ storage->BuildSortByKey(); // When done selecting: sort everything
+}
+
+// Apply requests coming from BeginMultiSelect() and EndMultiSelect().
+// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen.
+// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem.
+// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent selection.
+// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to perform
+// a lookup in order to have some way to iterate/interpolate between two items.
+// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices
+// and constructing a view index <> object id/ptr data structure anyway.
+// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC.
+// Notice that with the simplest adapter (using indices everywhere), all functions return their parameters.
+// The most simple implementation (using indices everywhere) would look like:
+// for (ImGuiSelectionRequest& req : ms_io->Requests)
+// {
+// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n < items_count; n++) { SetItemSelected(n, true); } }
+// if (req.Type == ImGuiSelectionRequestType_SetRange) { for (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected); } }
+// }
+void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io)
+{
+ // For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional.
+ // It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect().
+ // Other scheme may handle SetAll differently.
+ IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!");
+ IM_ASSERT(AdapterIndexToStorageId != NULL);
+
+ // This is optimized/specialized to cope with very large selections (e.g. 100k+ items)
+ // - A simpler version could call SetItemSelected() directly instead of ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish().
+ // - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then compact in a second pass.
+ // - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector to reduce bandwidth, but this is a reasonable trade off to reuse code.
+ // - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid, box-select scrolling down while wiggling
+ // left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.
+ // FIXME-OPT: For each block of consecutive SetRange request:
+ // - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage.
+ // - rewrite sorted storage a single time.
+ for (ImGuiSelectionRequest& req : ms_io->Requests)
+ {
+ if (req.Type == ImGuiSelectionRequestType_SetAll)
+ {
+ Clear();
+ if (req.Selected)
+ {
+ _Storage.Data.reserve(ms_io->ItemsCount);
+ const int size_before_amends = _Storage.Data.Size;
+ for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++)
+ ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, _SelectionOrder);
+ ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends);
+ }
+ }
+ else if (req.Type == ImGuiSelectionRequestType_SetRange)
+ {
+ const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1;
+ //ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n", ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected);
+ if (selection_changes == 1 || (selection_changes < Size / 100))
+ {
+ // Multiple sorted insertion + copy likely to be faster.
+ // Technically we could do a single copy with a little more work (sort sequential SetRange requests)
+ for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++)
+ SetItemSelected(GetStorageIdFromIndex(idx), req.Selected);
+ }
+ else
+ {
+ // Append insertion + single sort likely be faster.
+ // Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than shift+clicking from 5 to 1
+ const int size_before_amends = _Storage.Data.Size;
+ int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0);
+ for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++, selection_order += req.RangeDirection)
+ ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected, size_before_amends, selection_order);
+ if (req.Selected)
+ _SelectionOrder += selection_changes;
+ ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends);
+ }
+ }
+ }
+}
+
+//-------------------------------------------------------------------------
+
+ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage()
+{
+ UserData = NULL;
+ AdapterSetItemSelected = NULL;
+}
+
+// Apply requests coming from BeginMultiSelect() and EndMultiSelect().
+// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage
+// This makes no assumption about underlying storage.
+void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO* ms_io)
+{
+ IM_ASSERT(AdapterSetItemSelected);
+ for (ImGuiSelectionRequest& req : ms_io->Requests)
+ {
+ if (req.Type == ImGuiSelectionRequestType_SetAll)
+ for (int idx = 0; idx < ms_io->ItemsCount; idx++)
+ AdapterSetItemSelected(this, idx, req.Selected);
+ if (req.Type == ImGuiSelectionRequestType_SetRange)
+ for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++)
+ AdapterSetItemSelected(this, idx, req.Selected);
+ }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: ListBox
+//-------------------------------------------------------------------------
+// - BeginListBox()
+// - EndListBox()
+// - ListBox()
+//-------------------------------------------------------------------------
+
+// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
+// This handle some subtleties with capturing info from the label.
+// If you don't need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle.
+// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty"
+// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.5f * item_height).
+bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = GetID(label);
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+ // Size default to hold ~7.25 items.
+ // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
+ ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f));
+ ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
+ ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
+ ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
+ g.NextItemData.ClearFlags();
+
+ if (!IsRectVisible(bb.Min, bb.Max))
+ {
+ ItemSize(bb.GetSize(), style.FramePadding.y);
+ ItemAdd(bb, 0, &frame_bb);
+ g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+ return false;
+ }
+
+ // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well.
+ BeginGroup();
+ if (label_size.x > 0.0f)
+ {
+ ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y);
+ RenderText(label_pos, label);
+ window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size);
+ AlignTextToFramePadding();
+ }
+
+ BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle);
+ return true;
+}
+
+void ImGui::EndListBox()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?");
+ IM_UNUSED(window);
+
+ EndChild();
+ EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label
+}
+
+bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)
+{
+ const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
+ return value_changed;
+}
+
+// This is merely a helper around BeginListBox(), EndListBox().
+// Considering using those directly to submit custom data or store selection differently.
+bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items)
+{
+ ImGuiContext& g = *GImGui;
+
+ // Calculate size from "height_in_items"
+ if (height_in_items < 0)
+ height_in_items = ImMin(items_count, 7);
+ float height_in_items_f = height_in_items + 0.25f;
+ ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f));
+
+ if (!BeginListBox(label, size))
+ return false;
+
+ // Assume all items have even height (= 1 line of text). If you need items of different height,
+ // you can create a custom version of ListBox() in your code without using the clipper.
+ bool value_changed = false;
+ ImGuiListClipper clipper;
+ clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
+ clipper.IncludeItemByIndex(*current_item);
+ while (clipper.Step())
+ for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
+ {
+ const char* item_text = getter(user_data, i);
+ if (item_text == NULL)
+ item_text = "*Unknown item*";
+
+ PushID(i);
+ const bool item_selected = (i == *current_item);
+ if (Selectable(item_text, item_selected))
+ {
+ *current_item = i;
+ value_changed = true;
+ }
+ if (item_selected)
+ SetItemDefaultFocus();
+ PopID();
+ }
+ EndListBox();
+
+ if (value_changed)
+ MarkItemEdited(g.LastItemData.ID);
+
+ return value_changed;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: PlotLines, PlotHistogram
+//-------------------------------------------------------------------------
+// - PlotEx() [Internal]
+// - PlotLines()
+// - PlotHistogram()
+//-------------------------------------------------------------------------
+// Plot/Graph widgets are not very good.
+// Consider writing your own, or using a third-party one, see:
+// - ImPlot https://github.com/epezent/implot
+// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions
+//-------------------------------------------------------------------------
+
+int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return -1;
+
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+
+ const ImVec2 label_size = CalcTextSize(label, NULL, true);
+ const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f);
+
+ const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
+ const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
+ const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
+ ItemSize(total_bb, style.FramePadding.y);
+ if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav))
+ return -1;
+ bool hovered;
+ ButtonBehavior(frame_bb, id, &hovered, NULL);
+
+ // Determine scale from values if not specified
+ if (scale_min == FLT_MAX || scale_max == FLT_MAX)
+ {
+ float v_min = FLT_MAX;
+ float v_max = -FLT_MAX;
+ for (int i = 0; i < values_count; i++)
+ {
+ const float v = values_getter(data, i);
+ if (v != v) // Ignore NaN values
+ continue;
+ v_min = ImMin(v_min, v);
+ v_max = ImMax(v_max, v);
+ }
+ if (scale_min == FLT_MAX)
+ scale_min = v_min;
+ if (scale_max == FLT_MAX)
+ scale_max = v_max;
+ }
+
+ RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+
+ const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1;
+ int idx_hovered = -1;
+ if (values_count >= values_count_min)
+ {
+ int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
+ int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
+
+ // Tooltip on hover
+ if (hovered && inner_bb.Contains(g.IO.MousePos))
+ {
+ const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
+ const int v_idx = (int)(t * item_count);
+ IM_ASSERT(v_idx >= 0 && v_idx < values_count);
+
+ const float v0 = values_getter(data, (v_idx + values_offset) % values_count);
+ const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);
+ if (plot_type == ImGuiPlotType_Lines)
+ SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1);
+ else if (plot_type == ImGuiPlotType_Histogram)
+ SetTooltip("%d: %8.4g", v_idx, v0);
+ idx_hovered = v_idx;
+ }
+
+ const float t_step = 1.0f / (float)res_w;
+ const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));
+
+ float v0 = values_getter(data, (0 + values_offset) % values_count);
+ float t0 = 0.0f;
+ ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle
+ float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands
+
+ const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
+ const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
+
+ for (int n = 0; n < res_w; n++)
+ {
+ const float t1 = t0 + t_step;
+ const int v1_idx = (int)(t0 * item_count + 0.5f);
+ IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);
+ const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);
+ const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) );
+
+ // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.
+ ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);
+ ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));
+ if (plot_type == ImGuiPlotType_Lines)
+ {
+ window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);
+ }
+ else if (plot_type == ImGuiPlotType_Histogram)
+ {
+ if (pos1.x >= pos0.x + 2.0f)
+ pos1.x -= 1.0f;
+ window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);
+ }
+
+ t0 = t1;
+ tp0 = tp1;
+ }
+ }
+
+ // Text overlay
+ if (overlay_text)
+ RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f));
+
+ if (label_size.x > 0.0f)
+ RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
+
+ // Return hovered index or -1 if none are hovered.
+ // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx().
+ return idx_hovered;
+}
+
+struct ImGuiPlotArrayGetterData
+{
+ const float* Values;
+ int Stride;
+
+ ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }
+};
+
+static float Plot_ArrayGetter(void* data, int idx)
+{
+ ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;
+ const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);
+ return v;
+}
+
+void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
+{
+ ImGuiPlotArrayGetterData data(values, stride);
+ PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+ PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
+{
+ ImGuiPlotArrayGetterData data(values, stride);
+ PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
+{
+ PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: Value helpers
+// Those is not very useful, legacy API.
+//-------------------------------------------------------------------------
+// - Value()
+//-------------------------------------------------------------------------
+
+void ImGui::Value(const char* prefix, bool b)
+{
+ Text("%s: %s", prefix, (b ? "true" : "false"));
+}
+
+void ImGui::Value(const char* prefix, int v)
+{
+ Text("%s: %d", prefix, v);
+}
+
+void ImGui::Value(const char* prefix, unsigned int v)
+{
+ Text("%s: %d", prefix, v);
+}
+
+void ImGui::Value(const char* prefix, float v, const char* float_format)
+{
+ if (float_format)
+ {
+ char fmt[64];
+ ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);
+ Text(fmt, prefix, v);
+ }
+ else
+ {
+ Text("%s: %.3f", prefix, v);
+ }
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] MenuItem, BeginMenu, EndMenu, etc.
