diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 48082d056..f95ff43c8 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -8,6 +8,7 @@ on: # "scheduled" workflow, while maintaining ability to perform local CI builds. workflows: - scheduled + - manual branches: - master - docking @@ -123,6 +124,11 @@ jobs: run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' if: github.event_name == 'workflow_run' + - name: Build Win32 example_sdl2_sdlrenderer2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=Win32 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + - name: Build Win32 example_sdl2_vulkan shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' @@ -168,6 +174,11 @@ jobs: shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' + - name: Build x64 example_sdl2_sdlrenderer2 + shell: cmd + run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2.vcxproj /p:Platform=x64 /p:Configuration=Release' + if: github.event_name == 'workflow_run' + - name: Build x64 example_sdl2_vulkan shell: cmd run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' @@ -207,7 +218,7 @@ jobs: run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release' Linux: - runs-on: ubuntu-22.04 + runs-on: ubuntu-24.04 steps: - uses: actions/checkout@v4 @@ -313,6 +324,18 @@ jobs: EOF g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + - name: Build example_null (with C++20) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_DISABLE_OBSOLETE_KEYIO + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + g++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp + - name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_DEBUG_TOOLS) run: | cat > example_single_file.cpp <<'EOF' @@ -370,6 +393,18 @@ jobs: EOF g++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + - name: Build example_null (C++26, Clang) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_IMPLEMENTATION + #define IMGUI_DISABLE_DEMO_WINDOWS + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + clang++ -I. -std=c++26 -Wall -Wformat -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp + - name: Build example_null (without c++ runtime, Clang) run: | cat > example_single_file.cpp <<'EOF' @@ -422,6 +457,17 @@ jobs: EOF clang++ -I. -std=c++11 -Wall -Wformat -o example_single_file example_single_file.cpp + - name: Build example_null (single file build, c++20) + run: | + cat > example_single_file.cpp <<'EOF' + + #define IMGUI_IMPLEMENTATION + #include "misc/single_file/imgui_single_file.h" + #include "examples/example_null/main.cpp" + + EOF + clang++ -I. -std=c++20 -Wall -Wformat -o example_single_file example_single_file.cpp + - name: Build example_null (without c++ runtime) run: | cat > example_single_file.cpp <<'EOF' @@ -470,7 +516,7 @@ jobs: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO Emscripten: - runs-on: ubuntu-22.04 + runs-on: ubuntu-24.04 steps: - uses: actions/checkout@v4 @@ -481,6 +527,7 @@ jobs: emsdk-master/emsdk update emsdk-master/emsdk install latest emsdk-master/emsdk activate latest + sudo apt-get install build-essential - name: Build example_sdl2_opengl3 with Emscripten run: | @@ -489,15 +536,28 @@ jobs: popd make -C examples/example_sdl2_opengl3 -f Makefile.emscripten - - name: Build example_glfw_wgpu + # This build compiles example_glfw_wgpu using Makefile.emscripten and Emscripten GLFW built-in implementation (-sUSE_GLFW=3) + # This ensures 2 things: the make build works, and the GLFW built-in implementation is tested + - name: Build example_glfw_wgpu with Emscripten/Makefile run: | pushd emsdk-master source ./emsdk_env.sh popd make -C examples/example_glfw_wgpu -f Makefile.emscripten + # This build compiles example_glfw_wgpu using CMakeLists.txt and Emscripten GLFW contrib port (--use-port=contrib.glfw3) + # This ensures 2 things: the CMake build works, and the GLFW contrib port is tested + - name: Build example_glfw_wgpu with Emscripten/CMake + run: | + pushd emsdk-master + source ./emsdk_env.sh + popd + emcc -v + emcmake cmake -B build -DCMAKE_BUILD_TYPE=Release examples/example_glfw_wgpu + cmake --build build + Android: - runs-on: ubuntu-22.04 + runs-on: ubuntu-24.04 steps: - uses: actions/checkout@v4 diff --git a/.github/workflows/manual.yml b/.github/workflows/manual.yml new file mode 100644 index 000000000..3c472f1bf --- /dev/null +++ b/.github/workflows/manual.yml @@ -0,0 +1,12 @@ +# +# This is a dummy workflow used to trigger full builds manually. +# +name: manual + +on: workflow_dispatch + +jobs: + manual: + runs-on: ubuntu-latest + steps: + - run: exit 0 diff --git a/.github/workflows/static-analysis.yml b/.github/workflows/static-analysis.yml index 69df5cdf8..99b058c91 100644 --- a/.github/workflows/static-analysis.yml +++ b/.github/workflows/static-analysis.yml @@ -42,5 +42,5 @@ jobs: fi cd examples/example_null pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1 - pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log + pvs-studio-analyzer analyze --disableLicenseExpirationCheck -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log plog-converter -a 'GA:1,2;OP:1' -d V1071 -t errorfile -w pvs-studio.log diff --git a/backends/imgui_impl_allegro5.cpp b/backends/imgui_impl_allegro5.cpp index db366fa74..e41f02140 100644 --- a/backends/imgui_impl_allegro5.cpp +++ b/backends/imgui_impl_allegro5.cpp @@ -20,6 +20,9 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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 // 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). @@ -291,7 +294,7 @@ void ImGui_ImplAllegro5_InvalidateDeviceObjects() } #if ALLEGRO_HAS_CLIPBOARD -static const char* ImGui_ImplAllegro5_GetClipboardText(void*) +static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*) { ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); if (bd->ClipboardTextData) @@ -300,7 +303,7 @@ static const char* ImGui_ImplAllegro5_GetClipboardText(void*) return bd->ClipboardTextData; } -static void ImGui_ImplAllegro5_SetClipboardText(void*, const char* text) +static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text) { ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); al_set_clipboard_text(bd->Display, text); @@ -447,9 +450,9 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); #if ALLEGRO_HAS_CLIPBOARD - io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; - io.ClipboardUserData = nullptr; + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; #endif return true; diff --git a/backends/imgui_impl_allegro5.h b/backends/imgui_impl_allegro5.h index 5b63654ef..f1501eca8 100644 --- a/backends/imgui_impl_allegro5.h +++ b/backends/imgui_impl_allegro5.h @@ -25,6 +25,7 @@ struct ALLEGRO_DISPLAY; union ALLEGRO_EVENT; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display); IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown(); IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame(); diff --git a/backends/imgui_impl_android.h b/backends/imgui_impl_android.h index 557bf0e09..92a044db0 100644 --- a/backends/imgui_impl_android.h +++ b/backends/imgui_impl_android.h @@ -28,6 +28,7 @@ struct ANativeWindow; struct AInputEvent; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event); IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); diff --git a/backends/imgui_impl_dx10.h b/backends/imgui_impl_dx10.h index e7e798aa4..95759737b 100644 --- a/backends/imgui_impl_dx10.h +++ b/backends/imgui_impl_dx10.h @@ -19,6 +19,7 @@ struct ID3D10Device; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); diff --git a/backends/imgui_impl_dx11.h b/backends/imgui_impl_dx11.h index 20887f370..cde64ee96 100644 --- a/backends/imgui_impl_dx11.h +++ b/backends/imgui_impl_dx11.h @@ -20,6 +20,7 @@ struct ID3D11Device; struct ID3D11DeviceContext; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); diff --git a/backends/imgui_impl_dx12.h b/backends/imgui_impl_dx12.h index 8710910b4..e1fd07d6d 100644 --- a/backends/imgui_impl_dx12.h +++ b/backends/imgui_impl_dx12.h @@ -27,6 +27,8 @@ struct ID3D12GraphicsCommandList; struct D3D12_CPU_DESCRIPTOR_HANDLE; struct D3D12_GPU_DESCRIPTOR_HANDLE; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! + // cmd_list is the command list that the implementation will use to render imgui draw lists. // Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. diff --git a/backends/imgui_impl_dx9.h b/backends/imgui_impl_dx9.h index 3965583bd..df6a0a012 100644 --- a/backends/imgui_impl_dx9.h +++ b/backends/imgui_impl_dx9.h @@ -19,6 +19,7 @@ struct IDirect3DDevice9; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index 305891624..30afaf4f0 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -18,8 +18,18 @@ // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp +// About Emscripten support: +// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.) +// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser. +// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details. + // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn +// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one. // 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter. // 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw) // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. @@ -99,6 +109,9 @@ #endif #include // for glfwGetCocoaWindow() #endif +#ifndef _WIN32 +#include // for usleep() +#endif #ifdef __EMSCRIPTEN__ #include @@ -172,16 +185,6 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() } // Functions -static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString((GLFWwindow*)user_data); -} - -static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString((GLFWwindow*)user_data, text); -} - static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) { switch (key) @@ -562,7 +565,11 @@ void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) } #ifdef __EMSCRIPTEN__ -EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); +#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 +void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); } +#else +EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); +#endif #endif static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) @@ -582,11 +589,11 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw bd->Window = window; bd->Time = 0.0; - io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; - io.ClipboardUserData = bd->Window; + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); }; + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); }; #ifdef __EMSCRIPTEN__ - io.PlatformOpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; }; + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; }; #endif // Create mouse cursors @@ -637,6 +644,23 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); #endif + // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime + // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten). +#ifdef __EMSCRIPTEN__ +#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 + if (emscripten::glfw3::IsRuntimePlatformApple()) + { + ImGui::GetIO().ConfigMacOSXBehaviors = true; + + // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used. + // This means that Meta + V only registers a single key-press, even if the keys are held. + // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself. + // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key + emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10); + } +#endif +#endif + bd->ClientApi = client_api; return true; } @@ -825,6 +849,16 @@ void ImGui_ImplGlfw_NewFrame() ImGui_ImplGlfw_UpdateGamepads(); } +// GLFW doesn't provide a portable sleep function +void ImGui_ImplGlfw_Sleep(int milliseconds) +{ +#ifdef _WIN32 + ::Sleep(milliseconds); +#else + usleep(milliseconds * 1000); +#endif +} + #ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) { diff --git a/backends/imgui_impl_glfw.h b/backends/imgui_impl_glfw.h index a30ed64ca..60b95bd99 100644 --- a/backends/imgui_impl_glfw.h +++ b/backends/imgui_impl_glfw.h @@ -24,6 +24,7 @@ struct GLFWwindow; struct GLFWmonitor; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); @@ -56,4 +57,7 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); +// GLFW helpers +IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds); + #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_glut.h b/backends/imgui_impl_glut.h index 062110edd..a7479e1d7 100644 --- a/backends/imgui_impl_glut.h +++ b/backends/imgui_impl_glut.h @@ -26,6 +26,7 @@ #ifndef IMGUI_DISABLE #include "imgui.h" // IMGUI_IMPL_API +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs(); IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown(); diff --git a/backends/imgui_impl_metal.h b/backends/imgui_impl_metal.h index 53706d1f7..2402c02c6 100644 --- a/backends/imgui_impl_metal.h +++ b/backends/imgui_impl_metal.h @@ -25,6 +25,7 @@ @class MTLRenderPassDescriptor; @protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id device); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); @@ -51,6 +52,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); #include #ifndef __OBJC__ +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); diff --git a/backends/imgui_impl_opengl2.h b/backends/imgui_impl_opengl2.h index 9c756c71d..e7f7a58c1 100644 --- a/backends/imgui_impl_opengl2.h +++ b/backends/imgui_impl_opengl2.h @@ -24,6 +24,7 @@ #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index bbe96c420..7087a7c57 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -124,6 +124,7 @@ // Clang/GCC warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: ignore unknown flags #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used diff --git a/backends/imgui_impl_opengl3.h b/backends/imgui_impl_opengl3.h index d66a15ebf..54545f957 100644 --- a/backends/imgui_impl_opengl3.h +++ b/backends/imgui_impl_opengl3.h @@ -29,7 +29,7 @@ #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE -// Backend API +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); diff --git a/backends/imgui_impl_osx.h b/backends/imgui_impl_osx.h index 4033ad93e..28e133128 100644 --- a/backends/imgui_impl_osx.h +++ b/backends/imgui_impl_osx.h @@ -27,6 +27,7 @@ @class NSEvent; @class NSView; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view); IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); @@ -41,6 +42,7 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); // #include #ifndef __OBJC__ +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view); IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view); diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm index ab0e0ecc6..870038d85 100644 --- a/backends/imgui_impl_osx.mm +++ b/backends/imgui_impl_osx.mm @@ -29,6 +29,10 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 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 // 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. // 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen. // 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen. @@ -393,6 +397,7 @@ IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) { bool ImGui_ImplOSX_Init(NSView* view) { ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); @@ -423,14 +428,14 @@ bool ImGui_ImplOSX_Init(NSView* view) // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. // Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api. - io.SetClipboardTextFn = [](void*, const char* str) -> void + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* str) -> void { NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; }; - io.GetClipboardTextFn = [](void*) -> const char* + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) -> const char* { NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; @@ -465,7 +470,7 @@ bool ImGui_ImplOSX_Init(NSView* view) [view addSubview:bd->KeyEventResponder]; ImGui_ImplOSX_AddTrackingArea(view); - io.PlatformSetImeDataFn = [](ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void + platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) -> void { ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); if (data->WantVisible) diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp index 15db0a843..027dff9f2 100644 --- a/backends/imgui_impl_sdl2.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -21,6 +21,14 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) +// 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.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. +// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853) // 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. // 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. // 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). @@ -105,11 +113,15 @@ #define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 #endif #define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) +#if SDL_HAS_VULKAN +extern "C" { extern DECLSPEC void SDLCALL SDL_Vulkan_GetDrawableSize(SDL_Window* window, int* w, int* h); } +#endif // SDL Data struct ImGui_ImplSDL2_Data { SDL_Window* Window; + Uint32 WindowID; SDL_Renderer* Renderer; Uint64 Time; char* ClipboardTextData; @@ -140,7 +152,7 @@ static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() } // Functions -static const char* ImGui_ImplSDL2_GetClipboardText(void*) +static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); if (bd->ClipboardTextData) @@ -149,7 +161,7 @@ static const char* ImGui_ImplSDL2_GetClipboardText(void*) return bd->ClipboardTextData; } -static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text) +static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text) { SDL_SetClipboardText(text); } @@ -306,6 +318,12 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); } +static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL; +} + // 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. @@ -321,6 +339,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) { case SDL_MOUSEMOTION: { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL) + 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); @@ -328,6 +348,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) } case SDL_MOUSEWHEEL: { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL) + 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); #if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! float wheel_x = -event->wheel.preciseX; @@ -346,6 +368,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL) + 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; } @@ -361,12 +385,16 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) } case SDL_TEXTINPUT: { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL) + return false; io.AddInputCharactersUTF8(event->text.text); return true; } case SDL_KEYDOWN: case SDL_KEYUP: { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL) + return false; ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode); io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); @@ -375,6 +403,8 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) } case SDL_WINDOWEVENT: { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL) + return false; // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. // - However we won't get a correct LEAVE event for a captured window. // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, @@ -433,15 +463,17 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) bd->Window = window; + bd->WindowID = SDL_GetWindowID(window); bd->Renderer = renderer; bd->MouseCanUseGlobalState = mouse_can_use_global_state; - io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; - io.ClipboardUserData = nullptr; - io.PlatformSetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; + platform_io.Platform_ClipboardUserData = nullptr; + platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; #ifdef __EMSCRIPTEN__ - io.PlatformOpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; }; + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; }; #endif // Gamepad handling @@ -462,7 +494,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void // Set platform dependent data in viewport // Our mouse update function expect PlatformHandle to be filled for the main viewport ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->PlatformHandle = (void*)window; + main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID; main_viewport->PlatformHandleRaw = nullptr; SDL_SysWMinfo info; SDL_VERSION(&info.version); @@ -732,6 +764,10 @@ void ImGui_ImplSDL2_NewFrame() w = h = 0; if (bd->Renderer != nullptr) SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h); +#if SDL_HAS_VULKAN + else if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_VULKAN) + SDL_Vulkan_GetDrawableSize(bd->Window, &display_w, &display_h); +#endif else SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); diff --git a/backends/imgui_impl_sdl2.h b/backends/imgui_impl_sdl2.h index 7020a29e0..e551e52a2 100644 --- a/backends/imgui_impl_sdl2.h +++ b/backends/imgui_impl_sdl2.h @@ -27,6 +27,7 @@ struct SDL_Renderer; struct _SDL_GameController; typedef union SDL_Event SDL_Event; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp index 5cd852599..540b6931a 100644 --- a/backends/imgui_impl_sdl3.cpp +++ b/backends/imgui_impl_sdl3.cpp @@ -2,7 +2,7 @@ // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) -// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN**) +// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) // Implemented features: // [X] Platform: Clipboard support. @@ -21,7 +21,15 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) -// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() string ownership change. (#7801) +// 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(). @@ -79,6 +87,7 @@ struct ImGui_ImplSDL3_Data { SDL_Window* Window; + SDL_WindowID WindowID; SDL_Renderer* Renderer; Uint64 Time; char* ClipboardTextData; @@ -112,7 +121,7 @@ static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData() } // Functions -static const char* ImGui_ImplSDL3_GetClipboardText(void*) +static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*) { ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); if (bd->ClipboardTextData) @@ -122,7 +131,7 @@ static const char* ImGui_ImplSDL3_GetClipboardText(void*) return bd->ClipboardTextData; } -static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text) +static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text) { SDL_SetClipboardText(text); } @@ -130,7 +139,8 @@ static void ImGui_ImplSDL3_SetClipboardText(void*, const char* text) static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) { ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); - SDL_Window* window = (SDL_Window*)viewport->PlatformHandle; + SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle; + SDL_Window* window = SDL_GetWindowFromID(window_id); if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL) { SDL_StopTextInput(bd->ImeWindow); @@ -291,6 +301,13 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) 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() : NULL; +} + // 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. @@ -306,6 +323,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) { case SDL_EVENT_MOUSE_MOTION: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL) + 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); @@ -313,6 +332,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) } case SDL_EVENT_MOUSE_WHEEL: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL) + 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; @@ -326,6 +347,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) case SDL_EVENT_MOUSE_BUTTON_DOWN: case SDL_EVENT_MOUSE_BUTTON_UP: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL) + 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; } @@ -341,12 +364,16 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) } case SDL_EVENT_TEXT_INPUT: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL) + 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) == NULL) + return false; //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod); ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod); ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode); @@ -356,6 +383,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) } case SDL_EVENT_WINDOW_MOUSE_ENTER: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL) + return false; bd->MouseWindowID = event->window.windowID; bd->MousePendingLeaveFrame = 0; return true; @@ -366,15 +395,19 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) // FIXME: Unconfirmed whether this is still needed with SDL3. case SDL_EVENT_WINDOW_MOUSE_LEAVE: { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL) + return false; bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1; return true; } case SDL_EVENT_WINDOW_FOCUS_GAINED: - io.AddFocusEvent(true); - return true; case SDL_EVENT_WINDOW_FOCUS_LOST: - io.AddFocusEvent(false); + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL) + return false; + io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED); return true; + } case SDL_EVENT_GAMEPAD_ADDED: case SDL_EVENT_GAMEPAD_REMOVED: { @@ -387,7 +420,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window) { - viewport->PlatformHandle = 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); @@ -422,13 +455,14 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) bd->Window = window; + bd->WindowID = SDL_GetWindowID(window); bd->Renderer = renderer; bd->MouseCanUseGlobalState = mouse_can_use_global_state; - io.SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; - io.ClipboardUserData = nullptr; - io.PlatformSetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData; + 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; // Gamepad handling bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst; @@ -647,8 +681,8 @@ static void ImGui_ImplSDL3_UpdateGamepads() if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst) break; } - SDL_free(sdl_gamepads); bd->WantUpdateGamepadsList = false; + SDL_free(sdl_gamepads); } // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. diff --git a/backends/imgui_impl_sdl3.h b/backends/imgui_impl_sdl3.h index f1c06db5d..880ba9615 100644 --- a/backends/imgui_impl_sdl3.h +++ b/backends/imgui_impl_sdl3.h @@ -2,7 +2,7 @@ // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) -// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN**) +// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) // Implemented features: // [X] Platform: Clipboard support. @@ -28,6 +28,7 @@ struct SDL_Renderer; struct SDL_Gamepad; typedef union SDL_Event SDL_Event; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); diff --git a/backends/imgui_impl_sdlrenderer2.h b/backends/imgui_impl_sdlrenderer2.h index aee40524d..c067eaeea 100644 --- a/backends/imgui_impl_sdlrenderer2.h +++ b/backends/imgui_impl_sdlrenderer2.h @@ -25,6 +25,7 @@ struct SDL_Renderer; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame(); diff --git a/backends/imgui_impl_sdlrenderer3.cpp b/backends/imgui_impl_sdlrenderer3.cpp index 8ba262548..d3926c2fb 100644 --- a/backends/imgui_impl_sdlrenderer3.cpp +++ b/backends/imgui_impl_sdlrenderer3.cpp @@ -1,6 +1,8 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL3 // (Requires: SDL 3.0.0+) +// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) + // Note how SDL_Renderer is an _optional_ component of SDL3. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. // If your application will want to render any non trivial amount of graphics other than UI, diff --git a/backends/imgui_impl_sdlrenderer3.h b/backends/imgui_impl_sdlrenderer3.h index 968ec0825..6c23deca9 100644 --- a/backends/imgui_impl_sdlrenderer3.h +++ b/backends/imgui_impl_sdlrenderer3.h @@ -1,6 +1,8 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL3 // (Requires: SDL 3.0.0+) +// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) + // Note how SDL_Renderer is an _optional_ component of SDL3. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. // If your application will want to render any non trivial amount of graphics other than UI, @@ -25,6 +27,7 @@ struct SDL_Renderer; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame(); diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h index fb98bfbc4..1c7f76951 100644 --- a/backends/imgui_impl_vulkan.h +++ b/backends/imgui_impl_vulkan.h @@ -98,7 +98,7 @@ struct ImGui_ImplVulkan_InitInfo VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. }; -// Called by user code +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); diff --git a/backends/imgui_impl_wgpu.cpp b/backends/imgui_impl_wgpu.cpp index bf741e1a4..503ac8efd 100644 --- a/backends/imgui_impl_wgpu.cpp +++ b/backends/imgui_impl_wgpu.cpp @@ -16,6 +16,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977) // 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240) // 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. // 2024-01-22: Fixed pipeline layout leak. (#7245) @@ -35,6 +36,18 @@ // 2021-02-18: Change blending equation to preserve alpha in output buffer. // 2021-01-28: Initial version. +// When targeting native platforms (i.e. NOT emscripten), one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN +// or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details. +#ifndef __EMSCRIPTEN__ + #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) == defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + #error exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be defined! + #endif +#else + #if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + #error neither IMGUI_IMPL_WEBGPU_BACKEND_DAWN nor IMGUI_IMPL_WEBGPU_BACKEND_WGPU may be defined if targeting emscripten! + #endif +#endif + #include "imgui.h" #ifndef IMGUI_DISABLE #include "imgui_impl_wgpu.h" @@ -245,7 +258,11 @@ static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModule(const c ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); WGPUShaderModuleWGSLDescriptor wgsl_desc = {}; +#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN + wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL; +#else wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor; +#endif wgsl_desc.code = wgsl_source; WGPUShaderModuleDescriptor desc = {}; @@ -660,7 +677,11 @@ bool ImGui_ImplWGPU_CreateDeviceObjects() // Create depth-stencil State WGPUDepthStencilState depth_stencil_state = {}; depth_stencil_state.format = bd->depthStencilFormat; +#ifdef IMGUI_IMPL_WEBGPU_BACKEND_DAWN + depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False; +#else depth_stencil_state.depthWriteEnabled = false; +#endif depth_stencil_state.depthCompare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep; @@ -730,7 +751,15 @@ bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) // Setup backend capabilities flags ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); io.BackendRendererUserData = (void*)bd; +#if defined(__EMSCRIPTEN__) + io.BackendRendererName = "imgui_impl_webgpu_emscripten"; +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) + io.BackendRendererName = "imgui_impl_webgpu_dawn"; +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + io.BackendRendererName = "imgui_impl_webgpu_wgpu"; +#else io.BackendRendererName = "imgui_impl_webgpu"; +#endif io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. bd->initInfo = *init_info; diff --git a/backends/imgui_impl_wgpu.h b/backends/imgui_impl_wgpu.h index 2e19ea36e..e6835dee9 100644 --- a/backends/imgui_impl_wgpu.h +++ b/backends/imgui_impl_wgpu.h @@ -2,6 +2,13 @@ // This needs to be used along with a Platform Binding (e.g. GLFW) // (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) +// Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten), +// one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. +// Add #define to your imconfig.h file, or as a compilation flag in your build system. +// This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface. +//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN +//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU + // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. @@ -37,6 +44,7 @@ struct ImGui_ImplWGPU_InitInfo } }; +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info); IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp index 0e48d8636..758e70d01 100644 --- a/backends/imgui_impl_win32.cpp +++ b/backends/imgui_impl_win32.cpp @@ -107,7 +107,7 @@ struct ImGui_ImplWin32_Data { HWND hWnd; HWND MouseHwnd; - int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area + int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area int MouseButtonsDown; INT64 Time; INT64 TicksPerSecond; @@ -629,6 +629,16 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA } return 0; } + case WM_DESTROY: + if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + ::TrackMouseEvent(&tme_cancel); + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: diff --git a/backends/imgui_impl_win32.h b/backends/imgui_impl_win32.h index be5627142..3ad1a7eaf 100644 --- a/backends/imgui_impl_win32.h +++ b/backends/imgui_impl_win32.h @@ -20,6 +20,7 @@ #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE +// Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); diff --git a/docs/BACKENDS.md b/docs/BACKENDS.md index 88a96a6bd..de5cd6697 100644 --- a/docs/BACKENDS.md +++ b/docs/BACKENDS.md @@ -2,23 +2,10 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE ## Dear ImGui: Backends -**The backends/ folder contains backends for popular platforms/graphics API, which you can use in -your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h. - -- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.