+//-------------------------------------------------------------------------
+// - ImGuiMenuColumns [Internal]
+// - BeginMenuBar()
+// - EndMenuBar()
+// - BeginMainMenuBar()
+// - EndMainMenuBar()
+// - BeginMenu()
+// - EndMenu()
+// - MenuItemEx() [Internal]
+// - MenuItem()
+//-------------------------------------------------------------------------
+
+// Helpers for internal use
+void ImGuiMenuColumns::Update(float spacing, bool window_reappearing)
+{
+ if (window_reappearing)
+ memset(Widths, 0, sizeof(Widths));
+ Spacing = (ImU16)spacing;
+ CalcNextTotalWidth(true);
+ memset(Widths, 0, sizeof(Widths));
+ TotalWidth = NextTotalWidth;
+ NextTotalWidth = 0;
+}
+
+void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets)
+{
+ ImU16 offset = 0;
+ bool want_spacing = false;
+ for (int i = 0; i < IM_ARRAYSIZE(Widths); i++)
+ {
+ ImU16 width = Widths[i];
+ if (want_spacing && width > 0)
+ offset += Spacing;
+ want_spacing |= (width > 0);
+ if (update_offsets)
+ {
+ if (i == 1) { OffsetLabel = offset; }
+ if (i == 2) { OffsetShortcut = offset; }
+ if (i == 3) { OffsetMark = offset; }
+ }
+ offset += width;
+ }
+ NextTotalWidth = offset;
+}
+
+float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark)
+{
+ Widths[0] = ImMax(Widths[0], (ImU16)w_icon);
+ Widths[1] = ImMax(Widths[1], (ImU16)w_label);
+ Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut);
+ Widths[3] = ImMax(Widths[3], (ImU16)w_mark);
+ CalcNextTotalWidth(false);
+ return (float)ImMax(TotalWidth, NextTotalWidth);
+}
+
+// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..
+// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.
+// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary.
+// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars.
+bool ImGui::BeginMenuBar()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+ if (!(window->Flags & ImGuiWindowFlags_MenuBar))
+ return false;
+
+ IM_ASSERT(!window->DC.MenuBarAppending);
+ BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore
+ PushID("##MenuBar");
+
+ // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
+ // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
+ const float border_top = ImMax(window->WindowBorderSize * 0.5f - window->TitleBarHeight, 0.0f);
+ ImRect bar_rect = window->MenuBarRect();
+ ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize * 0.5f), IM_ROUND(bar_rect.Min.y + border_top), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize * 0.5f))), IM_ROUND(bar_rect.Max.y));
+ clip_rect.ClipWith(window->OuterRectClipped);
+ PushClipRect(clip_rect.Min, clip_rect.Max, false);
+
+ // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags).
+ window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
+ window->DC.LayoutType = ImGuiLayoutType_Horizontal;
+ window->DC.IsSameLine = false;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+ window->DC.MenuBarAppending = true;
+ AlignTextToFramePadding();
+ return true;
+}
+
+void ImGui::EndMenuBar()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return;
+ ImGuiContext& g = *GImGui;
+
+ IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
+ IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
+ IM_ASSERT(window->DC.MenuBarAppending);
+
+ // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
+ if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
+ {
+ // Try to find out if the request is for one of our child menu
+ ImGuiWindow* nav_earliest_child = g.NavWindow;
+ while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
+ nav_earliest_child = nav_earliest_child->ParentWindow;
+ if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
+ {
+ // To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
+ // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)
+ const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
+ IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary)
+ FocusWindow(window);
+ SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
+ // FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto?
+ if (g.NavCursorVisible)
+ {
+ g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection. Will be set again
+ g.NavCursorHideFrames = 2;
+ }
+ g.NavHighlightItemUnderNav = g.NavMousePosDirty = true;
+ NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat
+ }
+ }
+
+ PopClipRect();
+ PopID();
+ IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
+ window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
+
+ // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here.
+ ImGuiGroupData& group_data = g.GroupStack.back();
+ group_data.EmitItem = false;
+ ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos;
+ window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent.
+ EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore
+ window->DC.LayoutType = ImGuiLayoutType_Vertical;
+ window->DC.IsSameLine = false;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+ window->DC.MenuBarAppending = false;
+ window->DC.CursorMaxPos = restore_cursor_max_pos;
+}
+
+// Important: calling order matters!
+// FIXME: Somehow overlapping with docking tech.
+// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts)
+bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags)
+{
+ IM_ASSERT(dir != ImGuiDir_None);
+
+ ImGuiWindow* bar_window = FindWindowByName(name);
+ if (bar_window == NULL || bar_window->BeginCount == 0)
+ {
+ // Calculate and set window size/position
+ ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());
+ ImRect avail_rect = viewport->GetBuildWorkRect();
+ ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
+ ImVec2 pos = avail_rect.Min;
+ if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
+ pos[axis] = avail_rect.Max[axis] - axis_size;
+ ImVec2 size = avail_rect.GetSize();
+ size[axis] = axis_size;
+ SetNextWindowPos(pos);
+ SetNextWindowSize(size);
+
+ // Report our size into work area (for next frame) using actual window size
+ if (dir == ImGuiDir_Up || dir == ImGuiDir_Left)
+ viewport->BuildWorkInsetMin[axis] += axis_size;
+ else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right)
+ viewport->BuildWorkInsetMax[axis] += axis_size;
+ }
+
+ window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
+ PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
+ PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint
+ bool is_open = Begin(name, NULL, window_flags);
+ PopStyleVar(2);
+
+ return is_open;
+}
+
+bool ImGui::BeginMainMenuBar()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
+
+ // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
+ // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea?
+ // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings.
+ g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
+ ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
+ float height = GetFrameHeight();
+ bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags);
+ g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
+ if (!is_open)
+ {
+ End();
+ return false;
+ }
+
+ // Temporarily disable _NoSavedSettings, in the off-chance that tables or child windows submitted within the menu-bar may want to use settings. (#8356)
+ g.CurrentWindow->Flags &= ~ImGuiWindowFlags_NoSavedSettings;
+ BeginMenuBar();
+ return is_open;
+}
+
+void ImGui::EndMainMenuBar()
+{
+ ImGuiContext& g = *GImGui;
+ if (!g.CurrentWindow->DC.MenuBarAppending)
+ {
+ IM_ASSERT_USER_ERROR(0, "Calling EndMainMenuBar() not from a menu-bar!"); // Not technically testing that it is the main menu bar
+ return;
+ }
+
+ EndMenuBar();
+ g.CurrentWindow->Flags |= ImGuiWindowFlags_NoSavedSettings; // Restore _NoSavedSettings (#8356)
+
+ // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
+ // FIXME: With this strategy we won't be able to restore a NULL focus.
+ if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest && g.ActiveId == 0)
+ FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild);
+
+ End();
+}
+
+static bool IsRootOfOpenMenuSet()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu))
+ return false;
+
+ // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others
+ // (e.g. inside menu bar vs loose menu items) based on parent ID.
+ // This would however prevent the use of e.g. PushID() user code submitting menus.
+ // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag,
+ // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects.
+ // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup
+ // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu.
+ // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer.
+ // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still
+ // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart
+ // it likely won't be a problem anyone runs into.
+ const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size];
+ if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer)
+ return false;
+ return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true);
+}
+
+bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = window->GetID(label);
+ bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None);
+
+ // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
+ // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation.
+ ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
+ if (window->Flags & ImGuiWindowFlags_ChildMenu)
+ window_flags |= ImGuiWindowFlags_ChildWindow;
+
+ // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().
+ // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.
+ // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used.
+ if (g.MenusIdSubmittedThisFrame.contains(id))
+ {
+ if (menu_is_open)
+ menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
+ else
+ g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values
+ return menu_is_open;
+ }
+
+ // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu
+ g.MenusIdSubmittedThisFrame.push_back(id);
+
+ ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+ // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window)
+ // This is only done for items for the menu set and not the full parent window.
+ const bool menuset_is_open = IsRootOfOpenMenuSet();
+ if (menuset_is_open)
+ PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);
+
+ // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
+ // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
+ // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
+ ImVec2 popup_pos, pos = window->DC.CursorPos;
+ PushID(label);
+ if (!enabled)
+ BeginDisabled();
+ const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
+ bool pressed;
+
+ // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
+ const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups;
+ if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+ {
+ // Menu inside a horizontal menu bar
+ // Selectable extend their highlight by half ItemSpacing in each direction.
+ // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
+ popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight);
+ window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
+ PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f);
+ float w = label_size.x;
+ ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
+ pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y));
+ LogSetNextTextDecoration("[", "]");
+ RenderText(text_pos, label);
+ PopStyleVar();
+ window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
+ }
+ else
+ {
+ // Menu inside a regular/vertical menu
+ // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
+ // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.)
+ popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
+ float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
+ float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
+ float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame
+ float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
+ ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
+ pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));
+ LogSetNextTextDecoration("", ">");
+ RenderText(text_pos, label);
+ if (icon_w > 0.0f)
+ RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
+ RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right);
+ }
+ if (!enabled)
+ EndDisabled();
+
+ const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav;
+ if (menuset_is_open)
+ PopItemFlag();
+
+ bool want_open = false;
+ bool want_open_nav_init = false;
+ bool want_close = false;
+ if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
+ {
+ // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu
+ // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
+ bool moving_toward_child_menu = false;
+ ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below)
+ ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL;
+ if (g.HoveredWindow == window && child_menu_window != NULL)
+ {
+ const float ref_unit = g.FontSize; // FIXME-DPI
+ const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f;
+ const ImRect next_window_rect = child_menu_window->Rect();
+ ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta);
+ ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR();
+ ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR();
+ const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack.
+ ta.x += child_dir * -0.5f;
+ tb.x += child_dir * ref_unit;
+ tc.x += child_dir * ref_unit;
+ tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus
+ tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f);
+ moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
+ //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
+ }
+
+ // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not)
+ // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon.
+ // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.)
+ if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavHighlightItemUnderNav && g.ActiveId == 0)
+ want_close = true;
+
+ // Open
+ // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test)
+ if (!menu_is_open && pressed) // Click/activate to open
+ want_open = true;
+ else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open
+ want_open = true;
+ else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback)
+ want_open = true;
+ if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
+ {
+ want_open = want_open_nav_init = true;
+ NavMoveRequestCancel();
+ SetNavCursorVisibleAfterMove();
+ }
+ }
+ else
+ {
+ // Menu bar
+ if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
+ {
+ want_close = true;
+ want_open = menu_is_open = false;
+ }
+ else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
+ {
+ want_open = true;
+ }
+ else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
+ {
+ want_open = true;
+ NavMoveRequestCancel();
+ }
+ }
+
+ if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
+ want_close = true;
+ if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None))
+ ClosePopupToLevel(g.BeginPopupStack.Size, true);
+
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
+ PopID();
+
+ if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
+ {
+ // Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other menu and yield for a frame.
+ OpenPopup(label);
+ }
+ else if (want_open)
+ {
+ menu_is_open = true;
+ OpenPopup(label, ImGuiPopupFlags_NoReopen);// | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0));
+ }
+
+ if (menu_is_open)
+ {
+ ImGuiLastItemData last_item_in_parent = g.LastItemData;
+ SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
+ PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding
+ menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open may be 'false' when the popup is completely clipped (e.g. zero size display)
+ PopStyleVar();
+ if (menu_is_open)
+ {
+ // Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do:
+ // Perform an init request in the case the popup was already open (via a previous mouse hover)
+ if (want_open && want_open_nav_init && !g.NavInitRequest)
+ {
+ FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal);
+ NavInitWindow(g.CurrentWindow, false);
+ }
+
+ // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu()
+ // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck)
+ g.LastItemData = last_item_in_parent;
+ if (g.HoveredWindow == window)
+ g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
+ }
+ }
+ else
+ {
+ g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
+ }
+
+ return menu_is_open;
+}
+
+bool ImGui::BeginMenu(const char* label, bool enabled)
+{
+ return BeginMenuEx(label, NULL, enabled);
+}
+
+void ImGui::EndMenu()
+{
+ // Nav: When a left move request our menu failed, close ourselves.
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls
+ ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert.
+ if (window->BeginCount == window->BeginCountPreviousFrame)
+ if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet())
+ if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical)
+ {
+ ClosePopupToLevel(g.BeginPopupStack.Size - 1, true);
+ NavMoveRequestCancel();
+ }
+
+ EndPopup();
+}
+
+bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled)
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ if (window->SkipItems)
+ return false;
+
+ ImGuiContext& g = *GImGui;
+ ImGuiStyle& style = g.Style;
+ ImVec2 pos = window->DC.CursorPos;
+ ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+ // See BeginMenuEx() for comments about this.
+ const bool menuset_is_open = IsRootOfOpenMenuSet();
+ if (menuset_is_open)
+ PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);
+
+ // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),
+ // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.
+ bool pressed;
+ PushID(label);
+ if (!enabled)
+ BeginDisabled();
+
+ // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
+ const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover;
+ const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
+ if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+ {
+ // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
+ // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark.
+ float w = label_size.x;
+ window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
+ ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
+ PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f);
+ pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f));
+ PopStyleVar();
+ if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
+ RenderText(text_pos, label);
+ window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
+ }
+ else
+ {
+ // Menu item inside a vertical menu
+ // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
+ // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.)
+ float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
+ float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f;
+ float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
+ float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame
+ float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
+ pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));
+ if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
+ {
+ RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
+ if (icon_w > 0.0f)
+ RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
+ if (shortcut_w > 0.0f)
+ {
+ PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
+ LogSetNextTextDecoration("(", ")");
+ RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);
+ PopStyleColor();
+ }
+ if (selected)
+ RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
+ }
+ }
+ IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
+ if (!enabled)
+ EndDisabled();
+ PopID();
+ if (menuset_is_open)
+ PopItemFlag();
+
+ return pressed;
+}
+
+bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
+{
+ return MenuItemEx(label, NULL, shortcut, selected, enabled);
+}
+
+bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
+{
+ if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled))
+ {
+ if (p_selected)
+ *p_selected = !*p_selected;
+ return true;
+ }
+ return false;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
+//-------------------------------------------------------------------------
+// - BeginTabBar()
+// - BeginTabBarEx() [Internal]
+// - EndTabBar()
+// - TabBarLayout() [Internal]
+// - TabBarCalcTabID() [Internal]
+// - TabBarCalcMaxTabWidth() [Internal]
+// - TabBarFindTabById() [Internal]
+// - TabBarFindTabByOrder() [Internal]
+// - TabBarGetCurrentTab() [Internal]
+// - TabBarGetTabName() [Internal]
+// - TabBarRemoveTab() [Internal]
+// - TabBarCloseTab() [Internal]
+// - TabBarScrollClamp() [Internal]
+// - TabBarScrollToTab() [Internal]
+// - TabBarQueueFocus() [Internal]
+// - TabBarQueueReorder() [Internal]
+// - TabBarProcessReorderFromMousePos() [Internal]
+// - TabBarProcessReorder() [Internal]
+// - TabBarScrollingButtons() [Internal]
+// - TabBarTabListPopupButton() [Internal]
+//-------------------------------------------------------------------------
+
+struct ImGuiTabBarSection
+{
+ int TabCount; // Number of tabs in this section.
+ float Width; // Sum of width of tabs in this section (after shrinking down)
+ float WidthAfterShrinkMinWidth;
+ float Spacing; // Horizontal spacing at the end of the section.
+
+ ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); }
+};
+
+namespace ImGui
+{
+ static void TabBarLayout(ImGuiTabBar* tab_bar);
+ static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window);
+ static float TabBarCalcMaxTabWidth();
+ static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
+ static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections);
+ static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar);
+ static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar);
+}
+
+ImGuiTabBar::ImGuiTabBar()
+{
+ memset(this, 0, sizeof(*this));
+ CurrFrameVisible = PrevFrameVisible = -1;
+ LastTabItemIdx = -1;
+}
+
+static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab)
+{
+ return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
+}
+
+static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs)
+{
+ const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
+ const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;
+ const int a_section = TabItemGetSectionIdx(a);
+ const int b_section = TabItemGetSectionIdx(b);
+ if (a_section != b_section)
+ return a_section - b_section;
+ return (int)(a->IndexDuringLayout - b->IndexDuringLayout);
+}
+
+static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs)
+{
+ const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;
+ const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;
+ return (int)(a->BeginOrder - b->BeginOrder);
+}
+
+static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref)
+{
+ ImGuiContext& g = *GImGui;
+ return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index);
+}
+
+static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.TabBars.Contains(tab_bar))
+ return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar));
+ return ImGuiPtrOrIndex(tab_bar);
+}
+
+ImGuiTabBar* ImGui::TabBarFindByID(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ return g.TabBars.GetByKey(id);
+}
+
+// Remove TabBar data (currently only used by TestEngine)
+void ImGui::TabBarRemove(ImGuiTabBar* tab_bar)
+{
+ ImGuiContext& g = *GImGui;
+ g.TabBars.Remove(tab_bar->ID, tab_bar);
+}
+
+bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return false;
+
+ ImGuiID id = window->GetID(str_id);
+ ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);
+ ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);
+ tab_bar->ID = id;
+ tab_bar->SeparatorMinX = tab_bar_bb.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f);
+ tab_bar->SeparatorMaxX = tab_bar_bb.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f);
+ //if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false))
+ flags |= ImGuiTabBarFlags_IsFocused;
+ return BeginTabBarEx(tab_bar, tab_bar_bb, flags);
+}
+
+bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return false;
+
+ IM_ASSERT(tab_bar->ID != 0);
+ if ((flags & ImGuiTabBarFlags_DockNode) == 0)
+ PushOverrideID(tab_bar->ID);
+
+ // Add to stack
+ g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));
+ g.CurrentTabBar = tab_bar;
+ tab_bar->Window = window;
+
+ // Append with multiple BeginTabBar()/EndTabBar() pairs.
+ tab_bar->BackupCursorPos = window->DC.CursorPos;
+ if (tab_bar->CurrFrameVisible == g.FrameCount)
+ {
+ window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);
+ tab_bar->BeginCount++;
+ return true;
+ }
+
+ // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable
+ if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))
+ ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
+ tab_bar->TabsAddedNew = false;
+
+ // Flags
+ if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
+ flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
+
+ tab_bar->Flags = flags;
+ tab_bar->BarRect = tab_bar_bb;
+ tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()
+ tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;
+ tab_bar->CurrFrameVisible = g.FrameCount;
+ tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight;
+ tab_bar->CurrTabsContentsHeight = 0.0f;
+ tab_bar->ItemSpacingY = g.Style.ItemSpacing.y;
+ tab_bar->FramePadding = g.Style.FramePadding;
+ tab_bar->TabsActiveCount = 0;
+ tab_bar->LastTabItemIdx = -1;
+ tab_bar->BeginCount = 1;
+
+ // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap
+ window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);
+
+ // Draw separator
+ // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable)
+ const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected);
+ if (g.Style.TabBarBorderSize > 0.0f)
+ {
+ const float y = tab_bar->BarRect.Max.y;
+ window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col);
+ }
+ return true;
+}
+
+void ImGui::EndTabBar()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return;
+
+ ImGuiTabBar* tab_bar = g.CurrentTabBar;
+ if (tab_bar == NULL)
+ {
+ IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!");
+ return;
+ }
+
+ // Fallback in case no TabItem have been submitted
+ if (tab_bar->WantLayout)
+ TabBarLayout(tab_bar);
+
+ // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().
+ const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
+ if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)
+ {
+ tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight);
+ window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight;
+ }
+ else
+ {
+ window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight;
+ }
+ if (tab_bar->BeginCount > 1)
+ window->DC.CursorPos = tab_bar->BackupCursorPos;
+
+ tab_bar->LastTabItemIdx = -1;
+ if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
+ PopID();
+
+ g.CurrentTabBarStack.pop_back();
+ g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());
+}
+
+// Scrolling happens only in the central section (leading/trailing sections are not scrolling)
+static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections)
+{
+ return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;
+}
+
+// This is called only once a frame before by the first call to ItemTab()
+// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.
+static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
+{
+ ImGuiContext& g = *GImGui;
+ tab_bar->WantLayout = false;
+
+ // Track selected tab when resizing our parent down
+ const bool scroll_to_selected_tab = (tab_bar->BarRectPrevWidth > tab_bar->BarRect.GetWidth());
+ tab_bar->BarRectPrevWidth = tab_bar->BarRect.GetWidth();
+
+ // Garbage collect by compacting list
+ // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)
+ int tab_dst_n = 0;
+ bool need_sort_by_section = false;
+ ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing
+ for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n];
+ if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose)
+ {
+ // Remove tab
+ if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; }
+ if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; }
+ if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; }
+ continue;
+ }
+ if (tab_dst_n != tab_src_n)
+ tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];
+
+ tab = &tab_bar->Tabs[tab_dst_n];
+ tab->IndexDuringLayout = (ImS16)tab_dst_n;
+
+ // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)
+ int curr_tab_section_n = TabItemGetSectionIdx(tab);
+ if (tab_dst_n > 0)
+ {
+ ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1];
+ int prev_tab_section_n = TabItemGetSectionIdx(prev_tab);
+ if (curr_tab_section_n == 0 && prev_tab_section_n != 0)
+ need_sort_by_section = true;
+ if (prev_tab_section_n == 2 && curr_tab_section_n != 2)
+ need_sort_by_section = true;
+ }
+
+ sections[curr_tab_section_n].TabCount++;
+ tab_dst_n++;
+ }
+ if (tab_bar->Tabs.Size != tab_dst_n)
+ tab_bar->Tabs.resize(tab_dst_n);
+
+ if (need_sort_by_section)
+ ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection);
+
+ // Calculate spacing between sections
+ sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
+ sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
+
+ // Setup next selected tab
+ ImGuiID scroll_to_tab_id = 0;
+ if (tab_bar->NextSelectedTabId)
+ {
+ tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;
+ tab_bar->NextSelectedTabId = 0;
+ scroll_to_tab_id = tab_bar->SelectedTabId;
+ }
+
+ // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).
+ if (tab_bar->ReorderRequestTabId != 0)
+ {
+ if (TabBarProcessReorder(tab_bar))
+ if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId)
+ scroll_to_tab_id = tab_bar->ReorderRequestTabId;
+ tab_bar->ReorderRequestTabId = 0;
+ }
+
+ // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)
+ const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;
+ if (tab_list_popup_button)
+ if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!
+ scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
+
+ // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central
+ // (whereas our tabs are stored as: leading, central, trailing)
+ int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount };
+ g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);
+
+ // Minimum shrink width
+ const float shrink_min_width = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed) ? g.Style.TabMinWidthShrink : 1.0f;
+
+ // Compute ideal tabs widths + store them into shrink buffer
+ ImGuiTabItem* most_recently_selected_tab = NULL;
+ int curr_section_n = -1;
+ bool found_selected_tab_id = false;
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);
+
+ if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button))
+ most_recently_selected_tab = tab;
+ if (tab->ID == tab_bar->SelectedTabId)
+ found_selected_tab_id = true;
+ if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID)
+ scroll_to_tab_id = tab->ID;
+
+ // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.
+ // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
+ // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
+ const char* tab_name = TabBarGetTabName(tab_bar, tab);
+ const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
+ tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x;
+ if ((tab->Flags & ImGuiTabItemFlags_Button) == 0)
+ tab->ContentWidth = ImMax(tab->ContentWidth, g.Style.TabMinWidthBase);
+
+ int section_n = TabItemGetSectionIdx(tab);
+ ImGuiTabBarSection* section = §ions[section_n];
+ section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);
+ section->WidthAfterShrinkMinWidth += ImMin(tab->ContentWidth, shrink_min_width) + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);
+ curr_section_n = section_n;
+
+ // Store data so we can build an array sorted by width if we need to shrink tabs down
+ IM_MSVC_WARNING_SUPPRESS(6385);
+ ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++];
+ shrink_width_item->Index = tab_n;
+ shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth;
+ tab->Width = ImMax(tab->ContentWidth, 1.0f);
+ }
+
+ // Compute total ideal width (used for e.g. auto-resizing a window)
+ float width_all_tabs_after_min_width_shrink = 0.0f;
+ tab_bar->WidthAllTabsIdeal = 0.0f;
+ for (int section_n = 0; section_n < 3; section_n++)
+ {
+ tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;
+ width_all_tabs_after_min_width_shrink += sections[section_n].WidthAfterShrinkMinWidth + sections[section_n].Spacing;
+ }
+
+ // Horizontal scrolling buttons
+ // Important: note that TabBarScrollButtons() will alter BarRect.Max.x.
+ const bool can_scroll = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) || (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed);
+ const float width_all_tabs_to_use_for_scroll = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) ? tab_bar->WidthAllTabs : width_all_tabs_after_min_width_shrink;
+ tab_bar->ScrollButtonEnabled = ((width_all_tabs_to_use_for_scroll > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && can_scroll);
+ if (tab_bar->ScrollButtonEnabled)
+ if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar))
+ {
+ scroll_to_tab_id = scroll_and_select_tab->ID;
+ if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0)
+ tab_bar->SelectedTabId = scroll_to_tab_id;
+ }
+ if (scroll_to_tab_id == 0 && scroll_to_selected_tab)
+ scroll_to_tab_id = tab_bar->SelectedTabId;
+
+ // Shrink widths if full tabs don't fit in their allocated space
+ float section_0_w = sections[0].Width + sections[0].Spacing;
+ float section_1_w = sections[1].Width + sections[1].Spacing;
+ float section_2_w = sections[2].Width + sections[2].Spacing;
+ bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth();
+ float width_excess;
+ if (central_section_is_visible)
+ width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section
+ else
+ width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section
+
+ // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore
+ const bool can_shrink = (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyShrink) || (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyMixed);
+ if (width_excess >= 1.0f && (can_shrink || !central_section_is_visible))
+ {
+ int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);
+ int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0);
+ ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess, shrink_min_width);
+
+ // Apply shrunk values into tabs and sections
+ for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];
+ float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width);
+ if (shrinked_width < 0.0f)
+ continue;
+
+ shrinked_width = ImMax(1.0f, shrinked_width);
+ int section_n = TabItemGetSectionIdx(tab);
+ sections[section_n].Width -= (tab->Width - shrinked_width);
+ tab->Width = shrinked_width;
+ }
+ }
+
+ // Layout all active tabs
+ int section_tab_index = 0;
+ float tab_offset = 0.0f;
+ tab_bar->WidthAllTabs = 0.0f;
+ for (int section_n = 0; section_n < 3; section_n++)
+ {
+ ImGuiTabBarSection* section = §ions[section_n];
+ if (section_n == 2)
+ tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset);
+
+ for (int tab_n = 0; tab_n < section->TabCount; tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];
+ tab->Offset = tab_offset;
+ tab->NameOffset = -1;
+ tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);
+ }
+ tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);
+ tab_offset += section->Spacing;
+ section_tab_index += section->TabCount;
+ }
+
+ // Clear name buffers
+ tab_bar->TabsNames.Buf.resize(0);
+
+ // If we have lost the selected tab, select the next most recently active one
+ const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
+ if (found_selected_tab_id == false && !tab_bar_appearing)
+ tab_bar->SelectedTabId = 0;
+ if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)
+ scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
+
+ // Lock in visible tab
+ tab_bar->VisibleTabId = tab_bar->SelectedTabId;
+ tab_bar->VisibleTabWasSubmitted = false;
+
+ // Apply request requests
+ if (scroll_to_tab_id != 0)
+ TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);
+ else if (tab_bar->ScrollButtonEnabled && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow))
+ {
+ const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH;
+ const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX;
+ if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f)
+ {
+ const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f;
+ tab_bar->ScrollingTargetDistToVisibility = 0.0f;
+ tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step);
+ }
+ SetKeyOwner(wheel_key, tab_bar->ID);
+ }
+
+ // Update scrolling
+ tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);
+ tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);
+ if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
+ {
+ // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds.
+ // Teleport if we are aiming far off the visible line
+ tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize);
+ tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f);
+ const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize);
+ tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed);
+ }
+ else
+ {
+ tab_bar->ScrollingSpeed = 0.0f;
+ }
+ tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;
+ tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;
+
+ // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DC.CursorPos = tab_bar->BarRect.Min;
+ ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);
+ window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal);
+}
+
+// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack.
+static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window)
+{
+ IM_ASSERT(docked_window == NULL); // master branch only
+ IM_UNUSED(docked_window);
+ if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
+ {
+ ImGuiID id = ImHashStr(label);
+ KeepAliveID(id);
+ return id;
+ }
+ else
+ {
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(label);
+ }
+}
+
+static float ImGui::TabBarCalcMaxTabWidth()
+{
+ ImGuiContext& g = *GImGui;
+ return g.FontSize * 20.0f;
+}
+
+ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id)
+{
+ if (tab_id != 0)
+ for (int n = 0; n < tab_bar->Tabs.Size; n++)
+ if (tab_bar->Tabs[n].ID == tab_id)
+ return &tab_bar->Tabs[n];
+ return NULL;
+}
+
+// Order = visible order, not submission order! (which is tab->BeginOrder)
+ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order)
+{
+ if (order < 0 || order >= tab_bar->Tabs.Size)
+ return NULL;
+ return &tab_bar->Tabs[order];
+}
+
+ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar)
+{
+ if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size)
+ return NULL;
+ return &tab_bar->Tabs[tab_bar->LastTabItemIdx];
+}
+
+const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
+{
+ if (tab->NameOffset == -1)
+ return "N/A";
+ IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size);
+ return tab_bar->TabsNames.Buf.Data + tab->NameOffset;
+}
+
+// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.
+void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)
+{
+ if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
+ tab_bar->Tabs.erase(tab);
+ if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; }
+ if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; }
+ if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }
+}
+
+// Called on manual closure attempt
+void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
+{
+ if (tab->Flags & ImGuiTabItemFlags_Button)
+ return; // A button appended with TabItemButton().
+
+ if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0)
+ {
+ // This will remove a frame of lag for selecting another tab on closure.
+ // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure
+ tab->WantClose = true;
+ if (tab_bar->VisibleTabId == tab->ID)
+ {
+ tab->LastFrameVisible = -1;
+ tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
+ }
+ }
+ else
+ {
+ // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup)
+ if (tab_bar->VisibleTabId != tab->ID)
+ TabBarQueueFocus(tab_bar, tab);
+ }
+}
+
+static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)
+{
+ scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth());
+ return ImMax(scrolling, 0.0f);
+}
+
+// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys
+static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections)
+{
+ ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id);
+ if (tab == NULL)
+ return;
+ if (tab->Flags & ImGuiTabItemFlags_SectionMask_)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)
+ int order = TabBarGetTabOrder(tab_bar, tab);
+
+ // Scrolling happens only in the central section (leading/trailing sections are not scrolling)
+ float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections);
+
+ // We make all tabs positions all relative Sections[0].Width to make code simpler
+ float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);
+ float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f);
+ tab_bar->ScrollingTargetDistToVisibility = 0.0f;
+ if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width))
+ {
+ // Scroll to the left
+ tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);
+ tab_bar->ScrollingTarget = tab_x1;
+ }
+ else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width)
+ {
+ // Scroll to the right
+ tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f);
+ tab_bar->ScrollingTarget = tab_x2 - scrollable_width;
+ }
+}
+
+void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
+{
+ tab_bar->NextSelectedTabId = tab->ID;
+}
+
+void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, const char* tab_name)
+{
+ IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars
+ ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL);
+ tab_bar->NextSelectedTabId = tab_id;
+}
+
+void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset)
+{
+ IM_ASSERT(offset != 0);
+ IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
+ tab_bar->ReorderRequestTabId = tab->ID;
+ tab_bar->ReorderRequestOffset = (ImS16)offset;
+}
+
+void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
+ if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0)
+ return;
+
+ const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;
+ const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0);
+
+ // Count number of contiguous tabs we are crossing over
+ const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1;
+ const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab);
+ int dst_idx = src_idx;
+ for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir)
+ {
+ // Reordered tabs must share the same section
+ const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i];
+ if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder)
+ break;
+ if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_))
+ break;
+ dst_idx = i;
+
+ // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered.