- e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc. - -- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.
- e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc. - -- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.
- e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same. - -An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources. -For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details. - -**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** +### Integrating backends +💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application. +
The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read. ### What are backends? @@ -38,7 +25,7 @@ Dear ImGui is highly portable and only requires a few things to run and render, - Optional: multi-viewports support. etc. -This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support). +This is essentially what each backend is doing + obligatory portability cruft. Using standard backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support). It is important to understand the difference between the core Dear ImGui library (files in the root folder) and the backends which we are describing here (backends/ folder). @@ -47,11 +34,24 @@ and the backends which we are describing here (backends/ folder). - You should be able to write backends for pretty much any platform and any 3D graphics API. e.g. you can get creative and use software rendering or render remotely on a different machine. +### Standard backends -### Integrating a backend +**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in +your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h. -See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details. +- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.
+ e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc. +- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.
+ e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc. + +- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.
+ e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same. + +An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources. +For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details. + +**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** ### List of backends @@ -135,7 +135,7 @@ Generally: It is unlikely you will add value to your project by creating your own backend. Also: -The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows +The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific requests such as: "create an additional OS window", "create a render context", "get the OS position of this diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index ab1f0d806..95df895c4 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -36,16 +36,155 @@ HOW TO UPDATE? - Please report any issue! ----------------------------------------------------------------------- - VERSION 1.91.0 WIP (In Progress) + VERSION 1.91.2 WIP (In Progress) ----------------------------------------------------------------------- Breaking changes: +Other changes: + +- Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669) + THIS DETECTS THE MOST COMMON USER ERROR BY FIRST-TIME DEAR IMGUI PROGRAMMERS! + - The tool detects when multiple items are sharing the same identifier, due to not + using PushID/PopID in loops, or not using ID stack facilities such as "##" suffixes. + Very frequently it happens when using empty "" labels. + - When hovering an item with a conflicting ID, all visible items with the same ID will + be highlighted and an explanatory tooltip is made visible. + - The feature may be disabled and is exposed in Demo->Tools menu. + - I've been wanting to add this tool for a long time, but was stalled by finding a way to + not make it spammy + make it practically zero cost. After @pthom made various proposals to + solve the same problem (thanks for pushing me!), I decided it was time to finish it. + - Added ImGuiItemFlags_AllowDuplicateId to use with PushItemFlag/PopItemFlag() if for some + reason you intend to have duplicate identifiers. + - (#74, #96, #480, #501, #647, #654, #719, #843, #894, #1057, #1173, #1390, #1414, #1556, #1768, + #2041, #2116, #2330, #2475, #2562, #2667, #2807, #2885, #3102, #3375, #3526, #3964, #4008, + #4070, #4158, #4172, #4199, #4375, #4395, #4471, #4548, #4612, #4631, #4657, #4796, #5210, + #5303, #5360, #5393, #5533, #5692, #5707, #5729, #5773, #5787, #5884, #6046, #6093, #6186, + #6223, #6364, #6387, #6567, #6692, #6724, #6939, #6984, #7246, #7270, #7375, #7421, #7434, + #7472, #7581, #7724, #7926, #7937 and probably more..) +- Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439) +- MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling + in a table with outer borders. (#7970, #7821). +- InputText: internal refactoring to simplify and optimize the code. The ImWchar buffer has been + removed. Simplifications allowed to implement new optimizations for handling very large text buffers + (e.g. in our testing, handling of a 1 MB text buffer is now 3 times faster in VS2022 Debug build). + This is the first step toward more refactoring. (#7925) [@alektron, @ocornut] +- InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow. +- Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow + hacking in custom cursors if desirable. +- Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976) [@DDeimos] +- TextLinkOpenURL(): modified tooltip to display a verb "Open 'xxxx'". (#7885, #7660) +- Backends: SDL2: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) [@scribam] +- Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915) + [@ypujante] +- Backends: WebGPU: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU + defines to handle ever-changing native implementations. (#7977, #7969, #6602, #6188, #7523) [@acgaudette] + +----------------------------------------------------------------------- + VERSION 1.91.1 (Released 2024-09-04) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.1 + +Breaking changes: + +- BeginChild(): renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. [@cfillion] + Kept inline redirection flag (will obsolete). +- IO: moved clipboard functions from ImGuiIO to ImGuiPlatformIO: + - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + - in function signatures, changed 'void* user_data' to 'ImGuiContext* ctx' for consistency + with other functions. Pull your user data from platform_io.ClipboardUserData if used. + - as this is will affect all users of custom engines/backends, we are providing proper + legacy redirection (will obsolete). +- IO: moved other functions from ImGuiIO to ImGuiPlatformIO: + - 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(). + (Because PlatformOpenInShellFn and PlatformSetImeDataFn were introduced very recently and + often automatically set by core library and backends, we are exceptionally not maintaining + a legacy redirection symbol for those two.) +- Commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). (#5533, #4471, #2464, #1390) + - old ImageButton() 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() requires an explicit 'const char* str_id' + - old ImageButton() had frame_padding' override argument. + - new ImageButton() always use style.FramePadding, which you can modify using PushStyleVar()/PopStyleVar(). + +Other changes: + +- IO: Added GetPlatformIO() and ImGuiPlatformIO, pulled from 'docking' branch, which + is a centralized spot to connect os/platform/renderer related functions. + Clipboard, IME and OpenInShell hooks are moved here. (#7660) +- IO, InputText: fixed an issue where typing text in an InputText() would defer character + processing by one frame, because of the trickling input queue. Reworked interleaved + keys<>char trickling to take account for keys known to input characters. (#7889, #4921, #4858) +- Windows: adjust default ClipRect to better match rendering of thick borders (which are in + theory not supported). Compensate for the fact that borders are centered around the windows + edge rather than inner. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365) +- Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID (for + ID-less items such as Text element) in a way that works when item resizes. (#7945, #1485) +- MultiSelect+TreeNode+Drag and Drop: fixed an issue where carrying a drag and drop payload + over an already open tree node using multi-select would incorrectly select it. (#7850) +- MultiSelect+TreeNode: default open behavior is _OpenOnDoubleClick + _OpenOnArrow when + used in a multi-select context without any ImGuiTreeNode_OpenOnXXX flags set. (#7850) +- Tables: fixes/revert a 1.90 change were outer border would be moved bottom and right + by an extra pixel + rework the change so that contents doesn't overlap the bottom and + right border in a scrolling table. (#6765, #3752, #7428) +- Tables: fixed an issue resizing columns or querying hovered column/row when using multiple + synched instances that are layed out at different X positions. (#7933) +- Tabs: avoid queuing a refocus when tab is already focused, which would have the + side-effect of e.g. closing popup on a mouse release. (#7914) +- InputText: allow callback to update buffer while in read-only mode. (imgui_club/#46) +- InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870) +- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660) +- Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside + a drag and drop source or target: a SetNextWindowPos() call won't be overridden. (#6973) +- PlotHistogram, PlotLines: register item ID and use button behavior in a more idiomatic manner, + fixes preventing e.g. GetItemID() and other ID-based helper to work. (#7935, #3072) +- Style: added PushStyleVarX(), PushStyleVarY() helpers to conveniently modify only + one component of a ImVec2 var. +- Fonts: made it possible to use PushFont()/PopFont() calls across Begin() calls. (#3224, #3875, #6398, #7903) +- Backends: + - Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not + provide a way to do a portable sleep. (#7844) + - Backends: GLFW+Emscripten: Use OpenURL() from GLFW3 contrib port when available and using + the contrib port instead of Emscripten own GLFW3 implementation. (#7647, #7915, #7660) [@ypujante] + - Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut] + - Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. + - Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back + by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette] + - Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString() + since GLFW own tests are doing that and it seems unnecessary. + - Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO + instead of ImGuiIO. +- Examples: + - Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop + to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) + - Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure. + +----------------------------------------------------------------------- + VERSION 1.91.0 (Released 2024-07-30) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.0 + +Breaking changes: + - 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); It is expected that for a vast majority of users this is automatically set by core library and/or platform backend so it won't have any effect. +- Obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (#7838) + You should never need those functions! You can do everything in less a confusing manner by only + using GetCursorScreenPos() and GetContentRegionAvail(). Also always consider that if you are using + GetWindowPos() and GetCursorPos() you may also be making things unnecessarily complicated. + I repeat: You can do everything with GetCursorScreenPos() and GetContentRegionAvail()! + - GetWindowContentRegionMax().x - GetCursorPos().x --> GetContentRegionAvail().x + - GetWindowContentRegionMax().x + GetWindowPos().x --> GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window + - GetContentRegionMax() --> GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates + - GetWindowContentRegionMax().x - GetWindowContentRegionMin().x --> GetContentRegionAvail() // when called from left edge of window - Item flag changes: - Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag() with ImGuiItemFlags_ButtonRepeat. Kept inline redirecting functions (will obsolete). @@ -60,24 +199,26 @@ Breaking changes: - Commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456) - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc. - Backends: GLFW+Emscripten: Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to - ImGui_ImplGlfw_InstallEmscriptenCallbacks(), with additional GLFWWindow* parameter. (#7647) [@ypujante] + ImGui_ImplGlfw_InstallEmscriptenCallbacks(), with an additional GLFWWindow* parameter. (#7647) [@ypujante] Other changes: - Added TextLink(), TextLinkOpenURL() hyperlink widgets. (#7660) - IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell. (#7660) - Default to use ShellExecute() under Windows, and system("") under Mac/Linux/etc. - Added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS to disable default implementation. + (*EDIT* From next version 1.91.1 we moved this to platform_io.Platform_OpenInShellFn *EDIT**) + Added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS to disable default Windows/Linux/Mac implementations. +- IO: added io.ConfigNavSwapGamepadButtons to swap Activate/Cancel (A<>B) buttons, to match the + typical "Nintendo/Japanese consoles" button layout when using Gamepad navigation. (#787, #5723) - Added PushItemFlag()/PopItemFlags(), ImGuiItemFlags to modify shared item flags: - - Added ImGuiItemFlags_NoTabStop to disable tabbing through items. - - Added ImGuiItemFlags_NoNav to disable any navigation and focus of items. (#787) - - Added ImGuiItemFlags_NoNavDefaultFocus to disable item being default focus. (#787) - - Added ImGuiItemFlags_ButtonRepeat to enable repeat on any button-like behavior. - - Added ImGuiItemFlags_AutoClosePopups to disable menu items/selection auto closing parent popups. - Disabling this was previously possible for Selectable() via a direct flag but not for MenuItem(). - (#1379, #1468, #2200, #4936, #5216, #7302, #7573) - - This was mostly all previously in imgui_internal.h. -- Multi-Select: added multi-select API and demos. (#1861) + - Added ImGuiItemFlags_NoTabStop to disable tabbing through items. + - Added ImGuiItemFlags_NoNav to disable any navigation and focus of items. (#787) + - Added ImGuiItemFlags_NoNavDefaultFocus to disable item being default focus. (#787) + - Added ImGuiItemFlags_ButtonRepeat to enable repeat on any button-like behavior. + - Added ImGuiItemFlags_AutoClosePopups to disable menu items/selection auto closing parent popups. + Disabling this was previously possible for Selectable() via a direct flag but not for MenuItem(). + (#1379, #1468, #2200, #4936, #5216, #7302, #7573) + - This was mostly all previously in imgui_internal.h. +- Multi-Select: added multi-select API and demos. (#1861, #6518) - This system implements standard multi-selection idioms (CTRL+mouse click, CTRL+keyboard moves, SHIFT+mouse click, SHIFT+keyboard moves, etc.) with support for clipper (not submitting non-visible items), box-selection with scrolling, and many other details. @@ -85,16 +226,16 @@ Other changes: This is designed to allow all kinds of selection storage you may use in your application (e.g. set/map/hash, intrusive selection, interval trees, up to you). - The supported widgets are Selectable(), Checkbox(). TreeNode() is also technically supported but... - using this correctly is more complicated (you need some sort of linear/random access to your tree, + using this correctly is more complicated. You need some sort of linear/random access to your tree, which is suited to advanced trees setups already implementing filters and clipper. - We will work toward simplifying and demoing this later. - - A helper ImGuiSelectionBasicStorage is provided to facilitate getting started in a typical app. + We will work toward simplifying our existing demo for trees. + - A helper ImGuiSelectionBasicStorage is provided to facilitate getting started in a typical app + (likely to suit a majority of users). - Documentation: - Wiki page https://github.com/ocornut/imgui/wiki/Multi-Select for API overview. - - Demo code. - - Headers are well commented. + - Demo code + headers are well commented. - Added BeginMultiSelect(), EndMultiSelect(), SetNextItemSelectionUserData(). - - Added IsItemToggledSelection() for use if you need latest selection update during currnet iteration. + - Added IsItemToggledSelection() for use if you need latest selection update during current iteration. - Added ImGuiMultiSelectIO and ImGuiSelectionRequest structures: - BeginMultiSelect() and EndMultiSelect() return a ImGuiMultiSelectIO structure, which is mostly an array of ImGuiSelectionRequest actions (clear, select all, set range, etc.) @@ -125,34 +266,61 @@ Other changes: - Multi-Select (with clipper) - Multi-Select (with deletion) - Multi-Select (dual list box) (#6648) + - Multi-Select (in a table) - Multi-Select (checkboxes) - Multi-Select (multiple scopes) + - Multi-Select (tiled assert browser) + - Multi-Select (trees) (#1861) - Multi-Select (advanced) +- Inputs: added SetItemKeyOwner(ImGuiKey key) in public API. + This is a simplified version of a more complete set of function available in imgui_internal.h. + One common use-case for this is to allow your widgets to disable standard inputs behaviors such + as Tab or Alt handling, Mouse Wheel scrolling, etc. + (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) + // Hovering or activating the button will disable mouse wheel default behavior to scroll + InvisibleButton(...); + SetItemKeyOwner(ImGuiKey_MouseWheelY); +- Nav: fixed clicking window decorations (e.g. resize borders) from losing focused item when + within a child window using ImGuiChildFlags_NavFlattened. +- InputText: added '\' and '/' as word separator. (#7824, #7704) [@reduf] +- TreeNode: added SetNextItemStorageID() to specify/override the identifier used for persisting + open/close storage. Useful if needing to often read/write from storage without manipulating + the ID stack. (#7553, #6990, #3823, #1131) +- Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from + the hovered state. (#7820) [@rerilier] - Clipper: added SeekCursorForItem() function. When using ImGuiListClipper::Begin(INT_MAX) you can can use the clipper without knowing the amount of items beforehand. (#1311) - In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) as the end of your iteration + In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) at the end of your iteration loop to position the layout cursor correctly. This is done automatically if provided a count to Begin(). +- Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543) +- Style, TabBar: added style.TabBarOverlineSize / ImGuiStyleVar_TabBarOverlineSize to manipulate + thickness of the horizontal line over selected tabs. [@DctrNoob] - Style: close button and collapse/window-menu button hover highlight made rectangular instead of round. -- Debug Tools: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855) - Debug log entries add a imgui frame counter prefix + are redirected to ShowDebugLogWindow() and - other configurable locations. Always call IMGUI_DEBUG_LOG() for maximum stripping in caller code. -- Debug Tools: Debug Log: Added "Configure Outputs.." button. (#5855) -- Demo: Reworked "Property Editor" demo in a manner that more ressemble the tree data and +- Misc: added GetID(int) variant for consistency. (#7111) +- Debug Tools: + - Debug Log: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855) + Printed entries include imgui frame counter prefix + are redirected to ShowDebugLogWindow() and + other configurable locations. Always call IMGUI_DEBUG_LOG() for maximum stripping in caller code. + - Debug Log: Added "Configure Outputs.." button. (#5855) + - Debug Log: Fixed incorrect checkbox layout when partially clipped. +- Demo: Reworked "Property Editor" demo in a manner that more resemble the tree data and struct description data that a real application would want to use. -- Backends: Win32: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. - (#7768, #4858, #2622) [@Aemony] -- Backends: SDL3: Update for API changes: SDL_GetClipboardText() string ownership change. (#7801) -- Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762) -- Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) [@wermipls] -- Backends: SDL2,SDL3,OSX: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() rename. -- Backends: GLFW,SDL2: Added io.PlatformOpenInShellFn handler for web/Emscripten versions. (#7660) - [@ypujante, @ocornut] -- Backends; GLFW+Emscripten: Added support for GLFW3 contrib port which fixes many of the things - not supported by the embedded GLFW: gamepad support, mouse cursor shapes, copy to clipboard, - workaround for Super/Meta key, different ways of resizing, multi-window (glfw/canvas) support. - (#7647) [@ypujante] -- Backends: GLFW+Emscripten: Fixed Emscripten warning when using mouse wheel on some setups - "Unable to preventDefault inside passive event listener". (#7647, #7600) [@ypujante] +- Backends: + - Backends: Win32: Fixed ImGuiMod_Super being mapped to VK_APPS instead of (VK_LWIN || VK_RWIN). + (#7768, #4858, #2622) [@Aemony] + - Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (#7807) + - Backends: SDL3: Update for API changes: SDL_GetClipboardText() memory ownership change. (#7801) + - Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762) + - Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) [@wermipls] + - Backends: SDL2,SDL3,OSX: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() rename. + - Backends: GLFW,SDL2: Added io.PlatformOpenInShellFn handler for web/Emscripten versions. (#7660) + [@ypujante, @ocornut] + - Backends: GLFW+Emscripten: Added support for GLFW3 contrib port which fixes many of the things + not supported by the embedded GLFW: gamepad support, mouse cursor shapes, copy to clipboard, + workaround for Super/Meta key, different ways of resizing, multi-window (glfw/canvas) support. + (#7647) [@ypujante] + - Backends: GLFW+Emscripten: Fixed Emscripten warning when using mouse wheel on some setups + "Unable to preventDefault inside passive event listener". (#7647, #7600) [@ypujante] ----------------------------------------------------------------------- @@ -742,6 +910,7 @@ Breaking changes: Before: BeginChild("Name", size, false) After: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) Existing code will still work as 'ImGuiChildFlags_Border == true', but you are encouraged to update call sites. + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** - BeginChild(): Added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for use with BeginChild() anyhow, passing it to Begin() had no effect. Now that we accept @@ -791,6 +960,7 @@ Other changes: child windows from the bottom/right border (toward layout direction). Resized child windows settings are saved and persistent in .ini file. (#1710) - BeginChild(): Added ImGuiChildFlags_Border as a replacement for 'bool border = true' parameter. + **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'** - BeginChild(): Added ImGuiChildFlags_AutoResizeX and ImGuiChildFlags_AutoResizeY to auto-resize on one axis, while generally providing a size on the other axis. (#1666, #1395, #1496, #1710) e.g. BeginChild("name", {-FLT_MIN, 0.0f}, ImGuiChildFlags_AutoResizeY); diff --git a/docs/EXAMPLES.md b/docs/EXAMPLES.md index 4aa69a671..66ad24ef7 100644 --- a/docs/EXAMPLES.md +++ b/docs/EXAMPLES.md @@ -35,46 +35,13 @@ At shutdown: call ImGui::DestroyContext() ``` -Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)): +Main resource: +- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application. -```cpp -// Create a Dear ImGui context, setup some options -ImGui::CreateContext(); -ImGuiIO& io = ImGui::GetIO(); -io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options - -// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp) -ImGui_ImplWin32_Init(my_hwnd); -ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context); - -// Application main loop -while (true) -{ - // Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame - ImGui_ImplDX11_NewFrame(); - ImGui_ImplWin32_NewFrame(); - ImGui::NewFrame(); - - // Any application code here - ImGui::Text("Hello, world!"); - - // End of frame: render Dear ImGui - ImGui::Render(); - ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); - - // Swap - g_pSwapChain->Present(1, 0); -} - -// Shutdown -ImGui_ImplDX11_Shutdown(); -ImGui_ImplWin32_Shutdown(); -ImGui::DestroyContext(); -``` - -Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. -Please read the comments and instruction at the top of each file. -Please read FAQ at https://www.dearimgui.com/faq +Additional resources: +- Read FAQ at https://www.dearimgui.com/faq +- Read 'PROGRAMMER GUIDE' section in imgui.cpp. +- Read the comments and instruction at the top of each file. If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h) files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual diff --git a/docs/FAQ.md b/docs/FAQ.md index e120e8cd6..4e2a42576 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -77,9 +77,9 @@ or view this file with any Markdown viewer. ### Q: Which version should I get? I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. -You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes: -- [Docking features](https://github.com/ocornut/imgui/issues/2109) -- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542) +You may use the ['docking'](https://github.com/ocornut/imgui/tree/docking) branch which includes: +- [Docking features](https://github.com/ocornut/imgui/wiki/Docking) +- [Multi-viewport features](https://github.com/ocornut/imgui/wiki/Multi-Viewports) Many projects are using this branch and it is kept in sync with master regularly. @@ -204,10 +204,11 @@ ctx->RSSetScissorRects(1, &r); ### Q: How can I have multiple widgets with the same label? ### Q: How can I have multiple windows with the same label? -**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE:** +**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!** +
**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!** - +
 ImGui::Begin("Incorrect!");
@@ -639,7 +640,7 @@ The applications in examples/ are doing that.
 Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
 You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state.
 Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw
-for the default implementation of io.PlatformSetImeDataFn() to set your Microsoft IME position correctly.
+for the default implementation of GetPlatformIO().Platform_SetImeDataFn() to set your Microsoft IME position correctly.
 
 ##### [Return to Index](#index)
 
@@ -654,7 +655,7 @@ You may take a look at:
 - [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
 - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
 - [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)
-- [Gallery](https://github.com/ocornut/imgui/issues/7503)
+- [Gallery](https://github.com/ocornut/imgui/issues?q=label%3Agallery)
 
 ##### [Return to Index](#index)
 
@@ -700,7 +701,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
 - Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
 - If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), 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 screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/7503). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
+You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps 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 or sometimes incomplete PR.
 
 ##### [Return to Index](#index)
diff --git a/docs/FONTS.md b/docs/FONTS.md
index df8b610e5..c451af61c 100644
--- a/docs/FONTS.md
+++ b/docs/FONTS.md
@@ -50,7 +50,9 @@ All loaded fonts glyphs are rendered into a single texture atlas ahead of time.
 
 ### (4) Font atlas texture fails to upload to GPU.
 
-This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty black or white rectangle.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
+This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
+
+![empty squares](https://github.com/user-attachments/assets/68b50fb5-8b9d-4c38-baec-6ac384f06d26)
 
 Some solutions:
 - You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
@@ -60,6 +62,8 @@ Some solutions:
 - Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
 - Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function).
 
+Future versions of Dear ImGui should solve this problem.
+
 ##### [Return to Index](#index)
 
 ---------------------------------------
diff --git a/docs/README.md b/docs/README.md
index 78cf2fea0..0968727f1 100644
--- a/docs/README.md
+++ b/docs/README.md
@@ -13,7 +13,7 @@ Businesses: support continued development and maintenance via invoiced sponsorin
 
  _E-mail: contact @ dearimgui dot com_
Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page. -| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) | +| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) | :----------------------------------------------------------: | | [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) | | [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) | @@ -22,7 +22,7 @@ Businesses: support continued development and maintenance via invoiced sponsorin Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies). -Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. +Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. Among other things, full internationalization (right-to-left text, bidirectional text, text shaping etc.) and accessibility features are not supported. Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard. @@ -43,7 +43,7 @@ Dear ImGui is particularly suited to integration in game engines (for tooling), **Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui. -See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide and [Integration](#integration) section of this document for more details. +See the [Getting Started & Integration](#getting-started--integration) section of this document for more details. After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop: ```cpp @@ -114,7 +114,7 @@ You should be able to build the examples from sources. If you don't, let us know The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)). -### Integration +### Getting Started & Integration See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details. @@ -141,7 +141,7 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas. Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui). -For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)! +For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)! For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page. @@ -170,11 +170,11 @@ Private support is available for paying business customers (E-mail: _contact @ d **Which version should I get?** -We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly. +We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/wiki/Multi-Viewports) and [Docking](https://github.com/ocornut/imgui/wiki/Docking) features. This branch is kept in sync with master regularly. **Who uses Dear ImGui?** -See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/7503)! +See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)! How to help ----------- diff --git a/docs/TODO.txt b/docs/TODO.txt index eecce6b42..ddceb3b3d 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -65,7 +65,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch) - selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection) - - input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile. (WIP branch) - input text: preserve scrolling when unfocused? - input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541) - input text: expose CursorPos in char filter event (#816) @@ -190,11 +189,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i - tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?) - settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes? + - settings: facilitate extension lazily calling AddSettingsHandler() while running and still getting their data call the ReadXXX handlers immediately. - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437) - settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair - style: better default styles. (#707) - - style: PushStyleVar: allow direct access to individual float X/Y elements. - style: add a highlighted text color (for headers, etc.) - style: border types: out-screen, in-screen, etc. (#447) - style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier) diff --git a/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml b/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml index a87b95b4f..5a1e2d9e5 100644 --- a/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml +++ b/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml @@ -11,7 +11,7 @@ android:name="imgui.example.android.MainActivity" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:configChanges="orientation|keyboardHidden|screenSize" - android:exported="false"> + android:exported="true"> diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index 5e47b0008..1fcec2b2a 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -91,6 +91,11 @@ int main(int, char**) // - 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. glfwPollEvents(); + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL2_NewFrame(); diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index 22ef79eb7..3afe251e3 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -127,6 +127,11 @@ int main(int, char**) // - 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. glfwPollEvents(); + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index e1f099e3d..901b46c4c 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -494,6 +494,11 @@ int main(int, char**) g_MainWindowData.FrameIndex = 0; g_SwapChainRebuild = false; } + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplVulkan_NewFrame(); diff --git a/examples/example_glfw_wgpu/CMakeLists.txt b/examples/example_glfw_wgpu/CMakeLists.txt index 77b492fdc..8e164e488 100644 --- a/examples/example_glfw_wgpu/CMakeLists.txt +++ b/examples/example_glfw_wgpu/CMakeLists.txt @@ -79,6 +79,11 @@ add_executable(example_glfw_wgpu ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp ) +IF(NOT EMSCRIPTEN) + target_compile_definitions(example_glfw_wgpu PUBLIC + "IMGUI_IMPL_WEBGPU_BACKEND_DAWN" + ) +endif() target_include_directories(example_glfw_wgpu PUBLIC ${IMGUI_DIR} ${IMGUI_DIR}/backends @@ -91,7 +96,6 @@ if(EMSCRIPTEN) if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3") target_compile_options(example_glfw_wgpu PUBLIC "${IMGUI_EMSCRIPTEN_GLFW3}" - "-DEMSCRIPTEN_USE_PORT_CONTRIB_GLFW3" # unnecessary beyond emscripten 3.1.59 ) endif() message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation") diff --git a/examples/example_glfw_wgpu/main.cpp b/examples/example_glfw_wgpu/main.cpp index c5872bd85..f510987ed 100644 --- a/examples/example_glfw_wgpu/main.cpp +++ b/examples/example_glfw_wgpu/main.cpp @@ -151,6 +151,11 @@ int main(int, char**) // - 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. glfwPollEvents(); + if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) + { + ImGui_ImplGlfw_Sleep(10); + continue; + } // React to changes in screen size int width, height; diff --git a/examples/example_null/Makefile b/examples/example_null/Makefile index 9ceb35349..4a67cecd8 100644 --- a/examples/example_null/Makefile +++ b/examples/example_null/Makefile @@ -1,6 +1,6 @@ # # Cross Platform Makefile -# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X +# Compatible with MSYS2/MINGW, Ubuntu 14.04.1+ and Mac OS X # # Important: This is a "null backend" application, with no visible output or interaction! # This is used for testing purpose and continuous integration, and has little use for end-user. diff --git a/examples/example_sdl2_directx11/main.cpp b/examples/example_sdl2_directx11/main.cpp index 3275bafde..47c852d27 100644 --- a/examples/example_sdl2_directx11/main.cpp +++ b/examples/example_sdl2_directx11/main.cpp @@ -126,6 +126,11 @@ int main(int, char**) CreateRenderTarget(); } } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplDX11_NewFrame(); diff --git a/examples/example_sdl2_opengl2/main.cpp b/examples/example_sdl2_opengl2/main.cpp index efb28edbc..a70edd225 100644 --- a/examples/example_sdl2_opengl2/main.cpp +++ b/examples/example_sdl2_opengl2/main.cpp @@ -105,6 +105,11 @@ int main(int, char**) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL2_NewFrame(); diff --git a/examples/example_sdl2_opengl3/main.cpp b/examples/example_sdl2_opengl3/main.cpp index d748c1360..2a4d7b9e7 100644 --- a/examples/example_sdl2_opengl3/main.cpp +++ b/examples/example_sdl2_opengl3/main.cpp @@ -140,6 +140,11 @@ int main(int, char**) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); diff --git a/examples/example_sdl2_sdlrenderer2/main.cpp b/examples/example_sdl2_sdlrenderer2/main.cpp index 8bb309920..31fa3f9bf 100644 --- a/examples/example_sdl2_sdlrenderer2/main.cpp +++ b/examples/example_sdl2_sdlrenderer2/main.cpp @@ -47,7 +47,7 @@ int main(int, char**) if (renderer == nullptr) { SDL_Log("Error creating SDL_Renderer!"); - return 0; + return -1; } //SDL_RendererInfo info; //SDL_GetRendererInfo(renderer, &info); @@ -107,6 +107,11 @@ int main(int, char**) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplSDLRenderer2_NewFrame(); diff --git a/examples/example_sdl2_vulkan/main.cpp b/examples/example_sdl2_vulkan/main.cpp index afcebf1b9..cb116b76e 100644 --- a/examples/example_sdl2_vulkan/main.cpp +++ b/examples/example_sdl2_vulkan/main.cpp @@ -492,6 +492,11 @@ int main(int, char**) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Resize swap chain? int fb_width, fb_height; diff --git a/examples/example_sdl3_opengl3/README.md b/examples/example_sdl3_opengl3/README.md index 5828e4bfc..a032f8752 100644 --- a/examples/example_sdl3_opengl3/README.md +++ b/examples/example_sdl3_opengl3/README.md @@ -9,11 +9,11 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i Use build_win32.bat or directly: ``` -set SDL2_DIR=path_to_your_sdl3_folder -cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console +set SDL3_DIR=path_to_your_sdl3_folder +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console # ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries # or for 64-bit: -cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console +cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console ``` ## Linux and similar Unixes diff --git a/examples/example_sdl3_opengl3/main.cpp b/examples/example_sdl3_opengl3/main.cpp index c4eee77d4..0ba09dc93 100644 --- a/examples/example_sdl3_opengl3/main.cpp +++ b/examples/example_sdl3_opengl3/main.cpp @@ -27,7 +27,7 @@ int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD)) { printf("Error: SDL_Init(): %s\n", SDL_GetError()); return -1; @@ -136,6 +136,11 @@ int main(int, char**) if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); diff --git a/examples/example_sdl3_sdlrenderer3/main.cpp b/examples/example_sdl3_sdlrenderer3/main.cpp index 607d00b6b..ef98d752d 100644 --- a/examples/example_sdl3_sdlrenderer3/main.cpp +++ b/examples/example_sdl3_sdlrenderer3/main.cpp @@ -25,7 +25,7 @@ int main(int, char**) { // Setup SDL - if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) + if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD)) { printf("Error: SDL_Init(): %s\n", SDL_GetError()); return -1; @@ -111,6 +111,11 @@ int main(int, char**) if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) done = true; } + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + { + SDL_Delay(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplSDLRenderer3_NewFrame(); @@ -162,6 +167,9 @@ int main(int, char**) ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer); SDL_RenderPresent(renderer); } +#ifdef __EMSCRIPTEN__ + EMSCRIPTEN_MAINLOOP_END; +#endif // Cleanup ImGui_ImplSDLRenderer3_Shutdown(); diff --git a/examples/example_win32_opengl3/build_mingw.bat b/examples/example_win32_opengl3/build_mingw.bat new file mode 100644 index 000000000..767218585 --- /dev/null +++ b/examples/example_win32_opengl3/build_mingw.bat @@ -0,0 +1,8 @@ +@REM Build for MINGW64 or 32 from MSYS2. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_opengl3 +@set INCLUDES=-I../.. -I../../backends +@set SOURCES=main.cpp ../../backends/imgui_impl_opengl3.cpp ../../backends/imgui_impl_win32.cpp ../../imgui*.cpp +@set LIBS=-lopengl32 -lgdi32 -ldwmapi +mkdir %OUT_DIR% +g++ -DUNICODE %INCLUDES% %SOURCES% -o %OUT_DIR%/%OUT_EXE%.exe --static -mwindows %LIBS% %LIBS% diff --git a/examples/example_win32_opengl3/main.cpp b/examples/example_win32_opengl3/main.cpp index 594931dca..8ecd27a20 100644 --- a/examples/example_win32_opengl3/main.cpp +++ b/examples/example_win32_opengl3/main.cpp @@ -108,6 +108,11 @@ int main(int, char**) } if (done) break; + if (::IsIconic(hwnd)) + { + ::Sleep(10); + continue; + } // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); diff --git a/examples/libs/emscripten/emscripten_mainloop_stub.h b/examples/libs/emscripten/emscripten_mainloop_stub.h index 05cf60fed..8c4c48ecf 100644 --- a/examples/libs/emscripten/emscripten_mainloop_stub.h +++ b/examples/libs/emscripten/emscripten_mainloop_stub.h @@ -17,20 +17,21 @@ // - So the next logical step was to refactor all examples to follow that layout of using a "main loop" function. // This worked, but it made us lose all the nice things we had... -// Since only about 3 examples really need to run with Emscripten, here's our solution: +// Since only about 4 examples really need to run with Emscripten, here's our solution: // - Use some weird macros and capturing lambda to turn a loop in main() into a function. // - Hide all that crap in this file so it doesn't make our examples unusually ugly. // As a stance and principle of Dear ImGui development we don't use C++ headers and we don't // want to suggest to the newcomer that we would ever use C++ headers as this would affect // the initial judgment of many of our target audience. // - Technique is based on this idea: https://github.com/ocornut/imgui/pull/2492/ +// - The do { } while (0) is to allow our code calling continue in the main loop. #ifdef __EMSCRIPTEN__ #include #include static std::function MainLoopForEmscriptenP; static void MainLoopForEmscripten() { MainLoopForEmscriptenP(); } -#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() -#define EMSCRIPTEN_MAINLOOP_END ; emscripten_set_main_loop(MainLoopForEmscripten, 0, true) +#define EMSCRIPTEN_MAINLOOP_BEGIN MainLoopForEmscriptenP = [&]() { do +#define EMSCRIPTEN_MAINLOOP_END while (0); }; emscripten_set_main_loop(MainLoopForEmscripten, 0, true) #else #define EMSCRIPTEN_MAINLOOP_BEGIN #define EMSCRIPTEN_MAINLOOP_END diff --git a/imconfig.h b/imconfig.h index 874a8bf44..a45521d41 100644 --- a/imconfig.h +++ b/imconfig.h @@ -21,10 +21,11 @@ //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows // Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. -// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() -// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. -//#define IMGUI_API __declspec( dllexport ) -//#define IMGUI_API __declspec( dllimport ) +// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export +//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import +//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -42,7 +43,7 @@ //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) //#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). -//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default io.PlatformOpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")). +//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")). //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. //#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) diff --git a/imgui.cpp b/imgui.cpp index 0fb4e34ca..bdeda3fe7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 WIP +// dear imgui, v1.91.2 WIP // (main code and documentation) // Help: @@ -10,7 +10,7 @@ // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) // - Homepage ................... https://github.com/ocornut/imgui // - Releases & changelog ....... https://github.com/ocornut/imgui/releases -// - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!) +// - 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) @@ -63,7 +63,7 @@ CODE // [SECTION] INCLUDES // [SECTION] FORWARD DECLARATIONS // [SECTION] CONTEXT AND MEMORY ALLOCATORS -// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [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) @@ -430,6 +430,30 @@ 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. + - 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(). @@ -491,6 +515,7 @@ CODE - 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); @@ -1130,11 +1155,11 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSetti static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); -// Platform Dependents default implementation for IO functions -static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx); -static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text); -static void PlatformSetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); -static bool PlatformOpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path); +// 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 { @@ -1234,7 +1259,7 @@ static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- -// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) +// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO) //----------------------------------------------------------------------------- ImGuiStyle::ImGuiStyle() @@ -1269,12 +1294,13 @@ ImGuiStyle::ImGuiStyle() TabBorderSize = 0.0f; // Thickness of border around tabs. TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize = 2.0f; // 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 ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. - SeparatorTextBorderSize = 3.0f; // Thickkness of border in SeparatorText() + 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. @@ -1321,6 +1347,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); TabRounding = ImTrunc(TabRounding * scale_factor); TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor); SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); @@ -1353,12 +1380,6 @@ ImGuiIO::ImGuiIO() FontAllowUserScaling = false; DisplayFramebufferScale = ImVec2(1.0f, 1.0f); - MouseDoubleClickTime = 0.30f; - MouseDoubleClickMaxDist = 6.0f; - MouseDragThreshold = 6.0f; - KeyRepeatDelay = 0.275f; - KeyRepeatRate = 0.050f; - // Miscellaneous options MouseDrawCursor = false; #ifdef __APPLE__ @@ -1366,6 +1387,7 @@ ImGuiIO::ImGuiIO() #else ConfigMacOSXBehaviors = false; #endif + ConfigNavSwapGamepadButtons = false; ConfigInputTrickleEventQueue = true; ConfigInputTextCursorBlink = true; ConfigInputTextEnterKeepActive = false; @@ -1373,15 +1395,22 @@ ImGuiIO::ImGuiIO() ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; ConfigMemoryCompactTimer = 60.0f; + ConfigDebugIsDebuggerPresent = false; + ConfigDebugHighlightIdConflicts = true; ConfigDebugBeginReturnValueOnce = false; ConfigDebugBeginReturnValueLoop = false; + // Inputs Behaviors + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + // Platform Functions // Note: Initialize() will setup default clipboard/ime handlers. BackendPlatformName = BackendRendererName = NULL; BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; - PlatformOpenInShellUserData = NULL; - PlatformLocaleDecimalPoint = '.'; // Input (NB: we already have memset zero the entire structure!) MousePos = ImVec2(-FLT_MAX, -FLT_MAX); @@ -1749,6 +1778,13 @@ void ImGuiIO::AddFocusEvent(bool 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) //----------------------------------------------------------------------------- @@ -1939,7 +1975,7 @@ const char* ImStreolRange(const char* str, const char* str_end) return p ? p : str_end; } -const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line +const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line { while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') buf_mid_line--; @@ -2572,12 +2608,11 @@ void ImGuiStorage::BuildSortByKey() { ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID); } -IM_MSVC_RUNTIME_CHECKS_RESTORE 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.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) return default_val; return it->val_i; } @@ -2590,7 +2625,7 @@ bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const 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.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) return default_val; return it->val_f; } @@ -2598,7 +2633,7 @@ float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const void* ImGuiStorage::GetVoidPtr(ImGuiID key) const { ImGuiStoragePair* it = ImLowerBound(const_cast(Data.Data), const_cast(Data.Data + Data.Size), key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) return NULL; return it->val_p; } @@ -2607,7 +2642,7 @@ void* ImGuiStorage::GetVoidPtr(ImGuiID key) const int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) { ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_i; } @@ -2620,7 +2655,7 @@ bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val) float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) { ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_f; } @@ -2628,7 +2663,7 @@ float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val) void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) { ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) it = Data.insert(it, ImGuiStoragePair(key, default_val)); return &it->val_p; } @@ -2637,7 +2672,7 @@ void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) void ImGuiStorage::SetInt(ImGuiID key, int val) { ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) Data.insert(it, ImGuiStoragePair(key, val)); else it->val_i = val; @@ -2651,7 +2686,7 @@ void ImGuiStorage::SetBool(ImGuiID key, bool val) void ImGuiStorage::SetFloat(ImGuiID key, float val) { ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) Data.insert(it, ImGuiStoragePair(key, val)); else it->val_f = val; @@ -2660,7 +2695,7 @@ void ImGuiStorage::SetFloat(ImGuiID key, float val) void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) { ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key); - if (it == Data.end() || it->key != key) + if (it == Data.Data + Data.Size || it->key != key) Data.insert(it, ImGuiStoragePair(key, val)); else it->val_p = val; @@ -2671,6 +2706,7 @@ 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 @@ -2738,15 +2774,15 @@ void ImGuiTextFilter::Build() bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const { - if (Filters.empty()) + if (Filters.Size == 0) return true; if (text == NULL) - text = ""; + text = text_end = ""; for (const ImGuiTextRange& f : Filters) { - if (f.empty()) + if (f.b == f.e) continue; if (f.b[0] == '-') { @@ -3049,7 +3085,8 @@ static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); if (affected_by_floating_point_precision) clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. - + 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. } @@ -3274,6 +3311,7 @@ static const ImGuiDataVarInfo GStyleVarInfo[] = { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign @@ -3294,28 +3332,56 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) { ImGuiContext& g = *GImGui; const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1) { - float* pvar = (float*)var_info->GetVarPtr(&g.Style); - g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); - *pvar = val; + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); return; } - IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + 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 ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != 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 ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); + if (var_info->Type != 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 ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); - if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) + if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2) { - ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); - g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); - *pvar = val; + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); return; } - IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); + *pvar = val; } void ImGui::PopStyleVar(int count) @@ -3576,13 +3642,13 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con } // Render a rectangle shaped with optional rounding and borders -void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) +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 (border && border_size > 0.0f) + 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); @@ -3636,7 +3702,8 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) { ImGuiContext& g = *GImGui; - IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); + 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.Font->ContainerAtlas; for (ImGuiViewportP* viewport : g.Viewports) { @@ -3716,7 +3783,7 @@ void ImGui::DestroyContext(ImGuiContext* ctx) IM_DELETE(ctx); } -// IMPORTANT: ###xxx suffixes must be same in ALL languages to allow for automation. +// 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) ")" }, @@ -3727,7 +3794,8 @@ static const ImGuiLocEntry GLocalizationEntriesEnUS[] = { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, { ImGuiLocKey_WindowingPopup, "(Popup)" }, { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, - { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, + { ImGuiLocKey_OpenLink_s, "Open '%s'" }, + { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" }, }; void ImGui::Initialize() @@ -3752,12 +3820,11 @@ void ImGui::Initialize() // Setup default localization table LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); - // Setup default platform clipboard/IME handlers. - g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations - g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; - g.IO.ClipboardUserData = (void*)&g; // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function) - g.IO.PlatformOpenInShellFn = PlatformOpenInShellFn_DefaultImpl; - g.IO.PlatformSetImeDataFn = PlatformSetImeDataFn_DefaultImpl; + // 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)(); @@ -3941,7 +4008,7 @@ static void SetCurrentWindow(ImGuiWindow* window) if (window) { g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); - g.FontScale = g.FontSize / g.Font->FontSize; + g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; ImGui::NavUpdateCurrentWindowIsScrollPushableX(); } } @@ -4037,9 +4104,6 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingAllKeyboardKeys = false; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - g.ActiveIdUsingNavInputMask = 0x00; -#endif } void ImGui::ClearActiveID() @@ -4170,8 +4234,9 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) // 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 && g.ActiveId != window->MoveId) - return false; + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (g.ActiveId != window->MoveId) + return false; // Test if interactions on this window are blocked by an active popup or modal. // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. @@ -4183,7 +4248,8 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) 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 will never be overwritten so we need to detect the case. + // 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; @@ -4199,7 +4265,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) const float delay = CalcDelayFromHoveredFlags(flags); if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) { - ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect); + 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; @@ -4227,6 +4293,17 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flag { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + + // Detect ID conflicts +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0) + { + g.HoveredIdPreviousFrameItemCount++; + if (g.DebugDrawIdConflicts == 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)) @@ -4400,14 +4477,14 @@ void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr const char* ImGui::GetClipboardText() { ImGuiContext& g = *GImGui; - return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : ""; + return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : ""; } void ImGui::SetClipboardText(const char* text) { ImGuiContext& g = *GImGui; - if (g.IO.SetClipboardTextFn) - g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text); + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) + g.PlatformIO.Platform_SetClipboardTextFn(&g, text); } const char* ImGui::GetVersion() @@ -4421,6 +4498,12 @@ ImGuiIO& ImGui::GetIO() return GImGui->IO; } +ImGuiPlatformIO& ImGui::GetPlatformIO() +{ + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?"); + return GImGui->PlatformIO; +} + // Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { @@ -4575,9 +4658,10 @@ void ImGui::UpdateMouseMovingWindowEndFrame() StartMouseMovingWindow(g.HoveredWindow); //-V595 // Cancel moving if clicked outside of title bar - if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) - if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) - g.MovingWindow = NULL; + 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 (note that we know HoveredId == 0 already) if (g.HoveredIdIsDisabled) @@ -4763,6 +4847,11 @@ void ImGui::NewFrame() if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId) KeepAliveID(g.DragDropPayload.SourceId); + // [DEBUG] + g.DebugDrawIdConflicts = 0; + if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1) + g.DebugDrawIdConflicts = g.HoveredIdPreviousFrame; + // Update HoveredId data if (!g.HoveredIdPreviousFrame) g.HoveredIdTimer = 0.0f; @@ -4773,6 +4862,7 @@ void ImGui::NewFrame() 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; @@ -4803,25 +4893,8 @@ void ImGui::NewFrame() { g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingAllKeyboardKeys = false; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - g.ActiveIdUsingNavInputMask = 0x00; -#endif } -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - if (g.ActiveId == 0) - g.ActiveIdUsingNavInputMask = 0; - else if (g.ActiveIdUsingNavInputMask != 0) - { - // If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); } - // Since IMGUI_VERSION_NUM >= 18804 it should be: { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); } - if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel)) - SetKeyOwner(ImGuiKey_Escape, g.ActiveId); - if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel)) - IM_ASSERT(0); // Other values unsupported - } -#endif - // Record when we have been stationary as this state is preserved while over same item. // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. @@ -5073,6 +5146,8 @@ static void InitViewportDrawData(ImGuiViewportP* viewport) // - 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 analoguous 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(); @@ -5150,7 +5225,7 @@ static void ImGui::RenderDimmedBackgrounds() } else if (dim_bg_for_window_list) { - // Draw dimming behind CTRL+Tab target window + // 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 @@ -5180,17 +5255,40 @@ void ImGui::EndFrame() return; IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?"); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugDrawIdConflicts != 0) + { + PushStyleColor(ImGuiCol_PopupBg, ImLerp(g.Style.Colors[ImGuiCol_PopupBg], ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 0.10f)); + if (g.DebugItemPickerActive == false && BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + { + SeparatorText("MESSAGE FROM DEAR IMGUI"); + Text("Programmer error: %d visible items with conflicting ID!", g.HoveredIdPreviousFrameItemCount); + 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("Press F1 to open \"FAQ -> About the ID Stack System\" and read details."); + BulletText("Press CTRL+P to activate Item Picker and debug-break in item call-stack."); + BulletText("Set io.ConfigDebugDetectIdConflicts=false to disable this warning in non-programmers builds."); + EndTooltip(); + } + PopStyleColor(); + if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_P, ImGuiInputFlags_RouteGlobal)) + DebugStartItemPicker(); + if (Shortcut(ImGuiKey_F1, ImGuiInputFlags_RouteGlobal) && g.PlatformIO.Platform_OpenInShellFn != NULL) + g.PlatformIO.Platform_OpenInShellFn(&g, "https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#qa-usage"); + } +#endif + CallContextHooks(&g, ImGuiContextHookType_EndFramePre); ErrorCheckEndFrameSanityChecks(); // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) ImGuiPlatformImeData* ime_data = &g.PlatformImeData; - if (g.IO.PlatformSetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + if (g.PlatformIO.Platform_SetImeDataFn != NULL && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) { - IMGUI_DEBUG_LOG_IO("[io] Calling io.PlatformSetImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + 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); ImGuiViewport* viewport = GetMainViewport(); - g.IO.PlatformSetImeDataFn(&g, viewport, ime_data); + g.PlatformIO.Platform_SetImeDataFn(&g, viewport, ime_data); } // Hide implicit/fallback "Debug" window if it hasn't been used @@ -5275,9 +5373,6 @@ void ImGui::Render() g.IO.MetricsRenderWindows = 0; CallContextHooks(&g, ImGuiContextHookType_RenderPre); - // Draw modal/window whitening backgrounds - RenderDimmedBackgrounds(); - // Add background ImDrawList (for each active viewport) for (ImGuiViewportP* viewport : g.Viewports) { @@ -5286,6 +5381,9 @@ void ImGui::Render() 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; @@ -5575,7 +5673,7 @@ ImVec2 ImGui::GetItemRectSize() } // Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. -// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'. Read comments in imgui.h for details! +// 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); @@ -5594,7 +5692,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I IM_ASSERT(id != 0); // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. - const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle | ImGuiChildFlags_NavFlattened; + 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!"); @@ -5629,7 +5727,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); - child_flags |= ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding; + child_flags |= ImGuiChildFlags_Borders | ImGuiChildFlags_AlwaysUseWindowPadding; window_flags |= ImGuiWindowFlags_NoMove; } @@ -5659,7 +5757,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, I // Set style const float backup_border_size = g.Style.ChildBorderSize; - if ((child_flags & ImGuiChildFlags_Border) == 0) + if ((child_flags & ImGuiChildFlags_Borders) == 0) g.Style.ChildBorderSize = 0.0f; // Begin into window @@ -6101,7 +6199,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) - g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; + SetMouseCursor((resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE); if (held && g.IO.MouseDoubleClicked[0]) { @@ -6147,7 +6245,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) hovered = false; if (hovered || held) - g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + 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 @@ -6527,15 +6625,28 @@ void ImGui::UpdateWindowSkipRefresh(ImGuiWindow* window) return; if (window->Hidden) // If was hidden (previous frame) return; - if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnHover) && g.HoveredWindow && window->RootWindow == g.HoveredWindow->RootWindow) - return; - if ((g.NextWindowData.RefreshFlagsVal & ImGuiWindowRefreshFlags_RefreshOnFocus) && g.NavWindow && window->RootWindow == g.NavWindow->RootWindow) - return; + 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); + } +} + // 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. @@ -7056,10 +7167,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Affected by window/frame border size. Used by: // - Begin() initial clip rect float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + window->WindowBorderSize); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - window->WindowBorderSize); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); + + // 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); // Default item width. Make it proportional to window size if window manually resizes @@ -7238,7 +7353,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // Skip refresh always mark active if (window->SkipRefresh) - window->Active = true; + SetWindowActiveForSkipRefresh(window); // Append SetCurrentWindow(window); @@ -7566,22 +7681,31 @@ void ImGui::SetCurrentFont(ImFont* font) g.DrawListSharedData.FontScale = g.FontScale; } +// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authorative against window-local ImDrawList. +// - Whereas ImDrawList::PushTextureID()/PopTextureID() 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 _SetTextureID() and make AddText/RenderText lazily call PushTextureID()/PopTextureID() +// 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. void ImGui::PushFont(ImFont* font) { ImGuiContext& g = *GImGui; - if (!font) + if (font == NULL) font = GetDefaultFont(); - SetCurrentFont(font); g.FontStack.push_back(font); - g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); } void ImGui::PopFont() { ImGuiContext& g = *GImGui; - g.CurrentWindow->DrawList->PopTextureID(); + IM_ASSERT(g.FontStack.Size > 0); g.FontStack.pop_back(); - SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back()); + ImFont* font = g.FontStack.Size == 0 ? GetDefaultFont() : g.FontStack.back(); + SetCurrentFont(font); + g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); } void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) @@ -8249,6 +8373,7 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) // 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(); @@ -8286,6 +8411,16 @@ ImGuiID ImGuiWindow::GetID(int n) } // 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(); @@ -8388,10 +8523,17 @@ ImGuiID ImGui::GetID(const void* ptr_id) 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 //----------------------------------------------------------------------------- -// - GetModForModKey() [Internal] +// - GetModForLRModKey() [Internal] // - FixupKeyChord() [Internal] // - GetKeyData() [Internal] // - GetKeyIndex() [Internal] @@ -8454,7 +8596,7 @@ ImGuiID ImGui::GetID(const void* ptr_id) // - Shortcut() [Internal] //----------------------------------------------------------------------------- -static ImGuiKeyChord GetModForModKey(ImGuiKey key) +static ImGuiKeyChord GetModForLRModKey(ImGuiKey key) { if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) return ImGuiMod_Ctrl; @@ -8471,8 +8613,8 @@ ImGuiKeyChord ImGui::FixupKeyChord(ImGuiKeyChord key_chord) { // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); - if (IsModKey(key)) - key_chord |= GetModForModKey(key); + if (IsLRModKey(key)) + key_chord |= GetModForLRModKey(key); return key_chord; } @@ -8563,8 +8705,8 @@ const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) ImGuiContext& g = *GImGui; const ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); - if (IsModKey(key)) - key_chord &= ~GetModForModKey(key); // Return "Ctrl+LeftShift" instead of "Ctrl+Shift+LeftShift" + 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+" : "", @@ -8764,8 +8906,9 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput 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. +// - 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() @@ -8779,6 +8922,8 @@ static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) // 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); } @@ -8902,7 +9047,7 @@ bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) return IsKeyPressed(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None, ImGuiKeyOwner_Any); } -// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +// 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); @@ -9152,6 +9297,9 @@ ImGuiMouseCursor ImGui::GetMouseCursor() 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; @@ -9583,9 +9731,9 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) // Only trickle chars<>key when working with InputText() // FIXME: InputText() could parse event trail? // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) - const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); - bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; + 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; @@ -9637,12 +9785,19 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) IM_ASSERT(key != ImGuiKey_None); ImGuiKeyData* key_data = GetKeyData(key); const int key_data_index = (int)(key_data - g.IO.KeysData); - if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0)) + 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; + key_data->Down = e->Key.Down; key_data->AnalogValue = e->Key.AnalogValue; 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; // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO @@ -9656,11 +9811,13 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) continue; // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with - if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + 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_keys_and_text) + if (trickle_interleaved_nonchar_keys_and_text) text_inputted = true; } else if (e->Type == ImGuiInputEventType_Focus) @@ -9805,6 +9962,11 @@ void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) } } +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) { @@ -10003,6 +10165,14 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); #endif + + // Remap legacy clipboard handlers (OBSOLETED in 1.91.1, August 2024) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + 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() @@ -10320,9 +10490,7 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE // - GetFrameHeight() // - GetFrameHeightWithSpacing() // - GetContentRegionMax() -// - GetContentRegionMaxAbs() [Internal] // - GetContentRegionAvail(), -// - GetWindowContentRegionMin(), GetWindowContentRegionMax() // - BeginGroup() // - EndGroup() // Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. @@ -10538,8 +10706,8 @@ float ImGui::CalcItemWidth() w = window->DC.ItemWidth; if (w < 0.0f) { - float region_max_x = GetContentRegionMaxAbs().x; - w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + float region_avail_x = GetContentRegionAvail().x; + w = ImMax(1.0f, region_avail_x + w); } w = IM_TRUNC(w); return w; @@ -10551,22 +10719,19 @@ float ImGui::CalcItemWidth() // The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - ImVec2 region_max; + ImVec2 avail; if (size.x < 0.0f || size.y < 0.0f) - region_max = GetContentRegionMaxAbs(); + avail = GetContentRegionAvail(); if (size.x == 0.0f) size.x = default_w; else if (size.x < 0.0f) - size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x); + 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, region_max.y - window->DC.CursorPos.y + size.y); + size.y = ImMax(4.0f, avail.y + size.y); // <-- size.y is negative here so we are subtracting return size; } @@ -10595,33 +10760,23 @@ float ImGui::GetFrameHeightWithSpacing() return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; } -// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience! - -// FIXME: This is in window space (not screen space!). -ImVec2 ImGui::GetContentRegionMax() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; - return mx - window->Pos; -} - -// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. -ImVec2 ImGui::GetContentRegionMaxAbs() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; - return mx; -} - ImVec2 ImGui::GetContentRegionAvail() { - ImGuiWindow* window = GImGui->CurrentWindow; - return GetContentRegionMaxAbs() - window->DC.CursorPos; + 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(); } -// In window space (not screen space!) ImVec2 ImGui::GetWindowContentRegionMin() { ImGuiWindow* window = GImGui->CurrentWindow; @@ -10633,6 +10788,7 @@ 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. @@ -10678,11 +10834,11 @@ void ImGui::EndGroup() if (window->DC.IsSetPos) ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); - ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); - + // 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, window->DC.CursorMaxPos); + 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; @@ -10697,7 +10853,7 @@ void ImGui::EndGroup() 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. + 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); @@ -11003,7 +11159,8 @@ bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags ext // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale; - SetNextWindowPos(tooltip_pos); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) + SetNextWindowPos(tooltip_pos); SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; @@ -11274,6 +11431,9 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_ 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]; @@ -12040,6 +12200,7 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM { 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; @@ -13068,9 +13229,11 @@ static void ImGui::NavUpdateWindowing() // Keyboard: Press and Release ALT to toggle menu layer const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + bool windowing_toggle_layer_start = false; 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.NavInputSource = ImGuiInputSource_Keyboard; @@ -13084,7 +13247,9 @@ static void ImGui::NavUpdateWindowing() // We cancel toggling nav layer if an owner has claimed the key. if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) g.NavWindowingToggleLayer = false; - if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) + 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 @@ -14235,10 +14400,11 @@ static void ImGui::UpdateViewportsNewFrame() for (ImGuiViewportP* viewport : g.Viewports) { - // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again. - viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; - viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; - viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); + // 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(); } } @@ -14267,9 +14433,9 @@ static void ImGui::UpdateViewportsNewFrame() // Win32 clipboard implementation // We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() -static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) { - ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + ImGuiContext& g = *ctx; g.ClipboardHandlerData.clear(); if (!::OpenClipboard(NULL)) return NULL; @@ -14290,7 +14456,7 @@ static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) return g.ClipboardHandlerData.Data; } -static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) { if (!::OpenClipboard(NULL)) return; @@ -14317,7 +14483,7 @@ static PasteboardRef main_clipboard = 0; // OSX clipboard implementation // If you enable this you will need to add '-framework ApplicationServices' to your linker command-line! -static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext*, const char* text) { if (!main_clipboard) PasteboardCreate(kPasteboardClipboard, &main_clipboard); @@ -14330,9 +14496,9 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) } } -static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) { - ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + ImGuiContext& g = *ctx; if (!main_clipboard) PasteboardCreate(kPasteboardClipboard, &main_clipboard); PasteboardSynchronize(main_clipboard); @@ -14366,15 +14532,15 @@ static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) #else // Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. -static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) +static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx) { - ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + ImGuiContext& g = *ctx; return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); } -static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text) +static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text) { - ImGuiContext& g = *(ImGuiContext*)user_data_ctx; + ImGuiContext& g = *ctx; g.ClipboardHandlerData.clear(); const char* text_end = text + strlen(text); g.ClipboardHandlerData.resize((int)(text_end - text) + 1); @@ -14402,14 +14568,14 @@ static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text #ifdef _MSC_VER #pragma comment(lib, "shell32") #endif -static bool PlatformOpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) { return (INT_PTR)::ShellExecuteA(NULL, "open", path, NULL, NULL, SW_SHOWDEFAULT) > 32; } #else #include #include -static bool PlatformOpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) { #if defined(__APPLE__) const char* args[] { "open", "--", path, NULL }; @@ -14433,7 +14599,7 @@ static bool PlatformOpenInShellFn_DefaultImpl(ImGuiContext*, const char* path) } #endif #else -static bool PlatformOpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } +static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { return false; } #endif // Default shell handlers //----------------------------------------------------------------------------- @@ -14446,7 +14612,7 @@ static bool PlatformOpenInShellFn_DefaultImpl(ImGuiContext*, const char*) { retu #pragma comment(lib, "imm32") #endif -static void PlatformSetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) { // Notify OS Input Method Editor of text input position HWND hwnd = (HWND)viewport->PlatformHandleRaw; @@ -14472,7 +14638,7 @@ static void PlatformSetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport* viewp #else -static void PlatformSetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} +static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData*) {} #endif // Default IME handlers @@ -14660,7 +14826,7 @@ void ImGui::UpdateDebugToolFlashStyleColor() ImGuiContext& g = *GImGui; if (g.DebugFlashStyleColorTime <= 0.0f) return; - ColorConvertHSVtoRGB(cosf(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + 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(); @@ -15076,7 +15242,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) for (int n = buf_size - 1; n >= 0; n--) { ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; - BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : ""); + 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(); } @@ -15657,9 +15828,9 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) if (open) { ImGuiWindowFlags flags = viewport->Flags; - BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f", + 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->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.