+ const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x;
+ const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x;
+ //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255));
+ if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2))
+ break;
+ }
+
+ if (dst_idx != src_idx)
+ TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx);
+}
+
+bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar)
+{
+ ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId);
+ if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder))
+ return false;
+
+ //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools
+ int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset;
+ if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size)
+ return false;
+
+ // Reordered tabs must share the same section
+ // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too)
+ ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];
+ if (tab2->Flags & ImGuiTabItemFlags_NoReorder)
+ return false;
+ if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_))
+ return false;
+
+ ImGuiTabItem item_tmp = *tab1;
+ ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2;
+ ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1;
+ const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset;
+ memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem));
+ *tab2 = item_tmp;
+
+ if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)
+ MarkIniSettingsDirty();
+ return true;
+}
+
+static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);
+ const float scrolling_buttons_width = arrow_button_size.x * 2.0f;
+
+ const ImVec2 backup_cursor_pos = window->DC.CursorPos;
+ //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255));
+
+ int select_dir = 0;
+ ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
+ arrow_col.w *= 0.5f;
+
+ PushStyleColor(ImGuiCol_Text, arrow_col);
+ PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
+ PushItemFlag(ImGuiItemFlags_ButtonRepeat | ImGuiItemFlags_NoNav, true);
+ const float backup_repeat_delay = g.IO.KeyRepeatDelay;
+ const float backup_repeat_rate = g.IO.KeyRepeatRate;
+ g.IO.KeyRepeatDelay = 0.250f;
+ g.IO.KeyRepeatRate = 0.200f;
+ float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width);
+ window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y);
+ if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick))
+ select_dir = -1;
+ window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y);
+ if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick))
+ select_dir = +1;
+ PopItemFlag();
+ PopStyleColor(2);
+ g.IO.KeyRepeatRate = backup_repeat_rate;
+ g.IO.KeyRepeatDelay = backup_repeat_delay;
+
+ ImGuiTabItem* tab_to_scroll_to = NULL;
+ if (select_dir != 0)
+ if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
+ {
+ int selected_order = TabBarGetTabOrder(tab_bar, tab_item);
+ int target_order = selected_order + select_dir;
+
+ // Skip tab item buttons until another tab item is found or end is reached
+ while (tab_to_scroll_to == NULL)
+ {
+ // If we are at the end of the list, still scroll to make our tab visible
+ tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order];
+
+ // Cross through buttons
+ // (even if first/last item is a button, return it so we can update the scroll)
+ if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button)
+ {
+ target_order += select_dir;
+ selected_order += select_dir;
+ tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL;
+ }
+ }
+ }
+ window->DC.CursorPos = backup_cursor_pos;
+ tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;
+
+ return tab_to_scroll_to;
+}
+
+static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // We use g.Style.FramePadding.y to match the square ArrowButton size
+ const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y;
+ const ImVec2 backup_cursor_pos = window->DC.CursorPos;
+ window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y);
+ tab_bar->BarRect.Min.x += tab_list_popup_button_width;
+
+ ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
+ arrow_col.w *= 0.5f;
+ PushStyleColor(ImGuiCol_Text, arrow_col);
+ PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
+ bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest);
+ PopStyleColor(2);
+
+ ImGuiTabItem* tab_to_select = NULL;
+ if (open)
+ {
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ if (tab->Flags & ImGuiTabItemFlags_Button)
+ continue;
+
+ const char* tab_name = TabBarGetTabName(tab_bar, tab);
+ if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))
+ tab_to_select = tab;
+ }
+ EndCombo();
+ }
+
+ window->DC.CursorPos = backup_cursor_pos;
+ return tab_to_select;
+}
+
+//-------------------------------------------------------------------------
+// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
+//-------------------------------------------------------------------------
+// - BeginTabItem()
+// - EndTabItem()
+// - TabItemButton()
+// - TabItemEx() [Internal]
+// - SetTabItemClosed()
+// - TabItemCalcSize() [Internal]
+// - TabItemBackground() [Internal]
+// - TabItemLabelAndCloseButton() [Internal]
+//-------------------------------------------------------------------------
+
+bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return false;
+
+ ImGuiTabBar* tab_bar = g.CurrentTabBar;
+ if (tab_bar == NULL)
+ {
+ IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!");
+ return false;
+ }
+ IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
+
+ bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);
+ if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
+ {
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
+ PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label)
+ }
+ return ret;
+}
+
+void ImGui::EndTabItem()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return;
+
+ ImGuiTabBar* tab_bar = g.CurrentTabBar;
+ if (tab_bar == NULL)
+ {
+ IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
+ return;
+ }
+ IM_ASSERT(tab_bar->LastTabItemIdx >= 0);
+ ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
+ if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))
+ PopID();
+}
+
+bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return false;
+
+ ImGuiTabBar* tab_bar = g.CurrentTabBar;
+ if (tab_bar == NULL)
+ {
+ IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
+ return false;
+ }
+ return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL);
+}
+
+void ImGui::TabItemSpacing(const char* str_id, ImGuiTabItemFlags flags, float width)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return;
+
+ ImGuiTabBar* tab_bar = g.CurrentTabBar;
+ if (tab_bar == NULL)
+ {
+ IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
+ return;
+ }
+ SetNextItemWidth(width);
+ TabItemEx(tab_bar, str_id, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder | ImGuiTabItemFlags_Invisible, NULL);
+}
+
+bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window)
+{
+ // Layout whole tab bar if not already done
+ ImGuiContext& g = *GImGui;
+ if (tab_bar->WantLayout)
+ {
+ ImGuiNextItemData backup_next_item_data = g.NextItemData;
+ TabBarLayout(tab_bar);
+ g.NextItemData = backup_next_item_data;
+ }
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->SkipItems)
+ return false;
+
+ const ImGuiStyle& style = g.Style;
+ const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window);
+
+ // If the user called us with *p_open == false, we early out and don't render.
+ // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.
+ IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
+ if (p_open && !*p_open)
+ {
+ ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
+ return false;
+ }
+
+ IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button));
+ IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing
+
+ // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented)
+ if (flags & ImGuiTabItemFlags_NoCloseButton)
+ p_open = NULL;
+ else if (p_open == NULL)
+ flags |= ImGuiTabItemFlags_NoCloseButton;
+
+ // Acquire tab data
+ ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id);
+ bool tab_is_new = false;
+ if (tab == NULL)
+ {
+ tab_bar->Tabs.push_back(ImGuiTabItem());
+ tab = &tab_bar->Tabs.back();
+ tab->ID = id;
+ tab_bar->TabsAddedNew = tab_is_new = true;
+ }
+ tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);
+
+ // Calculate tab contents size
+ ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument));
+ tab->RequestedWidth = -1.0f;
+ if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth)
+ size.x = tab->RequestedWidth = g.NextItemData.Width;
+ if (tab_is_new)
+ tab->Width = ImMax(1.0f, size.x);
+ tab->ContentWidth = size.x;
+ tab->BeginOrder = tab_bar->TabsActiveCount++;
+
+ const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
+ const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;
+ const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);
+ const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
+ const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;
+ tab->LastFrameVisible = g.FrameCount;
+ tab->Flags = flags;
+
+ // Append name _WITH_ the zero-terminator
+ if (docked_window != NULL)
+ {
+ IM_ASSERT(docked_window == NULL); // master branch only
+ }
+ else
+ {
+ tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
+ tab_bar->TabsNames.append(label, label + ImStrlen(label) + 1);
+ }
+
+ // Update selected tab
+ if (!is_tab_button)
+ {
+ if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
+ if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)
+ TabBarQueueFocus(tab_bar, tab); // New tabs gets activated
+ if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar
+ TabBarQueueFocus(tab_bar, tab);
+ }
+
+ // Lock visibility
+ // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)
+ bool tab_contents_visible = (tab_bar->VisibleTabId == id);
+ if (tab_contents_visible)
+ tab_bar->VisibleTabWasSubmitted = true;
+
+ // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
+ if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)
+ if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
+ tab_contents_visible = true;
+
+ // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted
+ // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.
+ if (tab_appearing && (!tab_bar_appearing || tab_is_new))
+ {
+ ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
+ if (is_tab_button)
+ return false;
+ return tab_contents_visible;
+ }
+
+ if (tab_bar->SelectedTabId == id)
+ tab->LastFrameSelected = g.FrameCount;
+
+ // Backup current layout position
+ const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;
+
+ // Layout
+ const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;
+ size.x = tab->Width;
+ if (is_central_section)
+ window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f);
+ else
+ window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);
+ ImVec2 pos = window->DC.CursorPos;
+ ImRect bb(pos, pos + size);
+
+ // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)
+ const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX);
+ if (want_clip_rect)
+ PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);
+
+ ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
+ ItemSize(bb.GetSize(), style.FramePadding.y);
+ window->DC.CursorMaxPos = backup_cursor_max_pos;
+
+ if (!ItemAdd(bb, id))
+ {
+ if (want_clip_rect)
+ PopClipRect();
+ window->DC.CursorPos = backup_main_cursor_pos;
+ return tab_contents_visible;
+ }
+
+ // Click to Select a tab
+ // Allow the close button to overlap
+ ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap);
+ if (g.DragDropActive)
+ button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
+ bool hovered, held, pressed;
+ if (flags & ImGuiTabItemFlags_Invisible)
+ hovered = held = pressed = false;
+ else
+ pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
+ if (pressed && !is_tab_button)
+ TabBarQueueFocus(tab_bar, tab);
+
+ // Drag and drop: re-order tabs
+ if (held && !tab_appearing && IsMouseDragging(0))
+ {
+ if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
+ {
+ // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x
+ if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)
+ {
+ TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
+ }
+ else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
+ {
+ TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
+ }
+ }
+ }
+
+#if 0
+ if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth)
+ {
+ // Enlarge tab display when hovering
+ bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));
+ display_draw_list = GetForegroundDrawList(window);
+ TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
+ }
+#endif
+
+ // Render tab shape
+ const bool is_visible = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) && !(flags & ImGuiTabItemFlags_Invisible);
+ if (is_visible)
+ {
+ ImDrawList* display_draw_list = window->DrawList;
+ const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed));
+ TabItemBackground(display_draw_list, bb, flags, tab_col);
+ if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f)
+ {
+ // Might be moved to TabItemBackground() ?
+ ImVec2 tl = bb.GetTL() + ImVec2(0, 1.0f * g.CurrentDpiScale);
+ ImVec2 tr = bb.GetTR() + ImVec2(0, 1.0f * g.CurrentDpiScale);
+ ImU32 overline_col = GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline);
+ if (style.TabRounding > 0.0f)
+ {
+ float rounding = style.TabRounding;
+ display_draw_list->PathArcToFast(tl + ImVec2(+rounding, +rounding), rounding, 7, 9);
+ display_draw_list->PathArcToFast(tr + ImVec2(-rounding, +rounding), rounding, 9, 11);
+ display_draw_list->PathStroke(overline_col, 0, style.TabBarOverlineSize);
+ }
+ else
+ {
+ display_draw_list->AddLine(tl - ImVec2(0.5f, 0.5f), tr - ImVec2(0.5f, 0.5f), overline_col, style.TabBarOverlineSize);
+ }
+ }
+ RenderNavCursor(bb, id);
+
+ // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.
+ const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);
+ if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button)
+ TabBarQueueFocus(tab_bar, tab);
+
+ if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
+ flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
+
+ // Render tab label, process close button
+ const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;
+ bool just_closed;
+ bool text_clipped;
+ TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
+ if (just_closed && p_open != NULL)
+ {
+ *p_open = false;
+ TabBarCloseTab(tab_bar, tab);
+ }
+
+ // Tooltip
+ // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)
+ // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)
+ // FIXME: This is a mess.
+ // FIXME: We may want disabled tab to still display the tooltip?
+ if (text_clipped && g.HoveredId == id && !held)
+ if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
+ SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
+ }
+
+ // Restore main window position so user can draw there
+ if (want_clip_rect)
+ PopClipRect();
+ window->DC.CursorPos = backup_main_cursor_pos;
+
+ IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected
+ if (is_tab_button)
+ return pressed;
+ return tab_contents_visible;
+}
+
+// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.
+// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar().
+// Tabs closed by the close button will automatically be flagged to avoid this issue.
+void ImGui::SetTabItemClosed(const char* label)
+{
+ ImGuiContext& g = *GImGui;
+ bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);
+ if (is_within_manual_tab_bar)
+ {
+ ImGuiTabBar* tab_bar = g.CurrentTabBar;
+ ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL);
+ if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
+ tab->WantClose = true; // Will be processed by next call to TabBarLayout()
+ }
+}
+
+ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker)
+{
+ ImGuiContext& g = *GImGui;
+ ImVec2 label_size = CalcTextSize(label, NULL, true);
+ ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);
+ if (has_close_button_or_unsaved_marker)
+ size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.
+ else
+ size.x += g.Style.FramePadding.x + 1.0f;
+ return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);
+}
+
+ImVec2 ImGui::TabItemCalcSize(ImGuiWindow*)
+{
+ IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch.
+ return ImVec2(0.0f, 0.0f);
+}
+
+void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)
+{
+ // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it.
+ ImGuiContext& g = *GImGui;
+ const float width = bb.GetWidth();
+ IM_UNUSED(flags);
+ IM_ASSERT(width > 0.0f);
+ const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f));
+ const float y1 = bb.Min.y + 1.0f;
+ const float y2 = bb.Max.y - g.Style.TabBarBorderSize;
+ draw_list->PathLineTo(ImVec2(bb.Min.x, y2));
+ draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);
+ draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);
+ draw_list->PathLineTo(ImVec2(bb.Max.x, y2));
+ draw_list->PathFillConvex(col);
+ if (g.Style.TabBorderSize > 0.0f)
+ {
+ draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));
+ draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);
+ draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);
+ draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));
+ draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize);
+ }
+}
+
+// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic
+// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.
+void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped)
+{
+ ImGuiContext& g = *GImGui;
+ ImVec2 label_size = CalcTextSize(label, NULL, true);
+
+ if (out_just_closed)
+ *out_just_closed = false;
+ if (out_text_clipped)
+ *out_text_clipped = false;
+
+ if (bb.GetWidth() <= 1.0f)
+ return;
+
+ // In Style V2 we'll have full override of all colors per state (e.g. focused, selected)
+ // But right now if you want to alter text color of tabs this is what you need to do.
+#if 0
+ const float backup_alpha = g.Style.Alpha;
+ if (!is_contents_visible)
+ g.Style.Alpha *= 0.7f;
+#endif
+
+ // Render text label (with clipping + alpha gradient) + unsaved marker
+ ImRect text_ellipsis_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);
+
+ // Return clipped state ignoring the close button
+ if (out_text_clipped)
+ {
+ *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_ellipsis_clip_bb.Max.x;
+ //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255));
+ }
+
+ const float button_sz = g.FontSize;
+ const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y);
+
+ // Close Button & Unsaved Marker
+ // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()
+ // 'hovered' will be true when hovering the Tab but NOT when hovering the close button
+ // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button
+ // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false
+ bool close_button_pressed = false;
+ bool close_button_visible = false;
+ bool is_hovered = g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id; // Any interaction account for this too.
+
+ if (close_button_id != 0)
+ {
+ if (is_contents_visible)
+ close_button_visible = (g.Style.TabCloseButtonMinWidthSelected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected));
+ else
+ close_button_visible = (g.Style.TabCloseButtonMinWidthUnselected < 0.0f) ? true : (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected));
+ }
+
+ // When tabs/document is unsaved, the unsaved marker takes priority over the close button.
+ const bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x) && (!close_button_visible || !is_hovered);
+ if (unsaved_marker_visible)
+ {
+ const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz));
+ RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text));
+ }
+ else if (close_button_visible)
+ {
+ ImGuiLastItemData last_item_backup = g.LastItemData;
+ if (CloseButton(close_button_id, button_pos))
+ close_button_pressed = true;
+ g.LastItemData = last_item_backup;
+
+ // Close with middle mouse button
+ if (is_hovered && !(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))
+ close_button_pressed = true;
+ }
+
+ // This is all rather complicated
+ // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position)
+ // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist..
+ float ellipsis_max_x = text_ellipsis_clip_bb.Max.x;
+ if (close_button_visible || unsaved_marker_visible)
+ {
+ const bool visible_without_hover = unsaved_marker_visible || (is_contents_visible ? g.Style.TabCloseButtonMinWidthSelected : g.Style.TabCloseButtonMinWidthUnselected) < 0.0f;
+ if (visible_without_hover)
+ {
+ text_ellipsis_clip_bb.Max.x -= button_sz * 0.90f;
+ ellipsis_max_x -= button_sz * 0.90f;
+ }
+ else
+ {
+ text_ellipsis_clip_bb.Max.x -= button_sz * 1.00f;
+ }
+ }
+ LogSetNextTextDecoration("/", "\\");
+ RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, ellipsis_max_x, label, NULL, &label_size);
+
+#if 0
+ if (!is_contents_visible)
+ g.Style.Alpha = backup_alpha;
+#endif
+
+ if (out_just_closed)
+ *out_just_closed = close_button_pressed;
+}
+
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/Engine/Src/Imp/CPP/Vendor/pugixml/LICENSE.md b/Engine/Src/Imp/CPP/Vendor/pugixml/LICENSE.md
new file mode 100644
index 0000000..8cb76c9
--- /dev/null
+++ b/Engine/Src/Imp/CPP/Vendor/pugixml/LICENSE.md
@@ -0,0 +1,24 @@
+MIT License
+
+Copyright (c) 2006-2025 Arseny Kapoulkine
+
+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.
\ No newline at end of file
diff --git a/Engine/Src/Imp/CPP/Vendor/pugixml/pugixml.cpp b/Engine/Src/Imp/CPP/Vendor/pugixml/pugixml.cpp
new file mode 100644
index 0000000..09a058c
--- /dev/null
+++ b/Engine/Src/Imp/CPP/Vendor/pugixml/pugixml.cpp
@@ -0,0 +1,13557 @@
+/**
+ * pugixml parser - version 1.15
+ * --------------------------------------------------------
+ * Report bugs and download new versions at https://pugixml.org/
+ *
+ * SPDX-FileCopyrightText: Copyright (C) 2006-2025, by Arseny Kapoulkine (arseny.kapoulkine@gmail.com)
+ * SPDX-License-Identifier: MIT
+ *
+ * See LICENSE.md or notice at the end of this file.
+ */
+
+#ifndef SOURCE_PUGIXML_CPP
+#define SOURCE_PUGIXML_CPP
+
+#include
+
+#include
+#include
+#include
+#include
+#include
+
+#ifdef PUGIXML_WCHAR_MODE
+# include
+#endif
+
+#ifndef PUGIXML_NO_XPATH
+# include
+# include
+#endif
+
+#ifndef PUGIXML_NO_STL
+# include
+# include
+# include
+#endif
+
+// For placement new
+#include
+
+// For load_file
+#if defined(__linux__) || defined(__APPLE__)
+#include
+#endif
+
+#ifdef _MSC_VER
+# pragma warning(push)
+# pragma warning(disable: 4127) // conditional expression is constant
+# pragma warning(disable: 4324) // structure was padded due to __declspec(align())
+# pragma warning(disable: 4702) // unreachable code
+# pragma warning(disable: 4996) // this function or variable may be unsafe
+#endif
+
+#if defined(__clang__)
+# pragma clang diagnostic push
+# pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // NULL as null pointer constant
+#endif
+
+#if defined(_MSC_VER) && defined(__c2__)
+# pragma clang diagnostic push
+# pragma clang diagnostic ignored "-Wdeprecated" // this function or variable may be unsafe
+#endif
+
+#ifdef __INTEL_COMPILER
+# pragma warning(disable: 177) // function was declared but never referenced
+# pragma warning(disable: 279) // controlling expression is constant
+# pragma warning(disable: 1478 1786) // function was declared "deprecated"
+# pragma warning(disable: 1684) // conversion from pointer to same-sized integral type
+#endif
+
+#if defined(__BORLANDC__) && defined(PUGIXML_HEADER_ONLY)
+# pragma warn -8080 // symbol is declared but never used; disabling this inside push/pop bracket does not make the warning go away
+#endif
+
+#ifdef __BORLANDC__
+# pragma option push
+# pragma warn -8008 // condition is always false
+# pragma warn -8066 // unreachable code
+#endif
+
+#ifdef __SNC__
+// Using diag_push/diag_pop does not disable the warnings inside templates due to a compiler bug
+# pragma diag_suppress=178 // function was declared but never referenced
+# pragma diag_suppress=237 // controlling expression is constant
+#endif
+
+#ifdef __TI_COMPILER_VERSION__
+# pragma diag_suppress 179 // function was declared but never referenced
+#endif
+
+// Inlining controls
+#if defined(_MSC_VER) && _MSC_VER >= 1300
+# define PUGI_IMPL_NO_INLINE __declspec(noinline)
+#elif defined(__GNUC__)
+# define PUGI_IMPL_NO_INLINE __attribute__((noinline))
+#else
+# define PUGI_IMPL_NO_INLINE
+#endif
+
+// Branch weight controls
+#if defined(__GNUC__) && !defined(__c2__)
+# define PUGI_IMPL_UNLIKELY(cond) __builtin_expect(cond, 0)
+#else
+# define PUGI_IMPL_UNLIKELY(cond) (cond)
+#endif
+
+// Simple static assertion
+#define PUGI_IMPL_STATIC_ASSERT(cond) { static const char condition_failed[(cond) ? 1 : -1] = {0}; (void)condition_failed[0]; }
+
+// Digital Mars C++ bug workaround for passing char loaded from memory via stack
+#ifdef __DMC__
+# define PUGI_IMPL_DMC_VOLATILE volatile
+#else
+# define PUGI_IMPL_DMC_VOLATILE
+#endif
+
+// Integer sanitizer workaround; we only apply this for clang since gcc8 has no_sanitize but not unsigned-integer-overflow and produces "attribute directive ignored" warnings
+#if defined(__clang__) && defined(__has_attribute)
+# if __has_attribute(no_sanitize)
+# define PUGI_IMPL_UNSIGNED_OVERFLOW __attribute__((no_sanitize("unsigned-integer-overflow")))
+# else
+# define PUGI_IMPL_UNSIGNED_OVERFLOW
+# endif
+#else
+# define PUGI_IMPL_UNSIGNED_OVERFLOW
+#endif
+
+// Borland C++ bug workaround for not defining ::memcpy depending on header include order (can't always use std::memcpy because some compilers don't have it at all)
+#if defined(__BORLANDC__) && !defined(__MEM_H_USING_LIST)
+using std::memcpy;
+using std::memmove;
+using std::memset;
+#endif
+
+// Old versions of GCC do not define ::malloc and ::free depending on header include order
+#if defined(__GNUC__) && (__GNUC__ < 3 || (__GNUC__ == 3 && __GNUC_MINOR__ < 4))
+using std::malloc;
+using std::free;
+#endif
+
+// Some MinGW/GCC versions have headers that erroneously omit LLONG_MIN/LLONG_MAX/ULLONG_MAX definitions from limits.h in some configurations
+#if defined(PUGIXML_HAS_LONG_LONG) && defined(__GNUC__) && !defined(LLONG_MAX) && !defined(LLONG_MIN) && !defined(ULLONG_MAX)
+# define LLONG_MIN (-LLONG_MAX - 1LL)
+# define LLONG_MAX __LONG_LONG_MAX__
+# define ULLONG_MAX (LLONG_MAX * 2ULL + 1ULL)
+#endif
+
+// In some environments MSVC is a compiler but the CRT lacks certain MSVC-specific features
+#if defined(_MSC_VER) && !defined(__S3E__) && !defined(_WIN32_WCE)
+# define PUGI_IMPL_MSVC_CRT_VERSION _MSC_VER
+#elif defined(_WIN32_WCE)
+# define PUGI_IMPL_MSVC_CRT_VERSION 1310 // MSVC7.1
+#endif
+
+// Not all platforms have snprintf; we define a wrapper that uses snprintf if possible. This only works with buffers with a known size.