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" : "", @@ -15702,6 +15873,12 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) (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); @@ -15812,7 +15989,7 @@ static void SameLineOrWrap(const ImVec2& size) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); - if (window->ClipRect.Contains(ImRect(pos, pos + size))) + if (window->WorkRect.Contains(ImRect(pos, pos + size))) ImGui::SameLine(); } @@ -15832,7 +16009,7 @@ static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) void ImGui::ShowDebugLogWindow(bool* p_open) { ImGuiContext& g = *GImGui; - if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) { @@ -15877,7 +16054,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open) EndPopup(); } - BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; @@ -15906,7 +16083,7 @@ void ImGui::DebugTextUnformattedWithLocateItem(const char* line_begin, const cha 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) + 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); @@ -16149,7 +16326,7 @@ static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_f void ImGui::ShowIDStackToolWindow(bool* p_open) { ImGuiContext& g = *GImGui; - if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0) SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) { diff --git a/imgui.h b/imgui.h index 5550f1106..095c25002 100644 --- a/imgui.h +++ b/imgui.h @@ -1,16 +1,17 @@ -// dear imgui, v1.91.0 WIP +// dear imgui, v1.91.2 WIP // (headers) // Help: // - See links below. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // - Read top of imgui.cpp for more details, links and comments. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. // Resources: // - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md) // - Homepage ................... https://github.com/ocornut/imgui // - Releases & changelog ....... https://github.com/ocornut/imgui/releases -// - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!) +// - 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) @@ -27,8 +28,8 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') -#define IMGUI_VERSION "1.91.0 WIP" -#define IMGUI_VERSION_NUM 19096 +#define IMGUI_VERSION "1.91.2 WIP" +#define IMGUI_VERSION_NUM 19114 #define IMGUI_HAS_TABLE /* @@ -48,7 +49,7 @@ Index of this file: // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) -// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData) +// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformImeData) // [SECTION] Obsolete functions and types */ @@ -171,13 +172,14 @@ struct ImFontGlyph; // A single font glyph (code point + coordin struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) -struct ImGuiIO; // Main configuration and I/O between your application and ImGui +struct ImGuiIO; // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO) struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. struct ImGuiListClipper; // Helper to manually clip large list of items struct ImGuiMultiSelectIO; // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformIO; // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME hooks). Extends ImGuiIO. In docking branch, this gets extended to support multi-viewports. struct ImGuiPlatformImeData; // Platform IME data for io.PlatformSetImeDataFn() function. struct ImGuiSelectionBasicStorage; // Optional helper to store multi-selection state + apply multi-selection requests. struct ImGuiSelectionExternalStorage;//Optional helper to apply multi-selection requests to existing randomly accessible storage. @@ -280,8 +282,8 @@ typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] -// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. -// Add '#define IMGUI_DEFINE_MATH_OPERATORS' in your imconfig.h file to benefit from courtesy maths operators for those types. +// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { @@ -324,7 +326,8 @@ namespace ImGui IMGUI_API void SetCurrentContext(ImGuiContext* ctx); // Main - IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiIO& GetIO(); // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.) IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! @@ -366,10 +369,10 @@ namespace ImGui // Child Windows // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". - // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true. + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. // Consider updating your old code: // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); - // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): // == 0.0f: use remaining parent window size for this axis. // > 0.0f: use specified size for this axis. @@ -392,10 +395,10 @@ namespace ImGui IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives - IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetCursorScreenPos()) - IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetCursorScreenPos() and e.g. GetContentRegionAvail() instead) - IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) - IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead) + IMGUI_API float GetWindowWidth(); // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x. + IMGUI_API float GetWindowHeight(); // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y. // Window manipulation // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). @@ -417,14 +420,6 @@ namespace ImGui IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. - // Content region - // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. - // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) - IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() - IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates - IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates - IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates - // Windows Scrolling // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). @@ -445,8 +440,10 @@ namespace ImGui IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); IMGUI_API void PopStyleColor(int count = 1); - IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). - IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame()! + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. " + IMGUI_API void PushStyleVarX(ImGuiStyleVar idx, float val_x); // modify X component of a style ImVec2 variable. " + IMGUI_API void PushStyleVarY(ImGuiStyleVar idx, float val_y); // modify Y component of a style ImVec2 variable. " IMGUI_API void PopStyleVar(int count = 1); IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true) IMGUI_API void PopItemFlag(); @@ -463,7 +460,7 @@ namespace ImGui // - Use the ShowStyleEditor() function to interactively see/edit the colors. IMGUI_API ImFont* GetFont(); // get current font IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied - IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList @@ -473,19 +470,22 @@ namespace ImGui // - By "cursor" we mean the current output position. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. - // - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() - // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. - IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API). - IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates - IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window coordinates (relative to window position) + // - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() + // - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetContentRegionAvail(); // available space from current position. THIS IS YOUR BEST FRIEND. + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window-local coordinates. This is not your best friend. IMGUI_API float GetCursorPosX(); // [window-local] " IMGUI_API float GetCursorPosY(); // [window-local] " IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " IMGUI_API void SetCursorPosX(float local_x); // [window-local] " IMGUI_API void SetCursorPosY(float local_y); // [window-local] " - IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window coordinates + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version. // Other layout functions IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. @@ -522,6 +522,7 @@ namespace ImGui IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); IMGUI_API ImGuiID GetID(const void* ptr_id); + IMGUI_API ImGuiID GetID(int int_id); // Widgets: Text IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. @@ -665,6 +666,7 @@ namespace ImGui IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextItemStorageID(ImGuiID storage_id); // set id to use for open/close storage (default to same as item id). // Widgets: Selectables // - A selectable highlights when hovered, and can display another color when selected. @@ -672,12 +674,12 @@ namespace ImGui IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. - // Multi-selection system for Selectable(), Checkbox() functions* + // Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] // - This enables standard multi-selection/range-selection idioms (CTRL+Mouse/Keyboard, SHIFT+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. // - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). // - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. - // - (*) TreeNode() is technically supported but... using this correctly is more complicate: you need some sort of linear/random access to your tree, - // which is suited to advanced trees setups already implementing filters and clipper. We will work toward simplifying and demoing this. + // - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, + // which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. // - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. IMGUI_API ImGuiMultiSelectIO* BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size = -1, int items_count = -1); IMGUI_API ImGuiMultiSelectIO* EndMultiSelect(); @@ -841,7 +843,7 @@ namespace ImGui // Legacy Columns API (prefer using Tables!) // - You can also use SameLine(pos_x) to mimic simplified columns. - IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool borders = true); IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished IMGUI_API int GetColumnIndex(); // get current column index IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column @@ -984,6 +986,14 @@ namespace ImGui IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); + // Inputs Utilities: Key/Input Ownership [BETA] + // - One common use case would be to allow your items to disable standard inputs behaviors such + // as Tab or Alt key handling, Mouse Wheel scrolling, etc. + // e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling. + // - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. + // - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. + IMGUI_API void SetItemKeyOwner(ImGuiKey key); // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + // Inputs Utilities: Mouse specific // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. @@ -1082,13 +1092,13 @@ enum ImGuiWindowFlags_ // Obsolete names #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. ImGuiWindowFlags_NavFlattened = 1 << 31, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call. #endif }; // Flags for ImGui::BeginChild() -// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'. +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'. // About using AutoResizeX/AutoResizeY flags: // - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). // - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. @@ -1099,7 +1109,7 @@ enum ImGuiWindowFlags_ enum ImGuiChildFlags_ { ImGuiChildFlags_None = 0, - ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) + ImGuiChildFlags_Borders = 1 << 0, // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason) ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " @@ -1107,7 +1117,12 @@ enum ImGuiChildFlags_ ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. - ImGuiChildFlags_NavFlattened = 1 << 8, // Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. + ImGuiChildFlags_NavFlattened = 1 << 8, // [BETA] Share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. + + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiChildFlags_Border = ImGuiChildFlags_Borders, // Renamed in 1.91.1 (August 2024) for consistency. +#endif }; // Flags for ImGui::PushItemFlag() @@ -1120,6 +1135,7 @@ enum ImGuiItemFlags_ ImGuiItemFlags_NoNavDefaultFocus = 1 << 2, // false // Disable item being a candidate for default focus (e.g. used by title bar items). ImGuiItemFlags_ButtonRepeat = 1 << 3, // false // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held. ImGuiItemFlags_AutoClosePopups = 1 << 4, // true // MenuItem()/Selectable() automatically close their parent popup window. + ImGuiItemFlags_AllowDuplicateId = 1 << 5, // false // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set. }; // Flags for ImGui::InputText() @@ -1172,8 +1188,8 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open - ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node - ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined. ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node. @@ -1224,6 +1240,7 @@ enum ImGuiSelectableFlags_ ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_Highlight = 1 << 5, // Make the item be displayed as if it is hovered #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGuiSelectableFlags_DontClosePopups = ImGuiSelectableFlags_NoAutoClosePopups, // Renamed in 1.91.0 @@ -1703,6 +1720,7 @@ enum ImGuiStyleVar_ ImGuiStyleVar_TabRounding, // float TabRounding ImGuiStyleVar_TabBorderSize, // float TabBorderSize ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize + ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign @@ -1931,7 +1949,7 @@ enum ImGuiTableColumnFlags_ ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. - ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call. ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. @@ -2146,12 +2164,13 @@ struct ImGuiStyle float TabBorderSize; // Thickness of border around tabs. float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TabBarOverlineSize; // Thickness of tab-bar overline, which highlights the selected tab-bar. float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). ImVec2 TableAngledHeadersTextAlign;// Alignment of angled headers within the cell ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. - float SeparatorTextBorderSize; // Thickkness of border in SeparatorText() + float SeparatorTextBorderSize; // Thickness of border in SeparatorText() ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. ImVec2 DisplayWindowPadding; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. @@ -2185,6 +2204,8 @@ struct ImGuiStyle // - initialization: backends and user code writes to ImGuiIO. // - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO. //----------------------------------------------------------------------------- +// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc. +//----------------------------------------------------------------------------- // [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. // If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. @@ -2211,6 +2232,7 @@ struct ImGuiIO const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). void* UserData; // = NULL // Store your own data. + // Font system ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. float FontGlobalScale; // = 1.0f // Global scale all fonts bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. @@ -2218,8 +2240,10 @@ struct ImGuiIO ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. // Miscellaneous options + // (you can visualize and interact with all options in 'Demo->Configuration') bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). @@ -2246,6 +2270,12 @@ struct ImGuiIO // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + // Tools to detect code submitting items with conflicting/duplicate IDs + // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers. + // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead! + // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system + bool ConfigDebugHighlightIdConflicts;// = true // Highlight and show an error message when multiple items have conflicting identifiers. + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() // - This is inconsistent with other BeginXXX functions and create confusion for many users. @@ -2273,25 +2303,6 @@ struct ImGuiIO void* BackendRendererUserData; // = NULL // User data for renderer backend void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend - // Optional: Access OS clipboard - // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) - const char* (*GetClipboardTextFn)(void* user_data); - void (*SetClipboardTextFn)(void* user_data, const char* text); - void* ClipboardUserData; - - // Optional: Open link/folder/file in OS Shell - // (default to use ShellExecuteA() on Windows, system() on Linux/Mac) - bool (*PlatformOpenInShellFn)(ImGuiContext* ctx, const char* path); - void* PlatformOpenInShellUserData; - - // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) - // (default to use native imm32 api on Windows) - void (*PlatformSetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); - //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to io.PlatformSetImeDataFn in 1.91.0] - - // Optional: Platform locale - ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point - //------------------------------------------------------------------ // Input - Call before calling NewFrame() //------------------------------------------------------------------ @@ -2393,6 +2404,14 @@ struct ImGuiIO //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. #endif + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; +#endif + IMGUI_API ImGuiIO(); }; @@ -2655,7 +2674,7 @@ struct ImGuiListClipper // Helpers: ImVec2/ImVec4 operators // - It is important that we are keeping those disabled by default so they don't leak in user space. // - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) -// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy. +// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4. #ifdef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED IM_MSVC_RUNTIME_CHECKS_OFF @@ -2760,6 +2779,8 @@ struct ImColor // SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection. // - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData. // Our system never assume that you identify items by indices, it never attempts to interpolate between two values. +// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate +// between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work. // - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*, // being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside. @@ -2769,11 +2790,11 @@ enum ImGuiMultiSelectFlags_ ImGuiMultiSelectFlags_None = 0, ImGuiMultiSelectFlags_SingleSelect = 1 << 0, // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho! ImGuiMultiSelectFlags_NoSelectAll = 1 << 1, // Disable CTRL+A shortcut to select all. - ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). - ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes) - ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes) - ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item - ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. only full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. + ImGuiMultiSelectFlags_NoRangeSelect = 1 << 2, // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests. + ImGuiMultiSelectFlags_NoAutoSelect = 1 << 3, // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClear = 1 << 4, // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes). + ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1 << 5, // Disable clearing selection when clicking/selecting an already selected item. + ImGuiMultiSelectFlags_BoxSelect1d = 1 << 6, // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space. ImGuiMultiSelectFlags_BoxSelect2d = 1 << 7, // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items. ImGuiMultiSelectFlags_BoxSelectNoScroll = 1 << 8, // Disable scrolling when box-selecting near edges of scope. ImGuiMultiSelectFlags_ClearOnEscape = 1 << 9, // Clear selection when pressing Escape while scope is focused. @@ -2848,7 +2869,7 @@ struct ImGuiSelectionBasicStorage ImGuiStorage _Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). // Methods - ImGuiSelectionBasicStorage(); + IMGUI_API ImGuiSelectionBasicStorage(); IMGUI_API void ApplyRequests(ImGuiMultiSelectIO* ms_io); // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect() IMGUI_API bool Contains(ImGuiID id) const; // Query if an item id is in selection. IMGUI_API void Clear(); // Clear selection @@ -3140,6 +3161,7 @@ struct ImDrawList IMGUI_API void _OnChangedClipRect(); IMGUI_API void _OnChangedTextureID(); IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API void _SetTextureID(ImTextureID texture_id); IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); @@ -3374,7 +3396,7 @@ struct ImFontAtlas struct ImFont { // Members: Hot ~20/24 bytes (for CalcTextSize) - ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) @@ -3434,7 +3456,7 @@ enum ImGuiViewportFlags_ ImGuiViewportFlags_None = 0, ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) - ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: Is created/managed by the application (rather than a dear imgui backend) }; // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. @@ -3468,7 +3490,38 @@ struct ImGuiViewport // [SECTION] Platform Dependent Interfaces //----------------------------------------------------------------------------- -// (Optional) Support for IME (Input Method Editor) via the io.PlatformSetImeDataFn() function. +// Access via ImGui::GetPlatformIO() +struct ImGuiPlatformIO +{ + IMGUI_API ImGuiPlatformIO(); + + //------------------------------------------------------------------ + // Input - Interface with OS/backends + //------------------------------------------------------------------ + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx); + void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text); + void* Platform_ClipboardUserData; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteA() on Windows, system() on Linux/Mac) + bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path); + void* Platform_OpenInShellUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data); + void* Platform_ImeUserData; + //void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1] + + // Optional: Platform locale + // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point + ImWchar Platform_LocaleDecimalPoint; // '.' +}; + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. struct ImGuiPlatformImeData { bool WantVisible; // A widget wants the IME to be visible @@ -3492,11 +3545,14 @@ namespace ImGui static inline void PopButtonRepeat() { PopItemFlag(); } static inline void PushTabStop(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } static inline void PopTabStop() { PopItemFlag(); } + IMGUI_API ImVec2 GetContentRegionMax(); // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMin(); // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! + IMGUI_API ImVec2 GetWindowContentRegionMax(); // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()! // OBSOLETED in 1.90.0 (from September 2023) static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } static inline void EndChildFrame() { EndChild(); } - //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border - //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border + //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders + //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); @@ -3505,13 +3561,13 @@ namespace ImGui // OBSOLETED in 1.89.4 (from March 2023) static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } static inline void PopAllowKeyboardFocus() { PopItemFlag(); } - // OBSOLETED in 1.89 (from August 2022) - IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding) // OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024) IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value! //static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; } // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //-- OBSOLETED in 1.89 (from August 2022) + //IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version. //-- OBSOLETED in 1.88 (from May 2022) //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 88ccce1f0..cc21099a8 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 WIP +// dear imgui, v1.91.2 WIP // (demo code) // Help: @@ -11,7 +11,7 @@ // Get the latest version at https://github.com/ocornut/imgui // How to easily locate code? -// - Use the Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools +// - Use Tools->Item Picker to debug break in code by clicking any widgets: https://github.com/ocornut/imgui/wiki/Debug-Tools // - Browse an online version the demo with code linked to hovered widgets: https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html // - Find a visible string and search for it in the code! @@ -62,6 +62,7 @@ // - 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. +// - You can search/grep for all sections listed in the index to find the section. /* @@ -69,14 +70,15 @@ Index of this file: // [SECTION] Forward Declarations // [SECTION] Helpers +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor & Multi-Select demos) // [SECTION] Demo Window / ShowDemoWindow() -// - ShowDemoWindow() -// - sub section: ShowDemoWindowWidgets() -// - sub section: ShowDemoWindowMultiSelect() -// - sub section: ShowDemoWindowLayout() -// - sub section: ShowDemoWindowPopups() -// - sub section: ShowDemoWindowTables() -// - sub section: ShowDemoWindowInputs() +// [SECTION] ShowDemoWindowMenuBar() +// [SECTION] ShowDemoWindowWidgets() +// [SECTION] ShowDemoWindowMultiSelect() +// [SECTION] ShowDemoWindowLayout() +// [SECTION] ShowDemoWindowPopups() +// [SECTION] ShowDemoWindowTables() +// [SECTION] ShowDemoWindowInputs() // [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() // [SECTION] User Guide / ShowUserGuide() @@ -84,7 +86,6 @@ Index of this file: // [SECTION] Example App: Debug Console / ShowExampleAppConsole() // [SECTION] Example App: Debug Log / ShowExampleAppLog() // [SECTION] Example App: Simple Layout / ShowExampleAppLayout() -// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.) // [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() // [SECTION] Example App: Long Text / ShowExampleAppLongText() // [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() @@ -115,6 +116,9 @@ Index of this file: #if !defined(_MSC_VER) || _MSC_VER >= 1800 #include // PRId64/PRIu64, not avail in some MinGW headers. #endif +#ifdef __EMSCRIPTEN__ +#include // __EMSCRIPTEN_major__ etc. +#endif // Visual Studio warnings #ifdef _MSC_VER @@ -192,12 +196,13 @@ Index of this file: #endif //----------------------------------------------------------------------------- -// [SECTION] Forward Declarations, Helpers +// [SECTION] Forward Declarations //----------------------------------------------------------------------------- #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Forward Declarations +struct ImGuiDemoWindowData; static void ShowExampleAppMainMenuBar(); static void ShowExampleAppAssetsBrowser(bool* p_open); static void ShowExampleAppConsole(bool* p_open); @@ -205,7 +210,7 @@ static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleAppDocuments(bool* p_open); static void ShowExampleAppLog(bool* p_open); static void ShowExampleAppLayout(bool* p_open); -static void ShowExampleAppPropertyEditor(bool* p_open); +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data); static void ShowExampleAppSimpleOverlay(bool* p_open); static void ShowExampleAppAutoResize(bool* p_open); static void ShowExampleAppConstrainedResize(bool* p_open); @@ -215,9 +220,10 @@ static void ShowExampleAppWindowTitles(bool* p_open); static void ShowExampleMenuFile(); // We split the contents of the big ShowDemoWindow() function into smaller functions -// (because the link time of very large functions grow non-linearly) -static void ShowDemoWindowWidgets(); -static void ShowDemoWindowMultiSelect(); +// (because the link time of very large functions tends to grow non-linearly) +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data); +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data); static void ShowDemoWindowLayout(); static void ShowDemoWindowPopups(); static void ShowDemoWindowTables(); @@ -250,18 +256,122 @@ ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; void* GImGuiDemoMarkerCallbackUserData = NULL; #define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) +//----------------------------------------------------------------------------- +// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.) +//----------------------------------------------------------------------------- + +// Simple representation for a tree +// (this is designed to be simple to understand for our demos, not to be fancy or efficient etc.) +struct ExampleTreeNode +{ + // Tree structure + char Name[28] = ""; + int UID = 0; + ExampleTreeNode* Parent = NULL; + ImVector Childs; + unsigned short IndexInParent = 0; // Maintaining this allows us to implement linear traversal more easily + + // Leaf Data + bool HasData = false; // All leaves have data + bool DataMyBool = true; + int DataMyInt = 128; + ImVec2 DataMyVec2 = ImVec2(0.0f, 3.141592f); +}; + +// Simple representation of struct metadata/serialization data. +// (this is a minimal version of what a typical advanced application may provide) +struct ExampleMemberInfo +{ + const char* Name; // Member name + ImGuiDataType DataType; // Member type + int DataCount; // Member count (1 when scalar) + int Offset; // Offset inside parent structure +}; + +// Metadata description of ExampleTreeNode struct. +static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] +{ + { "MyBool", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataMyBool) }, + { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataMyInt) }, + { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataMyVec2) }, +}; + +static ExampleTreeNode* ExampleTree_CreateNode(const char* name, int uid, ExampleTreeNode* parent) +{ + ExampleTreeNode* node = IM_NEW(ExampleTreeNode); + snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); + node->UID = uid; + node->Parent = parent; + node->IndexInParent = parent ? (unsigned short)parent->Childs.Size : 0; + if (parent) + parent->Childs.push_back(node); + return node; +} + +// Create example tree data +// (this allocates _many_ more times than most other code in either Dear ImGui or others demo) +static ExampleTreeNode* ExampleTree_CreateDemoTree() +{ + static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pear", "Pineapple", "Strawberry", "Watermelon" }; + const size_t NAME_MAX_LEN = sizeof(ExampleTreeNode::Name); + char name_buf[NAME_MAX_LEN]; + int uid = 0; + ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); + const int root_items_multiplier = 2; + for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * root_items_multiplier; idx_L0++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "%s %d", root_names[idx_L0 / root_items_multiplier], idx_L0 % root_items_multiplier); + ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); + const int number_of_childs = (int)strlen(node_L1->Name); + for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Child %d", idx_L1); + ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); + node_L2->HasData = true; + if (idx_L1 == 0) + { + snprintf(name_buf, IM_ARRAYSIZE(name_buf), "Sub-child %d", 0); + ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); + node_L3->HasData = true; + } + } + } + return node_L0; +} + //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- -// - ShowDemoWindow() -// - ShowDemoWindowWidgets() -// - ShowDemoWindowMultiSelect() -// - ShowDemoWindowLayout() -// - ShowDemoWindowPopups() -// - ShowDemoWindowTables() -// - ShowDemoWindowColumns() -// - ShowDemoWindowInputs() -//----------------------------------------------------------------------------- + +// Data to be shared accross different functions of the demo. +struct ImGuiDemoWindowData +{ + // Examples Apps (accessible from the "Examples" menu) + bool ShowMainMenuBar = false; + bool ShowAppAssetsBrowser = false; + bool ShowAppConsole = false; + bool ShowAppCustomRendering = false; + bool ShowAppDocuments = false; + bool ShowAppLog = false; + bool ShowAppLayout = false; + bool ShowAppPropertyEditor = false; + bool ShowAppSimpleOverlay = false; + bool ShowAppAutoResize = false; + bool ShowAppConstrainedResize = false; + bool ShowAppFullscreen = false; + bool ShowAppLongText = false; + bool ShowAppWindowTitles = false; + + // Dear ImGui Tools (accessible from the "Tools" menu) + bool ShowMetrics = false; + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowStyleEditor = false; + bool ShowAbout = false; + + // Other data + ExampleTreeNode* DemoTree = NULL; +}; // Demonstrate most Dear ImGui features (this is big function!) // You may execute this function to experiment with the UI and understand what it does. @@ -275,58 +385,36 @@ void ImGui::ShowDemoWindow(bool* p_open) // Verify ABI compatibility between caller code and compiled version of Dear ImGui. This helps detects some build issues. IMGUI_CHECKVERSION(); - // Examples Apps (accessible from the "Examples" menu) - static bool show_app_main_menu_bar = false; - static bool show_app_assets_browser = false; - static bool show_app_console = false; - static bool show_app_custom_rendering = false; - static bool show_app_documents = false; - static bool show_app_log = false; - static bool show_app_layout = false; - static bool show_app_property_editor = false; - static bool show_app_simple_overlay = false; - static bool show_app_auto_resize = false; - static bool show_app_constrained_resize = false; - static bool show_app_fullscreen = false; - static bool show_app_long_text = false; - static bool show_app_window_titles = false; + // Stored data + static ImGuiDemoWindowData demo_data; - if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); - if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); - if (show_app_assets_browser) ShowExampleAppAssetsBrowser(&show_app_assets_browser); - if (show_app_console) ShowExampleAppConsole(&show_app_console); - if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); - if (show_app_log) ShowExampleAppLog(&show_app_log); - if (show_app_layout) ShowExampleAppLayout(&show_app_layout); - if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); - if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); - if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); - if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); - if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen); - if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); - if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); + // Examples Apps (accessible from the "Examples" menu) + if (demo_data.ShowMainMenuBar) { ShowExampleAppMainMenuBar(); } + if (demo_data.ShowAppDocuments) { ShowExampleAppDocuments(&demo_data.ShowAppDocuments); } + if (demo_data.ShowAppAssetsBrowser) { ShowExampleAppAssetsBrowser(&demo_data.ShowAppAssetsBrowser); } + if (demo_data.ShowAppConsole) { ShowExampleAppConsole(&demo_data.ShowAppConsole); } + if (demo_data.ShowAppCustomRendering) { ShowExampleAppCustomRendering(&demo_data.ShowAppCustomRendering); } + if (demo_data.ShowAppLog) { ShowExampleAppLog(&demo_data.ShowAppLog); } + if (demo_data.ShowAppLayout) { ShowExampleAppLayout(&demo_data.ShowAppLayout); } + if (demo_data.ShowAppPropertyEditor) { ShowExampleAppPropertyEditor(&demo_data.ShowAppPropertyEditor, &demo_data); } + if (demo_data.ShowAppSimpleOverlay) { ShowExampleAppSimpleOverlay(&demo_data.ShowAppSimpleOverlay); } + if (demo_data.ShowAppAutoResize) { ShowExampleAppAutoResize(&demo_data.ShowAppAutoResize); } + if (demo_data.ShowAppConstrainedResize) { ShowExampleAppConstrainedResize(&demo_data.ShowAppConstrainedResize); } + if (demo_data.ShowAppFullscreen) { ShowExampleAppFullscreen(&demo_data.ShowAppFullscreen); } + if (demo_data.ShowAppLongText) { ShowExampleAppLongText(&demo_data.ShowAppLongText); } + if (demo_data.ShowAppWindowTitles) { ShowExampleAppWindowTitles(&demo_data.ShowAppWindowTitles); } // Dear ImGui Tools (accessible from the "Tools" menu) - static bool show_tool_metrics = false; - static bool show_tool_debug_log = false; - static bool show_tool_id_stack_tool = false; - static bool show_tool_style_editor = false; - static bool show_tool_about = false; - - if (show_tool_metrics) - ImGui::ShowMetricsWindow(&show_tool_metrics); - if (show_tool_debug_log) - ImGui::ShowDebugLogWindow(&show_tool_debug_log); - if (show_tool_id_stack_tool) - ImGui::ShowIDStackToolWindow(&show_tool_id_stack_tool); - if (show_tool_style_editor) + if (demo_data.ShowMetrics) { ImGui::ShowMetricsWindow(&demo_data.ShowMetrics); } + if (demo_data.ShowDebugLog) { ImGui::ShowDebugLogWindow(&demo_data.ShowDebugLog); } + if (demo_data.ShowIDStackTool) { ImGui::ShowIDStackToolWindow(&demo_data.ShowIDStackTool); } + if (demo_data.ShowAbout) { ImGui::ShowAboutWindow(&demo_data.ShowAbout); } + if (demo_data.ShowStyleEditor) { - ImGui::Begin("Dear ImGui Style Editor", &show_tool_style_editor); + ImGui::Begin("Dear ImGui Style Editor", &demo_data.ShowStyleEditor); ImGui::ShowStyleEditor(); ImGui::End(); } - if (show_tool_about) - ImGui::ShowAboutWindow(&show_tool_about); // Demonstrate the various window flags. Typically you would just use the default! static bool no_titlebar = false; @@ -369,68 +457,11 @@ void ImGui::ShowDemoWindow(bool* p_open) } // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. - // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) - //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); - // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. - ImGui::PushItemWidth(ImGui::GetFontSize() * -12); + ImGui::PushItemWidth(ImGui::GetFontSize() * -12); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. + //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) // Menu Bar - if (ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("Menu")) - { - IMGUI_DEMO_MARKER("Menu/File"); - ShowExampleMenuFile(); - ImGui::EndMenu(); - } - if (ImGui::BeginMenu("Examples")) - { - IMGUI_DEMO_MARKER("Menu/Examples"); - ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar); - - ImGui::SeparatorText("Mini apps"); - ImGui::MenuItem("Assets Browser", NULL, &show_app_assets_browser); - ImGui::MenuItem("Console", NULL, &show_app_console); - ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); - ImGui::MenuItem("Documents", NULL, &show_app_documents); - ImGui::MenuItem("Log", NULL, &show_app_log); - ImGui::MenuItem("Property editor", NULL, &show_app_property_editor); - ImGui::MenuItem("Simple layout", NULL, &show_app_layout); - ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); - - ImGui::SeparatorText("Concepts"); - ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); - ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); - ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen); - ImGui::MenuItem("Long text display", NULL, &show_app_long_text); - ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); - - ImGui::EndMenu(); - } - //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! - if (ImGui::BeginMenu("Tools")) - { - IMGUI_DEMO_MARKER("Menu/Tools"); -#ifndef IMGUI_DISABLE_DEBUG_TOOLS - const bool has_debug_tools = true; -#else - const bool has_debug_tools = false; -#endif - ImGui::MenuItem("Metrics/Debugger", NULL, &show_tool_metrics, has_debug_tools); - ImGui::MenuItem("Debug Log", NULL, &show_tool_debug_log, has_debug_tools); - ImGui::MenuItem("ID Stack Tool", NULL, &show_tool_id_stack_tool, has_debug_tools); - ImGui::MenuItem("Style Editor", NULL, &show_tool_style_editor); - bool is_debugger_present = ImGui::GetIO().ConfigDebugIsDebuggerPresent; - if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools && is_debugger_present)) - ImGui::DebugStartItemPicker(); - if (!is_debugger_present) - ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable the menu option to avoid casual users crashing the application.\n\nYou can however always access the Item Picker in Metrics->Tools."); - ImGui::Separator(); - ImGui::MenuItem("About Dear ImGui", NULL, &show_tool_about); - ImGui::EndMenu(); - } - ImGui::EndMenuBar(); - } + ShowDemoWindowMenuBar(&demo_data); ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Spacing(); @@ -515,8 +546,10 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::SeparatorText("Debug"); ImGui::Checkbox("io.ConfigDebugIsDebuggerPresent", &io.ConfigDebugIsDebuggerPresent); ImGui::SameLine(); HelpMarker("Enable various tools calling IM_DEBUG_BREAK().\n\nRequires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application."); + ImGui::Checkbox("io.ConfigDebugHighlightIdConflicts", &io.ConfigDebugHighlightIdConflicts); + ImGui::SameLine(); HelpMarker("Highlight and show an error message when multiple items have conflicting identifiers."); ImGui::BeginDisabled(); - ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); // . + ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); ImGui::EndDisabled(); ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover."); ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop); @@ -551,7 +584,7 @@ void ImGui::ShowDemoWindow(bool* p_open) IMGUI_DEMO_MARKER("Configuration/Style"); if (ImGui::TreeNode("Style")) { - ImGui::Checkbox("Style Editor", &show_tool_style_editor); + ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); ImGui::SameLine(); HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); ImGui::TreePop(); @@ -599,7 +632,7 @@ void ImGui::ShowDemoWindow(bool* p_open) } // All demo contents - ShowDemoWindowWidgets(); + ShowDemoWindowWidgets(&demo_data); ShowDemoWindowLayout(); ShowDemoWindowPopups(); ShowDemoWindowTables(); @@ -610,7 +643,79 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::End(); } -static void ShowDemoWindowWidgets() +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMenuBar() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMenuBar(ImGuiDemoWindowData* demo_data) +{ + IMGUI_DEMO_MARKER("Menu"); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + IMGUI_DEMO_MARKER("Menu/File"); + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Examples")) + { + IMGUI_DEMO_MARKER("Menu/Examples"); + ImGui::MenuItem("Main menu bar", NULL, &demo_data->ShowMainMenuBar); + + ImGui::SeparatorText("Mini apps"); + ImGui::MenuItem("Assets Browser", NULL, &demo_data->ShowAppAssetsBrowser); + ImGui::MenuItem("Console", NULL, &demo_data->ShowAppConsole); + ImGui::MenuItem("Custom rendering", NULL, &demo_data->ShowAppCustomRendering); + ImGui::MenuItem("Documents", NULL, &demo_data->ShowAppDocuments); + ImGui::MenuItem("Log", NULL, &demo_data->ShowAppLog); + ImGui::MenuItem("Property editor", NULL, &demo_data->ShowAppPropertyEditor); + ImGui::MenuItem("Simple layout", NULL, &demo_data->ShowAppLayout); + ImGui::MenuItem("Simple overlay", NULL, &demo_data->ShowAppSimpleOverlay); + + ImGui::SeparatorText("Concepts"); + ImGui::MenuItem("Auto-resizing window", NULL, &demo_data->ShowAppAutoResize); + ImGui::MenuItem("Constrained-resizing window", NULL, &demo_data->ShowAppConstrainedResize); + ImGui::MenuItem("Fullscreen window", NULL, &demo_data->ShowAppFullscreen); + ImGui::MenuItem("Long text display", NULL, &demo_data->ShowAppLongText); + ImGui::MenuItem("Manipulating window titles", NULL, &demo_data->ShowAppWindowTitles); + + ImGui::EndMenu(); + } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! + if (ImGui::BeginMenu("Tools")) + { + IMGUI_DEMO_MARKER("Menu/Tools"); + ImGuiIO& io = ImGui::GetIO(); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &demo_data->ShowMetrics, has_debug_tools); + ImGui::MenuItem("Debug Log", NULL, &demo_data->ShowDebugLog, has_debug_tools); + ImGui::MenuItem("ID Stack Tool", NULL, &demo_data->ShowIDStackTool, has_debug_tools); + bool is_debugger_present = io.ConfigDebugIsDebuggerPresent; + if (ImGui::MenuItem("Item Picker", NULL, false, has_debug_tools && is_debugger_present)) + ImGui::DebugStartItemPicker(); + if (!is_debugger_present) + ImGui::SetItemTooltip("Requires io.ConfigDebugIsDebuggerPresent=true to be set.\n\nWe otherwise disable the menu option to avoid casual users crashing the application.\n\nYou can however always access the Item Picker in Metrics->Tools."); + ImGui::MenuItem("Style Editor", NULL, &demo_data->ShowStyleEditor); + ImGui::MenuItem("About Dear ImGui", NULL, &demo_data->ShowAbout); + + ImGui::SeparatorText("Debug Options"); + ImGui::MenuItem("Highlight ID Conflicts", NULL, &io.ConfigDebugHighlightIdConflicts, has_debug_tools); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowWidgets() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowWidgets(ImGuiDemoWindowData* demo_data) { IMGUI_DEMO_MARKER("Widgets"); //ImGui::SetNextItemOpen(true, ImGuiCond_Once); @@ -1268,18 +1373,18 @@ static void ShowDemoWindowWidgets() // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively // stored in the object itself, etc.) const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_current_idx = 0; // Here we store our selection data as an index. + static int item_selected_idx = 0; // Here we store our selection data as an index. // Pass in the preview value visible before opening the combo (it could technically be different contents or not pulled from items[]) - const char* combo_preview_value = items[item_current_idx]; + const char* combo_preview_value = items[item_selected_idx]; if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) { - const bool is_selected = (item_current_idx == n); + const bool is_selected = (item_selected_idx == n); if (ImGui::Selectable(items[n], is_selected)) - item_current_idx = n; + item_selected_idx = n; // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) @@ -1321,14 +1426,22 @@ static void ShowDemoWindowWidgets() // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively // stored in the object itself, etc.) const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; - static int item_current_idx = 0; // Here we store our selection data as an index. + static int item_selected_idx = 0; // Here we store our selected data as an index. + + static bool item_highlight = false; + int item_highlighted_idx = -1; // Here we store our highlighted data as an index. + ImGui::Checkbox("Highlight hovered item in second listbox", &item_highlight); + if (ImGui::BeginListBox("listbox 1")) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) { - const bool is_selected = (item_current_idx == n); + const bool is_selected = (item_selected_idx == n); if (ImGui::Selectable(items[n], is_selected)) - item_current_idx = n; + item_selected_idx = n; + + if (item_highlight && ImGui::IsItemHovered()) + item_highlighted_idx = n; // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) @@ -1344,9 +1457,10 @@ static void ShowDemoWindowWidgets() { for (int n = 0; n < IM_ARRAYSIZE(items); n++) { - const bool is_selected = (item_current_idx == n); - if (ImGui::Selectable(items[n], is_selected)) - item_current_idx = n; + bool is_selected = (item_selected_idx == n); + ImGuiSelectableFlags flags = (item_highlighted_idx == n) ? ImGuiSelectableFlags_Highlight : 0; + if (ImGui::Selectable(items[n], is_selected, flags)) + item_selected_idx = n; // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) if (is_selected) @@ -1393,8 +1507,8 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Widgets/Selectables/In columns"); - if (ImGui::TreeNode("In columns")) + IMGUI_DEMO_MARKER("Widgets/Selectables/In Tables"); + if (ImGui::TreeNode("In Tables")) { static bool selected[10] = {}; @@ -1488,7 +1602,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } - ShowDemoWindowMultiSelect(); + ShowDemoWindowMultiSelect(demo_data); // To wire InputText() with std::string or any other custom string type, // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. @@ -1891,8 +2005,12 @@ static void ShowDemoWindowWidgets() ImGui::SameLine(); ImGui::SliderInt("Sample count", &display_count, 1, 400); float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; - ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); - ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotLines("Lines##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram##2", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::Separator(); + + ImGui::Text("Need better plotting and graphing? Consider using ImPlot:"); + ImGui::TextLinkOpenURL("https://github.com/epezent/implot"); ImGui::Separator(); ImGui::TreePop(); @@ -2483,6 +2601,11 @@ static void ShowDemoWindowWidgets() IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); if (ImGui::TreeNode("Drag to reorder items (simple)")) { + // FIXME: there is temporary (usually single-frame) ID Conflict during reordering as a same item may be submitting twice. + // This code was always slightly faulty but in a way which was not easily noticeable. + // Until we fix this, enable ImGuiItemFlags_AllowDuplicateId to disable detecting the issue. + ImGui::PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); + // Simple reordering HelpMarker( "We don't use the drag and drop api at all here! " @@ -2504,6 +2627,8 @@ static void ShowDemoWindowWidgets() } } } + + ImGui::PopItemFlag(); ImGui::TreePop(); } @@ -2656,7 +2781,7 @@ static void ShowDemoWindowWidgets() static bool embed_all_inside_a_child_window = false; ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); if (embed_all_inside_a_child_window) - ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Border); + ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), ImGuiChildFlags_Borders); // Testing IsWindowFocused() function with its various flags. ImGui::BulletText( @@ -2704,7 +2829,7 @@ static void ShowDemoWindowWidgets() ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary)); - ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Border); + ImGui::BeginChild("child", ImVec2(0, 50), ImGuiChildFlags_Borders); ImGui::Text("This is another child window for testing the _ChildWindows flag."); ImGui::EndChild(); if (embed_all_inside_a_child_window) @@ -2991,9 +3116,14 @@ struct ExampleDualListBox } }; +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowMultiSelect() +//----------------------------------------------------------------------------- // Multi-selection demos // Also read: https://github.com/ocornut/imgui/wiki/Multi-Select -static void ShowDemoWindowMultiSelect() +//----------------------------------------------------------------------------- + +static void ShowDemoWindowMultiSelect(ImGuiDemoWindowData* demo_data) { IMGUI_DEMO_MARKER("Widgets/Selection State & Multi-Select"); if (ImGui::TreeNode("Selection State & Multi-Select")) @@ -3203,6 +3333,52 @@ static void ShowDemoWindowMultiSelect() ImGui::TreePop(); } + // Demonstrate using the clipper with BeginMultiSelect()/EndMultiSelect() + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (in a table)"); + if (ImGui::TreeNode("Multi-Select (in a table)")) + { + static ImGuiSelectionBasicStorage selection; + + const int ITEMS_COUNT = 10000; + ImGui::Text("Selection: %d/%d", selection.Size, ITEMS_COUNT); + if (ImGui::BeginTable("##Basket", 2, ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter)) + { + ImGui::TableSetupColumn("Object"); + ImGui::TableSetupColumn("Action"); + ImGui::TableSetupScrollFreeze(0, 1); + ImGui::TableHeadersRow(); + + ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, ITEMS_COUNT); + selection.ApplyRequests(ms_io); + + ImGuiListClipper clipper; + clipper.Begin(ITEMS_COUNT); + if (ms_io->RangeSrcItem != -1) + clipper.IncludeItemByIndex((int)ms_io->RangeSrcItem); // Ensure RangeSrc item is not clipped. + while (clipper.Step()) + { + for (int n = clipper.DisplayStart; n < clipper.DisplayEnd; n++) + { + ImGui::TableNextRow(); + ImGui::TableNextColumn(); + char label[64]; + sprintf(label, "Object %05d: %s", n, ExampleNames[n % IM_ARRAYSIZE(ExampleNames)]); + bool item_is_selected = selection.Contains((ImGuiID)n); + ImGui::SetNextItemSelectionUserData(n); + ImGui::Selectable(label, item_is_selected, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); + ImGui::TableNextColumn(); + ImGui::SmallButton("hello"); + } + } + + ms_io = ImGui::EndMultiSelect(); + selection.ApplyRequests(ms_io); + ImGui::EndTable(); + } + ImGui::TreePop(); + } + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (checkboxes)"); if (ImGui::TreeNode("Multi-Select (checkboxes)")) { @@ -3218,7 +3394,7 @@ static void ShowDemoWindowMultiSelect() ImGui::CheckboxFlags("ImGuiMultiSelectFlags_NoAutoClear", &flags, ImGuiMultiSelectFlags_NoAutoClear); ImGui::CheckboxFlags("ImGuiMultiSelectFlags_BoxSelect2d", &flags, ImGuiMultiSelectFlags_BoxSelect2d); // Cannot use ImGuiMultiSelectFlags_BoxSelect1d as checkboxes are varying width. - if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeY)) + if (ImGui::BeginChild("##Basket", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) { ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, -1, IM_ARRAYSIZE(items)); ImGuiSelectionExternalStorage storage_wrapper; @@ -3288,7 +3464,164 @@ static void ShowDemoWindowMultiSelect() // See ShowExampleAppAssetsBrowser() if (ImGui::TreeNode("Multi-Select (tiled assets browser)")) { - ImGui::BulletText("See 'Examples->Assets Browser' in menu"); + ImGui::Checkbox("Assets Browser", &demo_data->ShowAppAssetsBrowser); + ImGui::Text("(also access from 'Examples->Assets Browser' in menu)"); + ImGui::TreePop(); + } + + // Demonstrate supporting multiple-selection in a tree. + // - We don't use linear indices for selection user data, but our ExampleTreeNode* pointer directly! + // This showcase how SetNextItemSelectionUserData() never assume indices! + // - The difficulty here is to "interpolate" from RangeSrcItem to RangeDstItem in the SetAll/SetRange request. + // We want this interpolation to match what the user sees: in visible order, skipping closed nodes. + // This is implemented by our TreeGetNextNodeInVisibleOrder() user-space helper. + // - Important: In a real codebase aiming to implement full-featured selectable tree with custom filtering, you + // are more likely to build an array mapping sequential indices to visible tree nodes, since your + // filtering/search + clipping process will benefit from it. Having this will make this interpolation much easier. + // - Consider this a prototype: we are working toward simplifying some of it. + IMGUI_DEMO_MARKER("Widgets/Selection State/Multi-Select (trees)"); + if (ImGui::TreeNode("Multi-Select (trees)")) + { + HelpMarker( + "This is rather advanced and experimental. If you are getting started with multi-select," + "please don't start by looking at how to use it for a tree!\n\n" + "Future versions will try to simplify and formalize some of this."); + + struct ExampleTreeFuncs + { + static void DrawNode(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection) + { + ImGuiTreeNodeFlags tree_node_flags = ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; + tree_node_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Enable pressing left to jump to parent + if (node->Childs.Size == 0) + tree_node_flags |= ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_Leaf; + if (selection->Contains((ImGuiID)node->UID)) + tree_node_flags |= ImGuiTreeNodeFlags_Selected; + + // Using SetNextItemStorageID() to specify storage id, so we can easily peek into + // the storage holding open/close stage, using our TreeNodeGetOpen/TreeNodeSetOpen() functions. + ImGui::SetNextItemSelectionUserData((ImGuiSelectionUserData)(intptr_t)node); + ImGui::SetNextItemStorageID((ImGuiID)node->UID); + if (ImGui::TreeNodeEx(node->Name, tree_node_flags)) + { + for (ExampleTreeNode* child : node->Childs) + DrawNode(child, selection); + ImGui::TreePop(); + } + else if (ImGui::IsItemToggledOpen()) + { + TreeCloseAndUnselectChildNodes(node, selection); + } + } + + static bool TreeNodeGetOpen(ExampleTreeNode* node) + { + return ImGui::GetStateStorage()->GetBool((ImGuiID)node->UID); + } + + static void TreeNodeSetOpen(ExampleTreeNode* node, bool open) + { + ImGui::GetStateStorage()->SetBool((ImGuiID)node->UID, open); + } + + // When closing a node: 1) close and unselect all child nodes, 2) select parent if any child was selected. + // FIXME: This is currently handled by user logic but I'm hoping to eventually provide tree node + // features to do this automatically, e.g. a ImGuiTreeNodeFlags_AutoCloseChildNodes etc. + static int TreeCloseAndUnselectChildNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, int depth = 0) + { + // Recursive close (the test for depth == 0 is because we call this on a node that was just closed!) + int unselected_count = selection->Contains((ImGuiID)node->UID) ? 1 : 0; + if (depth == 0 || TreeNodeGetOpen(node)) + { + for (ExampleTreeNode* child : node->Childs) + unselected_count += TreeCloseAndUnselectChildNodes(child, selection, depth + 1); + TreeNodeSetOpen(node, false); + } + + // Select root node if any of its child was selected, otherwise unselect + selection->SetItemSelected((ImGuiID)node->UID, (depth == 0 && unselected_count > 0)); + return unselected_count; + } + + // Apply multi-selection requests + static void ApplySelectionRequests(ImGuiMultiSelectIO* ms_io, ExampleTreeNode* tree, ImGuiSelectionBasicStorage* selection) + { + for (ImGuiSelectionRequest& req : ms_io->Requests) + { + if (req.Type == ImGuiSelectionRequestType_SetAll) + { + if (req.Selected) + TreeSetAllInOpenNodes(tree, selection, req.Selected); + else + selection->Clear(); + } + else if (req.Type == ImGuiSelectionRequestType_SetRange) + { + ExampleTreeNode* first_node = (ExampleTreeNode*)(intptr_t)req.RangeFirstItem; + ExampleTreeNode* last_node = (ExampleTreeNode*)(intptr_t)req.RangeLastItem; + for (ExampleTreeNode* node = first_node; node != NULL; node = TreeGetNextNodeInVisibleOrder(node, last_node)) + selection->SetItemSelected((ImGuiID)node->UID, req.Selected); + } + } + } + + static void TreeSetAllInOpenNodes(ExampleTreeNode* node, ImGuiSelectionBasicStorage* selection, bool selected) + { + if (node->Parent != NULL) // Root node isn't visible nor selectable in our scheme + selection->SetItemSelected((ImGuiID)node->UID, selected); + if (node->Parent == NULL || TreeNodeGetOpen(node)) + for (ExampleTreeNode* child : node->Childs) + TreeSetAllInOpenNodes(child, selection, selected); + } + + // Interpolate in *user-visible order* AND only *over opened nodes*. + // If you have a sequential mapping tables (e.g. generated after a filter/search pass) this would be simpler. + // Here the tricks are that: + // - we store/maintain ExampleTreeNode::IndexInParent which allows implementing a linear iterator easily, without searches, without recursion. + // this could be replaced by a search in parent, aka 'int index_in_parent = curr_node->Parent->Childs.find_index(curr_node)' + // which would only be called when crossing from child to a parent, aka not too much. + // - we call SetNextItemStorageID() before our TreeNode() calls with an ID which doesn't relate to UI stack, + // making it easier to call TreeNodeGetOpen()/TreeNodeSetOpen() from any location. + static ExampleTreeNode* TreeGetNextNodeInVisibleOrder(ExampleTreeNode* curr_node, ExampleTreeNode* last_node) + { + // Reached last node + if (curr_node == last_node) + return NULL; + + // Recurse into childs. Query storage to tell if the node is open. + if (curr_node->Childs.Size > 0 && TreeNodeGetOpen(curr_node)) + return curr_node->Childs[0]; + + // Next sibling, then into our own parent + while (curr_node->Parent != NULL) + { + if (curr_node->IndexInParent + 1 < curr_node->Parent->Childs.Size) + return curr_node->Parent->Childs[curr_node->IndexInParent + 1]; + curr_node = curr_node->Parent; + } + return NULL; + } + + }; // ExampleTreeFuncs + + static ImGuiSelectionBasicStorage selection; + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); // Create tree once + ImGui::Text("Selection size: %d", selection.Size); + + if (ImGui::BeginChild("##Tree", ImVec2(-FLT_MIN, ImGui::GetFontSize() * 20), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY)) + { + ExampleTreeNode* tree = demo_data->DemoTree; + ImGuiMultiSelectFlags ms_flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect2d; + ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(ms_flags, selection.Size, -1); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + for (ExampleTreeNode* node : tree->Childs) + ExampleTreeFuncs::DrawNode(node, &selection); + ms_io = ImGui::EndMultiSelect(); + ExampleTreeFuncs::ApplySelectionRequests(ms_io, tree, &selection); + } + ImGui::EndChild(); + ImGui::TreePop(); } @@ -3308,7 +3641,7 @@ static void ShowDemoWindowMultiSelect() static bool use_deletion = true; static bool use_drag_drop = true; static bool show_in_table = false; - static bool show_color_button = false; + static bool show_color_button = true; static ImGuiMultiSelectFlags flags = ImGuiMultiSelectFlags_ClearOnEscape | ImGuiMultiSelectFlags_BoxSelect1d; static WidgetType widget_type = WidgetType_Selectable; @@ -3363,7 +3696,7 @@ static void ShowDemoWindowMultiSelect() { ImVec2 color_button_sz(ImGui::GetFontSize(), ImGui::GetFontSize()); if (widget_type == WidgetType_TreeNode) - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(ImGui::GetStyle().ItemSpacing.x, 0.0f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, 0.0f); ImGuiMultiSelectIO* ms_io = ImGui::BeginMultiSelect(flags, selection.Size, items.Size); selection.ApplyRequests(ms_io); @@ -3379,7 +3712,7 @@ static void ShowDemoWindowMultiSelect() ImGui::BeginTable("##Split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_NoPadOuterX); ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.70f); ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 0.30f); - //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(ImGui::GetStyle().ItemSpacing.x, 0.0f)); + //ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacingY, 0.0f); } ImGuiListClipper clipper; @@ -3525,6 +3858,10 @@ static void ShowDemoWindowMultiSelect() } } +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowLayout() +//----------------------------------------------------------------------------- + static void ShowDemoWindowLayout() { IMGUI_DEMO_MARKER("Layout"); @@ -3563,7 +3900,7 @@ static void ShowDemoWindowLayout() if (!disable_menu) window_flags |= ImGuiWindowFlags_MenuBar; ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); - ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Border, window_flags); + ImGui::BeginChild("ChildR", ImVec2(0, 260), ImGuiChildFlags_Borders, window_flags); if (!disable_menu && ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Menu")) @@ -3593,7 +3930,7 @@ static void ShowDemoWindowLayout() { HelpMarker("Drag bottom border to resize. Double-click bottom border to auto-fit to vertical contents."); ImGui::PushStyleColor(ImGuiCol_ChildBg, ImGui::GetStyleColorVec4(ImGuiCol_FrameBg)); - if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeY)) + if (ImGui::BeginChild("ResizableChild", ImVec2(-FLT_MIN, ImGui::GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) for (int n = 0; n < 10; n++) ImGui::Text("Line %04d", n); ImGui::PopStyleColor(); @@ -3611,7 +3948,7 @@ static void ShowDemoWindowLayout() ImGui::DragInt("Max Height (in Lines)", &max_height_in_lines, 0.2f); ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 1), ImVec2(FLT_MAX, ImGui::GetTextLineHeightWithSpacing() * max_height_in_lines)); - if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Border | ImGuiChildFlags_AutoResizeY)) + if (ImGui::BeginChild("ConstrainedChild", ImVec2(-FLT_MIN, 0.0f), ImGuiChildFlags_Borders | ImGuiChildFlags_AutoResizeY)) for (int n = 0; n < draw_lines; n++) ImGui::Text("Line %04d", n); ImGui::EndChild(); @@ -3629,11 +3966,11 @@ static void ShowDemoWindowLayout() { static int offset_x = 0; static bool override_bg_color = true; - static ImGuiChildFlags child_flags = ImGuiChildFlags_Border | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; + static ImGuiChildFlags child_flags = ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY; ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); ImGui::Checkbox("Override ChildBg color", &override_bg_color); - ImGui::CheckboxFlags("ImGuiChildFlags_Border", &child_flags, ImGuiChildFlags_Border); + ImGui::CheckboxFlags("ImGuiChildFlags_Borders", &child_flags, ImGuiChildFlags_Borders); ImGui::CheckboxFlags("ImGuiChildFlags_AlwaysUseWindowPadding", &child_flags, ImGuiChildFlags_AlwaysUseWindowPadding); ImGui::CheckboxFlags("ImGuiChildFlags_ResizeX", &child_flags, ImGuiChildFlags_ResizeX); ImGui::CheckboxFlags("ImGuiChildFlags_ResizeY", &child_flags, ImGuiChildFlags_ResizeY); @@ -3819,7 +4156,7 @@ static void ShowDemoWindowLayout() ImGui::Text("Manual wrapping:"); ImGuiStyle& style = ImGui::GetStyle(); int buttons_count = 20; - float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; + float window_visible_x2 = ImGui::GetCursorScreenPos().x + ImGui::GetContentRegionAvail().x; for (int n = 0; n < buttons_count; n++) { ImGui::PushID(n); @@ -3900,7 +4237,7 @@ static void ShowDemoWindowLayout() // down by FramePadding.y ahead of time) ImGui::AlignTextToFramePadding(); ImGui::Text("OK Blahblah"); ImGui::SameLine(); - ImGui::Button("Some framed item"); ImGui::SameLine(); + ImGui::Button("Some framed item##2"); ImGui::SameLine(); HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); // SmallButton() uses the same vertical padding as Text @@ -4043,7 +4380,7 @@ static void ShowDemoWindowLayout() const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); - const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Border, child_flags); + const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), ImGuiChildFlags_Borders, child_flags); if (ImGui::BeginMenuBar()) { ImGui::TextUnformatted("abc"); @@ -4090,7 +4427,7 @@ static void ShowDemoWindowLayout() float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); - bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Border, child_flags); + bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), ImGuiChildFlags_Borders, child_flags); if (scroll_to_off) ImGui::SetScrollX(scroll_to_off_px); if (scroll_to_pos) @@ -4132,7 +4469,7 @@ static void ShowDemoWindowLayout() ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f)); ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30); - ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Border, ImGuiWindowFlags_HorizontalScrollbar); + ImGui::BeginChild("scrolling", scrolling_child_size, ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar); for (int line = 0; line < lines; line++) { // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine() @@ -4278,7 +4615,7 @@ static void ShowDemoWindowLayout() } if (show_child) { - ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Border); + ImGui::BeginChild("child", ImVec2(0, 0), ImGuiChildFlags_Borders); ImGui::EndChild(); } ImGui::End(); @@ -4287,8 +4624,8 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } - IMGUI_DEMO_MARKER("Layout/Clipping"); - if (ImGui::TreeNode("Clipping")) + IMGUI_DEMO_MARKER("Layout/Text Clipping"); + if (ImGui::TreeNode("Text Clipping")) { static ImVec2 size(100.0f, 100.0f); static ImVec2 offset(30.0f, 30.0f); @@ -4384,6 +4721,10 @@ static void ShowDemoWindowLayout() } } +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowPopups() +//----------------------------------------------------------------------------- + static void ShowDemoWindowPopups() { IMGUI_DEMO_MARKER("Popups"); @@ -4760,8 +5101,8 @@ const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; static void PushStyleCompact() { ImGuiStyle& style = ImGui::GetStyle(); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f))); - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f))); + ImGui::PushStyleVarY(ImGuiStyleVar_FramePadding, (float)(int)(style.FramePadding.y * 0.60f)); + ImGui::PushStyleVarY(ImGuiStyleVar_ItemSpacing, (float)(int)(style.ItemSpacing.y * 0.60f)); } static void PopStyleCompact() @@ -4844,6 +5185,10 @@ static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered); } +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowTables() +//----------------------------------------------------------------------------- + static void ShowDemoWindowTables() { //ImGui::SetNextItemOpen(true, ImGuiCond_Once); @@ -5791,7 +6136,7 @@ static void ShowDemoWindowTables() for (int row = 0; row < 8; row++) { if ((row % 3) == 2) - ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(style.CellPadding.x, 20.0f)); + ImGui::PushStyleVarY(ImGuiStyleVar_CellPadding, 20.0f); ImGui::TableNextRow(ImGuiTableRowFlags_None); ImGui::TableNextColumn(); ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y); @@ -6070,7 +6415,11 @@ static void ShowDemoWindowTables() // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox. static bool column_selected[3] = {}; - // Instead of calling TableHeadersRow() we'll submit custom headers ourselves + // Instead of calling TableHeadersRow() we'll submit custom headers ourselves. + // (A different approach is also possible: + // - Specify ImGuiTableColumnFlags_NoHeaderLabel in some TableSetupColumn() call. + // - Call TableHeadersRow() normally. This will submit TableHeader() with no name. + // - Then call TableSetColumnIndex() to position yourself in the column and submit your stuff e.g. Checkbox().) ImGui::TableNextRow(ImGuiTableRowFlags_Headers); for (int column = 0; column < COLUMNS_COUNT; column++) { @@ -6085,6 +6434,7 @@ static void ShowDemoWindowTables() ImGui::PopID(); } + // Submit table contents for (int row = 0; row < 5; row++) { ImGui::TableNextRow(); @@ -6119,6 +6469,7 @@ static void ShowDemoWindowTables() ImGui::CheckboxFlags("_ScrollX", &table_flags, ImGuiTableFlags_ScrollX); ImGui::CheckboxFlags("_ScrollY", &table_flags, ImGuiTableFlags_ScrollY); ImGui::CheckboxFlags("_Resizable", &table_flags, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("_Sortable", &table_flags, ImGuiTableFlags_Sortable); ImGui::CheckboxFlags("_NoBordersInBody", &table_flags, ImGuiTableFlags_NoBordersInBody); ImGui::CheckboxFlags("_HighlightHoveredColumn", &table_flags, ImGuiTableFlags_HighlightHoveredColumn); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); @@ -6809,12 +7160,14 @@ static void ShowDemoWindowColumns() { if (h_borders && ImGui::GetColumnIndex() == 0) ImGui::Separator(); + ImGui::PushID(i); ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i); ImGui::Text("Width %.2f", ImGui::GetColumnWidth()); ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x); ImGui::Text("Offset %.2f", ImGui::GetColumnOffset()); ImGui::Text("Long text that is likely to clip"); ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f)); + ImGui::PopID(); ImGui::NextColumn(); } ImGui::Columns(1); @@ -6937,6 +7290,10 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } +//----------------------------------------------------------------------------- +// [SECTION] ShowDemoWindowInputs() +//----------------------------------------------------------------------------- + static void ShowDemoWindowInputs() { IMGUI_DEMO_MARKER("Inputs & Focus"); @@ -7133,7 +7490,8 @@ static void ShowDemoWindowInputs() IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); ImGuiMouseCursor current = ImGui::GetMouseCursor(); - ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); + const char* cursor_name = (current >= ImGuiMouseCursor_Arrow) && (current < ImGuiMouseCursor_COUNT) ? mouse_cursors_names[current] : "N/A"; + ImGui::Text("Current mouse cursor = %d: %s", current, cursor_name); ImGui::BeginDisabled(true); ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); ImGui::EndDisabled(); @@ -7358,6 +7716,7 @@ void ImGui::ShowAboutWindow(bool* p_open) #endif #ifdef __EMSCRIPTEN__ ImGui::Text("define: __EMSCRIPTEN__"); + ImGui::Text("Emscripten: %d.%d.%d", __EMSCRIPTEN_major__, __EMSCRIPTEN_minor__, __EMSCRIPTEN_tiny__); #endif ImGui::Separator(); ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); @@ -7523,6 +7882,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f"); ImGui::SliderFloat("TabBarBorderSize", &style.TabBarBorderSize, 0.0f, 2.0f, "%.0f"); + ImGui::SliderFloat("TabBarOverlineSize", &style.TabBarOverlineSize, 0.0f, 2.0f, "%.0f"); + ImGui::SameLine(); HelpMarker("Overline is only drawn over the selected tab when ImGuiTabBarFlags_DrawSelectedOverline is set."); ImGui::SeparatorText("Rounding"); ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f"); @@ -7610,7 +7971,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) "Right-click to open edit options menu."); ImGui::SetNextWindowSizeConstraints(ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 10), ImVec2(FLT_MAX, FLT_MAX)); - ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Border | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + ImGui::BeginChild("##colors", ImVec2(0, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); ImGui::PushItemWidth(ImGui::GetFontSize() * -12); for (int i = 0; i < ImGuiCol_COUNT; i++) { @@ -7844,7 +8205,7 @@ static void ShowExampleMenuFile() { static bool enabled = true; ImGui::MenuItem("Enabled", "", &enabled); - ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Border); + ImGui::BeginChild("child", ImVec2(0, 60), ImGuiChildFlags_Borders); for (int i = 0; i < 10; i++) ImGui::Text("Scrolling Text %d", i); ImGui::EndChild(); @@ -8441,7 +8802,7 @@ static void ShowExampleAppLayout(bool* p_open) // Left static int selected = 0; { - ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeX); + ImGui::BeginChild("left pane", ImVec2(150, 0), ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeX); for (int i = 0; i < 100; i++) { // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav @@ -8484,190 +8845,133 @@ static void ShowExampleAppLayout(bool* p_open) ImGui::End(); } -//----------------------------------------------------------------------------- -// [SECTION] Helpers: ExampleTreeNode, ExampleMemberInfo (for use by Property Editor etc.) -//----------------------------------------------------------------------------- - -// Simple representation for a tree -// (this is designed to be simple to understand for our demos, not to be efficient etc.) -struct ExampleTreeNode -{ - char Name[28]; - ImGuiID UID = 0; - ExampleTreeNode* Parent = NULL; - ImVector Childs; - - // Data - bool HasData = false; // All leaves have data - bool DataIsEnabled = false; - int DataInt = 128; - ImVec2 DataVec2 = ImVec2(0.0f, 3.141592f); -}; - -// Simple representation of struct metadata/serialization data. -// (this is a minimal version of what a typical advanced application may provide) -struct ExampleMemberInfo -{ - const char* Name; - ImGuiDataType DataType; - int DataCount; - int Offset; -}; - -// Metadata description of ExampleTreeNode struct. -static const ExampleMemberInfo ExampleTreeNodeMemberInfos[] -{ - { "Enabled", ImGuiDataType_Bool, 1, offsetof(ExampleTreeNode, DataIsEnabled) }, - { "MyInt", ImGuiDataType_S32, 1, offsetof(ExampleTreeNode, DataInt) }, - { "MyVec2", ImGuiDataType_Float, 2, offsetof(ExampleTreeNode, DataVec2) }, -}; - -static ExampleTreeNode* ExampleTree_CreateNode(const char* name, const ImGuiID uid, ExampleTreeNode* parent) -{ - ExampleTreeNode* node = IM_NEW(ExampleTreeNode); - snprintf(node->Name, IM_ARRAYSIZE(node->Name), "%s", name); - node->UID = uid; - node->Parent = parent; - if (parent) - parent->Childs.push_back(node); - return node; -} - -// Create example tree data -static ExampleTreeNode* ExampleTree_CreateDemoTree() -{ - static const char* root_names[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; - char name_buf[32]; - ImGuiID uid = 0; - ExampleTreeNode* node_L0 = ExampleTree_CreateNode("", ++uid, NULL); - for (int idx_L0 = 0; idx_L0 < IM_ARRAYSIZE(root_names) * 2; idx_L0++) - { - snprintf(name_buf, 32, "%s %d", root_names[idx_L0 / 2], idx_L0 % 2); - ExampleTreeNode* node_L1 = ExampleTree_CreateNode(name_buf, ++uid, node_L0); - const int number_of_childs = (int)strlen(node_L1->Name); - for (int idx_L1 = 0; idx_L1 < number_of_childs; idx_L1++) - { - snprintf(name_buf, 32, "Child %d", idx_L1); - ExampleTreeNode* node_L2 = ExampleTree_CreateNode(name_buf, ++uid, node_L1); - node_L2->HasData = true; - if (idx_L1 == 0) - { - snprintf(name_buf, 