+#if __cplusplus >= 201103
+# define PUGI_IMPL_SNPRINTF(buf, ...) snprintf(buf, sizeof(buf), __VA_ARGS__)
+#elif defined(PUGI_IMPL_MSVC_CRT_VERSION) && PUGI_IMPL_MSVC_CRT_VERSION >= 1400
+# define PUGI_IMPL_SNPRINTF(buf, ...) _snprintf_s(buf, _countof(buf), _TRUNCATE, __VA_ARGS__)
+#elif defined(__APPLE__) && __clang_major__ >= 14 // Xcode 14 marks sprintf as deprecated while still using C++98 by default
+# define PUGI_IMPL_SNPRINTF(buf, fmt, arg1, arg2) snprintf(buf, sizeof(buf), fmt, arg1, arg2)
+#else
+# define PUGI_IMPL_SNPRINTF sprintf
+#endif
+
+// We put implementation details into an anonymous namespace in source mode, but have to keep it in non-anonymous namespace in header-only mode to prevent binary bloat.
+#ifdef PUGIXML_HEADER_ONLY
+# define PUGI_IMPL_NS_BEGIN namespace pugi { namespace impl {
+# define PUGI_IMPL_NS_END } }
+# define PUGI_IMPL_FN inline
+# define PUGI_IMPL_FN_NO_INLINE inline
+#else
+# if defined(_MSC_VER) && _MSC_VER < 1300 // MSVC6 seems to have an amusing bug with anonymous namespaces inside namespaces
+# define PUGI_IMPL_NS_BEGIN namespace pugi { namespace impl {
+# define PUGI_IMPL_NS_END } }
+# else
+# define PUGI_IMPL_NS_BEGIN namespace pugi { namespace impl { namespace {
+# define PUGI_IMPL_NS_END } } }
+# endif
+# define PUGI_IMPL_FN
+# define PUGI_IMPL_FN_NO_INLINE PUGI_IMPL_NO_INLINE
+#endif
+
+// uintptr_t
+#if (defined(_MSC_VER) && _MSC_VER < 1600) || (defined(__BORLANDC__) && __BORLANDC__ < 0x561)
+namespace pugi
+{
+# ifndef _UINTPTR_T_DEFINED
+ typedef size_t uintptr_t;
+# endif
+
+ typedef unsigned __int8 uint8_t;
+ typedef unsigned __int16 uint16_t;
+ typedef unsigned __int32 uint32_t;
+}
+#else
+# include
+#endif
+
+// Memory allocation
+PUGI_IMPL_NS_BEGIN
+ PUGI_IMPL_FN void* default_allocate(size_t size)
+ {
+ return malloc(size);
+ }
+
+ PUGI_IMPL_FN void default_deallocate(void* ptr)
+ {
+ free(ptr);
+ }
+
+ template
+ struct xml_memory_management_function_storage
+ {
+ static allocation_function allocate;
+ static deallocation_function deallocate;
+ };
+
+ // Global allocation functions are stored in class statics so that in header mode linker deduplicates them
+ // Without a template<> we'll get multiple definitions of the same static
+ template allocation_function xml_memory_management_function_storage::allocate = default_allocate;
+ template deallocation_function xml_memory_management_function_storage::deallocate = default_deallocate;
+
+ typedef xml_memory_management_function_storage xml_memory;
+PUGI_IMPL_NS_END
+
+// String utilities
+PUGI_IMPL_NS_BEGIN
+ // Get string length
+ PUGI_IMPL_FN size_t strlength(const char_t* s)
+ {
+ assert(s);
+
+ #ifdef PUGIXML_WCHAR_MODE
+ return wcslen(s);
+ #else
+ return strlen(s);
+ #endif
+ }
+
+ // Compare two strings
+ PUGI_IMPL_FN bool strequal(const char_t* src, const char_t* dst)
+ {
+ assert(src && dst);
+
+ #ifdef PUGIXML_WCHAR_MODE
+ return wcscmp(src, dst) == 0;
+ #else
+ return strcmp(src, dst) == 0;
+ #endif
+ }
+
+#ifdef PUGIXML_HAS_STRING_VIEW
+ // Check if the null-terminated dst string is equal to the entire contents of srcview
+ PUGI_IMPL_FN bool stringview_equal(string_view_t srcview, const char_t* dst)
+ {
+ // std::basic_string_view::compare(const char*) has the right behavior, but it performs an
+ // extra traversal of dst to compute its length.
+ assert(dst);
+ const char_t* src = srcview.data();
+ size_t srclen = srcview.size();
+
+ while (srclen && *dst && *src == *dst)
+ {
+ --srclen; ++dst; ++src;
+ }
+ return srclen == 0 && *dst == 0;
+ }
+#endif
+
+ // Compare lhs with [rhs_begin, rhs_end)
+ PUGI_IMPL_FN bool strequalrange(const char_t* lhs, const char_t* rhs, size_t count)
+ {
+ for (size_t i = 0; i < count; ++i)
+ if (lhs[i] != rhs[i])
+ return false;
+
+ return lhs[count] == 0;
+ }
+
+ // Get length of wide string, even if CRT lacks wide character support
+ PUGI_IMPL_FN size_t strlength_wide(const wchar_t* s)
+ {
+ assert(s);
+
+ #ifdef PUGIXML_WCHAR_MODE
+ return wcslen(s);
+ #else
+ const wchar_t* end = s;
+ while (*end) end++;
+ return static_cast(end - s);
+ #endif
+ }
+PUGI_IMPL_NS_END
+
+// auto_ptr-like object for exception recovery
+PUGI_IMPL_NS_BEGIN
+ template struct auto_deleter
+ {
+ typedef void (*D)(T*);
+
+ T* data;
+ D deleter;
+
+ auto_deleter(T* data_, D deleter_): data(data_), deleter(deleter_)
+ {
+ }
+
+ ~auto_deleter()
+ {
+ if (data) deleter(data);
+ }
+
+ T* release()
+ {
+ T* result = data;
+ data = NULL;
+ return result;
+ }
+ };
+PUGI_IMPL_NS_END
+
+#ifdef PUGIXML_COMPACT
+PUGI_IMPL_NS_BEGIN
+ class compact_hash_table
+ {
+ public:
+ compact_hash_table(): _items(NULL), _capacity(0), _count(0)
+ {
+ }
+
+ void clear()
+ {
+ if (_items)
+ {
+ xml_memory::deallocate(_items);
+ _items = NULL;
+ _capacity = 0;
+ _count = 0;
+ }
+ }
+
+ void* find(const void* key)
+ {
+ if (_capacity == 0) return NULL;
+
+ item_t* item = get_item(key);
+ assert(item);
+ assert(item->key == key || (item->key == NULL && item->value == NULL));
+
+ return item->value;
+ }
+
+ void insert(const void* key, void* value)
+ {
+ assert(_capacity != 0 && _count < _capacity - _capacity / 4);
+
+ item_t* item = get_item(key);
+ assert(item);
+
+ if (item->key == NULL)
+ {
+ _count++;
+ item->key = key;
+ }
+
+ item->value = value;
+ }
+
+ bool reserve(size_t extra = 16)
+ {
+ if (_count + extra >= _capacity - _capacity / 4)
+ return rehash(_count + extra);
+
+ return true;
+ }
+
+ private:
+ struct item_t
+ {
+ const void* key;
+ void* value;
+ };
+
+ item_t* _items;
+ size_t _capacity;
+
+ size_t _count;
+
+ bool rehash(size_t count);
+
+ item_t* get_item(const void* key)
+ {
+ assert(key);
+ assert(_capacity > 0);
+
+ size_t hashmod = _capacity - 1;
+ size_t bucket = hash(key) & hashmod;
+
+ for (size_t probe = 0; probe <= hashmod; ++probe)
+ {
+ item_t& probe_item = _items[bucket];
+
+ if (probe_item.key == key || probe_item.key == NULL)
+ return &probe_item;
+
+ // hash collision, quadratic probing
+ bucket = (bucket + probe + 1) & hashmod;
+ }
+
+ assert(false && "Hash table is full"); // unreachable
+ return NULL;
+ }
+
+ static PUGI_IMPL_UNSIGNED_OVERFLOW unsigned int hash(const void* key)
+ {
+ unsigned int h = static_cast(reinterpret_cast(key) & 0xffffffff);
+
+ // MurmurHash3 32-bit finalizer
+ h ^= h >> 16;
+ h *= 0x85ebca6bu;
+ h ^= h >> 13;
+ h *= 0xc2b2ae35u;
+ h ^= h >> 16;
+
+ return h;
+ }
+ };
+
+ PUGI_IMPL_FN_NO_INLINE bool compact_hash_table::rehash(size_t count)
+ {
+ size_t capacity = 32;
+ while (count >= capacity - capacity / 4)
+ capacity *= 2;
+
+ compact_hash_table rt;
+ rt._capacity = capacity;
+ rt._items = static_cast(xml_memory::allocate(sizeof(item_t) * capacity));
+
+ if (!rt._items)
+ return false;
+
+ memset(rt._items, 0, sizeof(item_t) * capacity);
+
+ for (size_t i = 0; i < _capacity; ++i)
+ if (_items[i].key)
+ rt.insert(_items[i].key, _items[i].value);
+
+ if (_items)
+ xml_memory::deallocate(_items);
+
+ _capacity = capacity;
+ _items = rt._items;
+
+ assert(_count == rt._count);
+
+ return true;
+ }
+
+PUGI_IMPL_NS_END
+#endif
+
+PUGI_IMPL_NS_BEGIN
+#ifdef PUGIXML_COMPACT
+ static const uintptr_t xml_memory_block_alignment = 4;
+#else
+ static const uintptr_t xml_memory_block_alignment = sizeof(void*);
+#endif
+
+ // extra metadata bits
+ static const uintptr_t xml_memory_page_contents_shared_mask = 64;
+ static const uintptr_t xml_memory_page_name_allocated_mask = 32;
+ static const uintptr_t xml_memory_page_value_allocated_mask = 16;
+ static const uintptr_t xml_memory_page_type_mask = 15;
+
+ // combined masks for string uniqueness
+ static const uintptr_t xml_memory_page_name_allocated_or_shared_mask = xml_memory_page_name_allocated_mask | xml_memory_page_contents_shared_mask;
+ static const uintptr_t xml_memory_page_value_allocated_or_shared_mask = xml_memory_page_value_allocated_mask | xml_memory_page_contents_shared_mask;
+
+#ifdef PUGIXML_COMPACT
+ #define PUGI_IMPL_GETHEADER_IMPL(object, page, flags) // unused
+ #define PUGI_IMPL_GETPAGE_IMPL(header) (header).get_page()
+#else
+ #define PUGI_IMPL_GETHEADER_IMPL(object, page, flags) (((reinterpret_cast(object) - reinterpret_cast(page)) << 8) | (flags))
+ // this macro casts pointers through void* to avoid 'cast increases required alignment of target type' warnings
+ #define PUGI_IMPL_GETPAGE_IMPL(header) static_cast(const_cast(static_cast(reinterpret_cast(&header) - (header >> 8))))
+#endif
+
+ #define PUGI_IMPL_GETPAGE(n) PUGI_IMPL_GETPAGE_IMPL((n)->header)
+ #define PUGI_IMPL_NODETYPE(n) static_cast((n)->header & impl::xml_memory_page_type_mask)
+
+ struct xml_allocator;
+
+ struct xml_memory_page
+ {
+ static xml_memory_page* construct(void* memory)
+ {
+ xml_memory_page* result = static_cast(memory);
+
+ result->allocator = NULL;
+ result->prev = NULL;
+ result->next = NULL;
+ result->busy_size = 0;
+ result->freed_size = 0;
+
+ #ifdef PUGIXML_COMPACT
+ result->compact_string_base = NULL;
+ result->compact_shared_parent = NULL;
+ result->compact_page_marker = NULL;
+ #endif
+
+ return result;
+ }
+
+ xml_allocator* allocator;
+
+ xml_memory_page* prev;
+ xml_memory_page* next;
+
+ size_t busy_size;
+ size_t freed_size;
+
+ #ifdef PUGIXML_COMPACT
+ char_t* compact_string_base;
+ void* compact_shared_parent;
+ uint32_t* compact_page_marker;
+ #endif
+ };
+
+ static const size_t xml_memory_page_size =
+ #ifdef PUGIXML_MEMORY_PAGE_SIZE
+ (PUGIXML_MEMORY_PAGE_SIZE)
+ #else
+ 32768
+ #endif
+ - sizeof(xml_memory_page);
+
+ struct xml_memory_string_header
+ {
+ uint16_t page_offset; // offset from page->data
+ uint16_t full_size; // 0 if string occupies whole page
+ };
+
+ struct xml_allocator
+ {
+ xml_allocator(xml_memory_page* root): _root(root), _busy_size(root->busy_size)
+ {
+ #ifdef PUGIXML_COMPACT
+ _hash = NULL;
+ #endif
+ }
+
+ xml_memory_page* allocate_page(size_t data_size)
+ {
+ size_t size = sizeof(xml_memory_page) + data_size;
+
+ // allocate block with some alignment, leaving memory for worst-case padding
+ void* memory = xml_memory::allocate(size);
+ if (!memory) return NULL;
+
+ // prepare page structure
+ xml_memory_page* page = xml_memory_page::construct(memory);
+ assert(page);
+
+ assert(this == _root->allocator);
+ page->allocator = this;
+
+ return page;
+ }
+
+ static void deallocate_page(xml_memory_page* page)
+ {
+ xml_memory::deallocate(page);
+ }
+
+ void* allocate_memory_oob(size_t size, xml_memory_page*& out_page);
+
+ void* allocate_memory(size_t size, xml_memory_page*& out_page)
+ {
+ if (PUGI_IMPL_UNLIKELY(_busy_size + size > xml_memory_page_size))
+ return allocate_memory_oob(size, out_page);
+
+ void* buf = reinterpret_cast(_root) + sizeof(xml_memory_page) + _busy_size;
+
+ _busy_size += size;
+
+ out_page = _root;
+
+ return buf;
+ }
+
+ #ifdef PUGIXML_COMPACT
+ void* allocate_object(size_t size, xml_memory_page*& out_page)
+ {
+ void* result = allocate_memory(size + sizeof(uint32_t), out_page);
+ if (!result) return NULL;
+
+ // adjust for marker
+ ptrdiff_t offset = static_cast(result) - reinterpret_cast(out_page->compact_page_marker);
+
+ if (PUGI_IMPL_UNLIKELY(static_cast(offset) >= 256 * xml_memory_block_alignment))
+ {
+ // insert new marker
+ uint32_t* marker = static_cast(result);
+
+ *marker = static_cast(reinterpret_cast(marker) - reinterpret_cast(out_page));
+ out_page->compact_page_marker = marker;
+
+ // since we don't reuse the page space until we reallocate it, we can just pretend that we freed the marker block
+ // this will make sure deallocate_memory correctly tracks the size
+ out_page->freed_size += sizeof(uint32_t);
+
+ return marker + 1;
+ }
+ else
+ {
+ // roll back uint32_t part
+ _busy_size -= sizeof(uint32_t);
+
+ return result;
+ }
+ }
+ #else
+ void* allocate_object(size_t size, xml_memory_page*& out_page)
+ {
+ return allocate_memory(size, out_page);
+ }
+ #endif
+
+ void deallocate_memory(void* ptr, size_t size, xml_memory_page* page)
+ {
+ if (page == _root) page->busy_size = _busy_size;
+
+ assert(ptr >= reinterpret_cast(page) + sizeof(xml_memory_page) && ptr < reinterpret_cast(page) + sizeof(xml_memory_page) + page->busy_size);
+ (void)!ptr;
+
+ page->freed_size += size;
+ assert(page->freed_size <= page->busy_size);
+
+ if (page->freed_size == page->busy_size)
+ {
+ if (page->next == NULL)
+ {
+ assert(_root == page);
+
+ // top page freed, just reset sizes
+ page->busy_size = 0;
+ page->freed_size = 0;
+
+ #ifdef PUGIXML_COMPACT
+ // reset compact state to maximize efficiency
+ page->compact_string_base = NULL;
+ page->compact_shared_parent = NULL;
+ page->compact_page_marker = NULL;
+ #endif
+
+ _busy_size = 0;
+ }
+ else
+ {
+ assert(_root != page);
+ assert(page->prev);
+
+ // remove from the list
+ page->prev->next = page->next;
+ page->next->prev = page->prev;
+
+ // deallocate
+ deallocate_page(page);
+ }
+ }
+ }
+
+ char_t* allocate_string(size_t length)
+ {
+ static const size_t max_encoded_offset = (1 << 16) * xml_memory_block_alignment;
+
+ PUGI_IMPL_STATIC_ASSERT(xml_memory_page_size <= max_encoded_offset);
+
+ // allocate memory for string and header block
+ size_t size = sizeof(xml_memory_string_header) + length * sizeof(char_t);
+
+ // round size up to block alignment boundary
+ size_t full_size = (size + (xml_memory_block_alignment - 1)) & ~(xml_memory_block_alignment - 1);
+
+ xml_memory_page* page;
+ xml_memory_string_header* header = static_cast(allocate_memory(full_size, page));
+
+ if (!header) return NULL;
+
+ // setup header
+ ptrdiff_t page_offset = reinterpret_cast(header) - reinterpret_cast(page) - sizeof(xml_memory_page);
+
+ assert(page_offset % xml_memory_block_alignment == 0);
+ assert(page_offset >= 0 && static_cast(page_offset) < max_encoded_offset);
+ header->page_offset = static_cast(static_cast(page_offset) / xml_memory_block_alignment);
+
+ // full_size == 0 for large strings that occupy the whole page
+ assert(full_size % xml_memory_block_alignment == 0);
+ assert(full_size < max_encoded_offset || (page->busy_size == full_size && page_offset == 0));
+ header->full_size = static_cast(full_size < max_encoded_offset ? full_size / xml_memory_block_alignment : 0);
+
+ // round-trip through void* to avoid 'cast increases required alignment of target type' warning
+ // header is guaranteed a pointer-sized alignment, which should be enough for char_t
+ return static_cast(static_cast(header + 1));
+ }
+
+ void deallocate_string(char_t* string)
+ {
+ // this function casts pointers through void* to avoid 'cast increases required alignment of target type' warnings
+ // we're guaranteed the proper (pointer-sized) alignment on the input string if it was allocated via allocate_string
+
+ // get header
+ xml_memory_string_header* header = static_cast(static_cast(string)) - 1;
+ assert(header);
+
+ // deallocate
+ size_t page_offset = sizeof(xml_memory_page) + header->page_offset * xml_memory_block_alignment;
+ xml_memory_page* page = reinterpret_cast(static_cast(reinterpret_cast(header) - page_offset));
+
+ // if full_size == 0 then this string occupies the whole page
+ size_t full_size = header->full_size == 0 ? page->busy_size : header->full_size * xml_memory_block_alignment;
+
+ deallocate_memory(header, full_size, page);
+ }
+
+ bool reserve()
+ {
+ #ifdef PUGIXML_COMPACT
+ return _hash->reserve();
+ #else
+ return true;
+ #endif
+ }
+
+ xml_memory_page* _root;
+ size_t _busy_size;
+
+ #ifdef PUGIXML_COMPACT
+ compact_hash_table* _hash;
+ #endif
+ };
+
+ PUGI_IMPL_FN_NO_INLINE void* xml_allocator::allocate_memory_oob(size_t size, xml_memory_page*& out_page)
+ {
+ const size_t large_allocation_threshold = xml_memory_page_size / 4;
+
+ xml_memory_page* page = allocate_page(size <= large_allocation_threshold ? xml_memory_page_size : size);
+ out_page = page;
+
+ if (!page) return NULL;
+
+ if (size <= large_allocation_threshold)
+ {
+ _root->busy_size = _busy_size;
+
+ // insert page at the end of linked list
+ page->prev = _root;
+ _root->next = page;
+ _root = page;
+
+ _busy_size = size;
+ }
+ else
+ {
+ // insert page before the end of linked list, so that it is deleted as soon as possible
+ // the last page is not deleted even if it's empty (see deallocate_memory)
+ assert(_root->prev);
+
+ page->prev = _root->prev;
+ page->next = _root;
+
+ _root->prev->next = page;
+ _root->prev = page;
+
+ page->busy_size = size;
+ }
+
+ return reinterpret_cast(page) + sizeof(xml_memory_page);
+ }
+PUGI_IMPL_NS_END
+
+#ifdef PUGIXML_COMPACT
+PUGI_IMPL_NS_BEGIN
+ static const uintptr_t compact_alignment_log2 = 2;
+ static const uintptr_t compact_alignment = 1 << compact_alignment_log2;
+
+ class compact_header
+ {
+ public:
+ compact_header(xml_memory_page* page, unsigned int flags)
+ {
+ PUGI_IMPL_STATIC_ASSERT(xml_memory_block_alignment == compact_alignment);
+
+ ptrdiff_t offset = (reinterpret_cast(this) - reinterpret_cast(page->compact_page_marker));
+ assert(offset % compact_alignment == 0 && static_cast(offset) < 256 * compact_alignment);
+
+ _page = static_cast(offset >> compact_alignment_log2);
+ _flags = static_cast(flags);
+ }
+
+ void operator&=(uintptr_t mod)
+ {
+ _flags &= static_cast(mod);
+ }
+
+ void operator|=(uintptr_t mod)
+ {
+ _flags |= static_cast(mod);
+ }
+
+ uintptr_t operator&(uintptr_t mod) const
+ {
+ return _flags & mod;
+ }
+
+ xml_memory_page* get_page() const
+ {
+ // round-trip through void* to silence 'cast increases required alignment of target type' warnings
+ const char* page_marker = reinterpret_cast(this) - (_page << compact_alignment_log2);
+ const char* page = page_marker - *reinterpret_cast(static_cast(page_marker));
+
+ return const_cast(reinterpret_cast(static_cast(page)));
+ }
+
+ private:
+ unsigned char _page;
+ unsigned char _flags;
+ };
+
+ PUGI_IMPL_FN xml_memory_page* compact_get_page(const void* object, int header_offset)
+ {
+ const compact_header* header = reinterpret_cast(static_cast(object) - header_offset);
+
+ return header->get_page();
+ }
+
+ template PUGI_IMPL_FN_NO_INLINE T* compact_get_value(const void* object)
+ {
+ return static_cast