32, "Sub-child %d", 0); - ExampleTreeNode* node_L3 = ExampleTree_CreateNode(name_buf, ++uid, node_L2); - node_L3->HasData = true; - } - } - } - return node_L0; -} - //----------------------------------------------------------------------------- // [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() //----------------------------------------------------------------------------- // Some of the interactions are a bit lack-luster: -// - We would want the table scrolling window to use NavFlattened. // - We would want pressing validating or leaving the filter to somehow restore focus. // - We may want more advanced filtering (child nodes) and clipper support: both will need extra work. +// - We would want to customize some keyboard interactions to easily keyboard navigate between the tree and the properties. //----------------------------------------------------------------------------- struct ExampleAppPropertyEditor { ImGuiTextFilter Filter; + ExampleTreeNode* VisibleNode = NULL; void Draw(ExampleTreeNode* root_node) { - ImGui::SetNextItemWidth(-FLT_MIN); - ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); - ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); - if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) - Filter.Build(); - ImGui::PopItemFlag(); - - ImGuiTableFlags table_flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg; - if (ImGui::BeginTable("##split", 2, table_flags)) + // Left side: draw tree + // - Currently using a table to benefit from RowBg feature + if (ImGui::BeginChild("##tree", ImVec2(300, 0), ImGuiChildFlags_ResizeX | ImGuiChildFlags_Borders | ImGuiChildFlags_NavFlattened)) { - ImGui::TableSetupColumn("Object", ImGuiTableColumnFlags_WidthStretch, 1.0f); - ImGui::TableSetupColumn("Contents", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger - //ImGui::TableSetupScrollFreeze(0, 1); - //ImGui::TableHeadersRow(); + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_F, ImGuiInputFlags_Tooltip); + ImGui::PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true); + if (ImGui::InputTextWithHint("##Filter", "incl,-excl", Filter.InputBuf, IM_ARRAYSIZE(Filter.InputBuf), ImGuiInputTextFlags_EscapeClearsAll)) + Filter.Build(); + ImGui::PopItemFlag(); - for (ExampleTreeNode* node : root_node->Childs) - if (Filter.PassFilter(node->Name)) // Filter root node - DrawTreeNode(node); - ImGui::EndTable(); + if (ImGui::BeginTable("##bg", 1, ImGuiTableFlags_RowBg)) + { + for (ExampleTreeNode* node : root_node->Childs) + if (Filter.PassFilter(node->Name)) // Filter root node + DrawTreeNode(node); + ImGui::EndTable(); + } } + ImGui::EndChild(); + + // Right side: draw properties + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + if (ExampleTreeNode* node = VisibleNode) + { + ImGui::Text("%s", node->Name); + ImGui::TextDisabled("UID: 0x%08X", node->UID); + ImGui::Separator(); + if (ImGui::BeginTable("##properties", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY)) + { + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed); + ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthStretch, 2.0f); // Default twice larger + if (node->HasData) + { + // In a typical application, the structure description would be derived from a data-driven system. + // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. + // - Limits and some details are hard-coded to simplify the demo. + for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) + { + ImGui::TableNextRow(); + ImGui::PushID(field_desc.Name); + ImGui::TableNextColumn(); + ImGui::AlignTextToFramePadding(); + ImGui::TextUnformatted(field_desc.Name); + ImGui::TableNextColumn(); + void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); + switch (field_desc.DataType) + { + case ImGuiDataType_Bool: + { + IM_ASSERT(field_desc.DataCount == 1); + ImGui::Checkbox("##Editor", (bool*)field_ptr); + break; + } + case ImGuiDataType_S32: + { + int v_min = INT_MIN, v_max = INT_MAX; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); + break; + } + case ImGuiDataType_Float: + { + float v_min = 0.0f, v_max = 1.0f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); + break; + } + } + ImGui::PopID(); + } + } + ImGui::EndTable(); + } + } + ImGui::EndGroup(); } void DrawTreeNode(ExampleTreeNode* node) { - // Object tree node - ImGui::PushID((int)node->UID); ImGui::TableNextRow(); - ImGui::TableSetColumnIndex(0); - ImGui::AlignTextToFramePadding(); + ImGui::TableNextColumn(); + ImGui::PushID(node->UID); ImGuiTreeNodeFlags tree_flags = ImGuiTreeNodeFlags_None; - tree_flags |= ImGuiTreeNodeFlags_SpanAllColumns | ImGuiTreeNodeFlags_AllowOverlap; // Highlight whole row for visibility tree_flags |= ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick; // Standard opening mode as we are likely to want to add selection afterwards tree_flags |= ImGuiTreeNodeFlags_NavLeftJumpsBackHere; // Left arrow support - bool node_open = ImGui::TreeNodeEx("##Object", tree_flags, "%s", node->Name); - ImGui::TableSetColumnIndex(1); - ImGui::TextDisabled("UID: 0x%08X", node->UID); - - // Display child and data + if (node == VisibleNode) + tree_flags |= ImGuiTreeNodeFlags_Selected; + if (node->Childs.Size == 0) + tree_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet; + if (node->DataMyBool == false) + ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyle().Colors[ImGuiCol_TextDisabled]); + bool node_open = ImGui::TreeNodeEx("", tree_flags, "%s", node->Name); + if (node->DataMyBool == false) + ImGui::PopStyleColor(); + if (ImGui::IsItemFocused()) + VisibleNode = node; if (node_open) + { for (ExampleTreeNode* child : node->Childs) DrawTreeNode(child); - if (node_open && node->HasData) - { - // In a typical application, the structure description would be derived from a data-driven system. - // - We try to mimic this with our ExampleMemberInfo structure and the ExampleTreeNodeMemberInfos[] array. - // - Limits and some details are hard-coded to simplify the demo. - // - Text and Selectable are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the selectable lines equal high. - for (const ExampleMemberInfo& field_desc : ExampleTreeNodeMemberInfos) - { - ImGui::TableNextRow(); - ImGui::TableSetColumnIndex(0); - ImGui::AlignTextToFramePadding(); - ImGui::PushItemFlag(ImGuiItemFlags_NoTabStop | ImGuiItemFlags_NoNav, true); - ImGui::Selectable(field_desc.Name, false, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap); - ImGui::PopItemFlag(); - ImGui::TableSetColumnIndex(1); - ImGui::PushID(field_desc.Name); - void* field_ptr = (void*)(((unsigned char*)node) + field_desc.Offset); - switch (field_desc.DataType) - { - case ImGuiDataType_Bool: - { - IM_ASSERT(field_desc.DataCount == 1); - ImGui::Checkbox("##Editor", (bool*)field_ptr); - break; - } - case ImGuiDataType_S32: - { - int v_min = INT_MIN, v_max = INT_MAX; - ImGui::SetNextItemWidth(-FLT_MIN); - ImGui::DragScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, 1.0f, &v_min, &v_max); - break; - } - case ImGuiDataType_Float: - { - float v_min = 0.0f, v_max = 1.0f; - ImGui::SetNextItemWidth(-FLT_MIN); - ImGui::SliderScalarN("##Editor", field_desc.DataType, field_ptr, field_desc.DataCount, &v_min, &v_max); - break; - } - } - ImGui::PopID(); - } - } - if (node_open) ImGui::TreePop(); + } ImGui::PopID(); } }; // Demonstrate creating a simple property editor. -static void ShowExampleAppPropertyEditor(bool* p_open) +static void ShowExampleAppPropertyEditor(bool* p_open, ImGuiDemoWindowData* demo_data) { ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Property editor", p_open)) @@ -8678,8 +8982,9 @@ static void ShowExampleAppPropertyEditor(bool* p_open) IMGUI_DEMO_MARKER("Examples/Property Editor"); static ExampleAppPropertyEditor property_editor; - static ExampleTreeNode* tree_data = ExampleTree_CreateDemoTree(); - property_editor.Draw(tree_data); + if (demo_data->DemoTree == NULL) + demo_data->DemoTree = ExampleTree_CreateDemoTree(); + property_editor.Draw(demo_data->DemoTree); ImGui::End(); } @@ -9172,7 +9477,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) // To use a child window instead we could use, e.g: // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color - // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_NoMove); + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); // ImGui::PopStyleColor(); // ImGui::PopStyleVar(); // [...] @@ -9824,7 +10129,7 @@ struct ExampleAssetsBrowser ImGuiIO& io = ImGui::GetIO(); ImGui::SetNextWindowContentSize(ImVec2(0.0f, LayoutOuterPadding + LayoutLineCount * (LayoutItemSize.x + LayoutItemSpacing))); - if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Border, ImGuiWindowFlags_NoMove)) + if (ImGui::BeginChild("Assets", ImVec2(0.0f, -ImGui::GetTextLineHeightWithSpacing()), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove)) { ImDrawList* draw_list = ImGui::GetWindowDrawList(); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 69e4f854c..a681059bb 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 WIP +// dear imgui, v1.91.2 WIP // (drawing and font code) /* @@ -526,7 +526,6 @@ void ImDrawList::_OnChangedClipRect() CmdBuffer.pop_back(); return; } - curr_cmd->ClipRect = _CmdHeader.ClipRect; } @@ -549,7 +548,6 @@ void ImDrawList::_OnChangedTextureID() CmdBuffer.pop_back(); return; } - curr_cmd->TextureId = _CmdHeader.TextureId; } @@ -625,6 +623,15 @@ void ImDrawList::PopTextureID() _OnChangedTextureID(); } +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID(). +void ImDrawList::_SetTextureID(ImTextureID texture_id) +{ + if (_CmdHeader.TextureId == texture_id) + return; + _CmdHeader.TextureId = texture_id; + _OnChangedTextureID(); +} + // Reserve space for a number of vertices and indices. // You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or // submit the intermediate results. PrimUnreserve() can be used to release unused allocations. @@ -2815,8 +2822,9 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) { // Check for valid range. This may also help detect *some* dangling pointers, because a common - // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent. - IM_ASSERT(src_range[0] <= src_range[1]); + // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, + // or to forget to zero-terminate the glyph range array. + IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); } dst_tmp.SrcCount++; diff --git a/imgui_internal.h b/imgui_internal.h index b44d7b258..b54848635 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 WIP +// dear imgui, v1.91.2 WIP // (internal structures/api) // You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. @@ -94,6 +94,7 @@ Index of this file: #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #endif // In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h @@ -197,24 +198,6 @@ typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #endif -//------------------------------------------------------------------------- -// [SECTION] STB libraries includes -//------------------------------------------------------------------------- - -namespace ImStb -{ - -#undef IMSTB_TEXTEDIT_STRING -#undef IMSTB_TEXTEDIT_CHARTYPE -#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState -#define IMSTB_TEXTEDIT_CHARTYPE ImWchar -#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) -#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 -#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 -#include "imstb_textedit.h" - -} // namespace ImStb - //----------------------------------------------------------------------------- // [SECTION] Macros //----------------------------------------------------------------------------- @@ -383,11 +366,12 @@ IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) -IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line (ImWchar string) +IMGUI_API const char* ImStrbol(const char* buf_mid_line, const char* buf_begin); // Find beginning-of-line IM_MSVC_RUNTIME_CHECKS_OFF static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +static inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); } IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Formatting @@ -969,6 +953,7 @@ enum ImGuiTreeNodeFlagsPrivate_ { ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 28,// FIXME-WIP: Hard-coded for CollapsingHeader() ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 29,// FIXME-WIP: Turn Down arrow into an Up arrow, but reversed trees (#6517) + ImGuiTreeNodeFlags_OpenOnMask_ = ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_OpenOnArrow, }; enum ImGuiSeparatorFlags_ @@ -1107,20 +1092,31 @@ struct IMGUI_API ImGuiInputTextDeactivatedState ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } void ClearFreeMemory() { ID = 0; TextA.clear(); } }; + +// Forward declare imstb_textedit.h structure + make its main configuration define accessible +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE char +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 +namespace ImStb { struct STB_TexteditState; } +typedef ImStb::STB_TexteditState ImStbTexteditState; + // Internal state of the currently focused/edited text input box // For a given item ID, access with ImGui::GetInputTextState() struct IMGUI_API ImGuiInputTextState { ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). + ImStbTexteditState* Stb; // State for stb_textedit.h ImGuiID ID; // widget id owning the text state - int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. - ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. - ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. + int CurLenA; // UTF-8 length of the string in TextA (in bytes) + ImVector TextA; // main UTF8 buffer. ImVector InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered) - bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) + ImVector CallbackTextBackup; // temporary storage for callback to support automatic reconcile of undo-stack int BufCapacityA; // end-user buffer capacity - float ScrollX; // horizontal scrolling/offset - ImStb::STB_TexteditState Stb; // state for stb_textedit.h + ImVec2 Scroll; // horizontal offset (managed manually) + vertical scrolling (pulled from child window's own Scroll.y) float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection @@ -1130,32 +1126,31 @@ struct IMGUI_API ImGuiInputTextState int ReloadSelectionStart; // POSITIONS ARE IN IMWCHAR units *NOT* UTF-8 this is why this is not exposed yet. int ReloadSelectionEnd; - ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } - void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } - void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } - int GetUndoAvailCount() const { return Stb.undostate.undo_point; } - int GetRedoAvailCount() const { return IMSTB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + ImGuiInputTextState(); + ~ImGuiInputTextState(); + void ClearText() { CurLenA = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextA.clear(); InitialTextA.clear(); } void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + void OnCharPressed(unsigned int c); // Cursor & Selection - void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking - void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } - bool HasSelection() const { return Stb.select_start != Stb.select_end; } - void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } - int GetCursorPos() const { return Stb.cursor; } - int GetSelectionStart() const { return Stb.select_start; } - int GetSelectionEnd() const { return Stb.select_end; } - void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } + void CursorAnimReset(); + void CursorClamp(); + bool HasSelection() const; + void ClearSelection(); + int GetCursorPos() const; + int GetSelectionStart() const; + int GetSelectionEnd() const; + void SelectAll(); // Reload user buf (WIP #2890) // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this) // strcpy(my_buf, "hello"); // if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item // state->ReloadUserBufAndSelectAll(); - void ReloadUserBufAndSelectAll() { ReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } - void ReloadUserBufAndKeepSelection() { ReloadUserBuf = true; ReloadSelectionStart = Stb.select_start; ReloadSelectionEnd = Stb.select_end; } - void ReloadUserBufAndMoveToEnd() { ReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } - + void ReloadUserBufAndSelectAll(); + void ReloadUserBufAndKeepSelection(); + void ReloadUserBufAndMoveToEnd(); }; enum ImGuiWindowRefreshFlags_ @@ -1214,6 +1209,7 @@ enum ImGuiNextItemDataFlags_ ImGuiNextItemDataFlags_HasOpen = 1 << 1, ImGuiNextItemDataFlags_HasShortcut = 1 << 2, ImGuiNextItemDataFlags_HasRefVal = 1 << 3, + ImGuiNextItemDataFlags_HasStorageID = 1 << 4, }; struct ImGuiNextItemData @@ -1229,6 +1225,7 @@ struct ImGuiNextItemData bool OpenVal; // Set by SetNextItemOpen() ImU8 OpenCond; // Set by SetNextItemOpen() ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal + ImGuiID StorageId; // Set by SetNextItemStorageID() ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! @@ -1354,8 +1351,8 @@ typedef ImBitArray ImBitAr #define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift #define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 #define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 -#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown -#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight +#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown) +#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight) #define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft #define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp @@ -1718,6 +1715,7 @@ struct ImGuiBoxSelectState bool IsActive; bool IsStarting; bool IsStartedFromVoid; // Starting click was not from an item. + bool IsStartedSetNavIdOnce; bool RequestClear; ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic. ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling) @@ -1750,6 +1748,7 @@ struct IMGUI_API ImGuiMultiSelectTempData ImGuiMultiSelectFlags Flags; ImVec2 ScopeRectMin; ImVec2 BackupCursorMaxPos; + ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges. ImGuiID BoxSelectId; ImGuiKeyChord KeyMods; ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all. @@ -1759,7 +1758,6 @@ struct IMGUI_API ImGuiMultiSelectTempData bool NavIdPassedBy; bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem. bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set. - ImGuiSelectionUserData BoxSelectLastitem; // Copy of last submitted item data, used to merge output ranges. ImGuiMultiSelectTempData() { Clear(); } void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation. @@ -1801,23 +1799,28 @@ struct ImGuiViewportP : public ImGuiViewport ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. ImDrawData DrawDataP; ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData - ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) - ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). - ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. - ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. + + // Per-viewport work area + // - Insets are >= 0.0f values, distance from viewport corners to work area. + // - BeginMainMenuBar() and DockspaceOverViewport() tend to use work area to avoid stepping over existing contents. + // - Generally 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + ImVec2 WorkInsetMin; // Work Area inset locked for the frame. GetWorkRect() always fits within GetMainRect(). + ImVec2 WorkInsetMax; // " + ImVec2 BuildWorkInsetMin; // Work Area inset accumulator for current frame, to become next frame's WorkInset + ImVec2 BuildWorkInsetMax; // " ImGuiViewportP() { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; } ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) - ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } - ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } - void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields + ImVec2 CalcWorkRectPos(const ImVec2& inset_min) const { return ImVec2(Pos.x + inset_min.x, Pos.y + inset_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& inset_min, const ImVec2& inset_max) const { return ImVec2(ImMax(0.0f, Size.x - inset_min.x - inset_max.x), ImMax(0.0f, Size.y - inset_min.y - inset_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkInsetMin); WorkSize = CalcWorkRectSize(WorkInsetMin, WorkInsetMax); } // Update public fields // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } - ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkInsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkInsetMin, BuildWorkInsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } }; //----------------------------------------------------------------------------- @@ -1871,6 +1874,7 @@ enum ImGuiLocKey : int ImGuiLocKey_WindowingMainMenuBar, ImGuiLocKey_WindowingPopup, ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_OpenLink_s, ImGuiLocKey_CopyLink, ImGuiLocKey_COUNT }; @@ -1989,6 +1993,7 @@ struct ImGuiContext bool Initialized; bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; + ImGuiPlatformIO PlatformIO; ImGuiStyle Style; ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. @@ -2037,9 +2042,11 @@ struct ImGuiContext ImVec2 WheelingAxisAvg; // Item/widgets state and tracking information + ImGuiID DebugDrawIdConflicts; // Set when we detect multiple items with the same identifier ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; + int HoveredIdPreviousFrameItemCount; // Count numbers of items using the same ID as last frame's hovered id float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active bool HoveredIdAllowOverlap; @@ -2079,9 +2086,7 @@ struct ImGuiContext ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations) ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' -#endif + //ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' // Next window/item data ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. @@ -2271,7 +2276,7 @@ struct ImGuiContext // Platform support ImGuiPlatformImeData PlatformImeData; // Data updated by current frame - ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the io.PlatformSetImeDataFn() handler. + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data. When changed we call the platform_io.Platform_SetImeDataFn() handler. // Settings bool SettingsLoaded; @@ -2362,8 +2367,10 @@ struct ImGuiContext WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; WheelingWindowReleaseTimer = 0.0f; + DebugDrawIdConflicts = 0; DebugHookIdInfo = 0; HoveredId = HoveredIdPreviousFrame = 0; + HoveredIdPreviousFrameItemCount = 0; HoveredIdAllowOverlap = false; HoveredIdIsDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; @@ -2393,9 +2400,6 @@ struct ImGuiContext ActiveIdUsingNavDirMask = 0x00; ActiveIdUsingAllKeyboardKeys = false; -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - ActiveIdUsingNavInputMask = 0x00; -#endif CurrentFocusScopeId = 0; CurrentItemFlags = ImGuiItemFlags_None; @@ -2611,7 +2615,7 @@ struct IMGUI_API ImGuiWindow ImVec2 WindowPadding; // Window padding at the time of Begin(). float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. float WindowBorderSize; // Window border size at the time of Begin(). - float TitleBarHeight, MenuBarHeight; + float TitleBarHeight, MenuBarHeight; // Note that those used to be function before 2024/05/28. If you have old code calling TitleBarHeight() you can change it to TitleBarHeight. float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). @@ -2708,6 +2712,7 @@ public: ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); ImGuiID GetID(int n); + ImGuiID GetIDFromPos(const ImVec2& p_abs); ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWindow. @@ -2819,6 +2824,7 @@ struct ImGuiTableColumn float MaxX; float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() float WidthAuto; // Automatic width + float WidthMax; // Maximum width (FIXME: overwritten by each instance) float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). ImRect ClipRect; // Clipping rectangle for the column @@ -3117,8 +3123,8 @@ namespace ImGui inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } - inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); } + inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } // Windows: Display Order and Focus Order IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); @@ -3194,7 +3200,7 @@ namespace ImGui //#endif // Basic Accessors - inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } @@ -3220,7 +3226,6 @@ namespace ImGui IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API void PushMultiItemsWidths(int components, float width_full); - IMGUI_API ImVec2 GetContentRegionMaxAbs(); IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); // Parameter stacks (shared) @@ -3299,7 +3304,7 @@ namespace ImGui inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } - inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + inline bool IsLRModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } ImGuiKeyChord FixupKeyChord(ImGuiKeyChord key_chord); inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) { @@ -3337,7 +3342,7 @@ namespace ImGui IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); - IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } @@ -3401,12 +3406,14 @@ namespace ImGui IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); // Box-Select API - IMGUI_API bool BeginBoxSelect(ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); + IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags); IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags); // Multi-Select API IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags); IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed); + IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected); + IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item); inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; } inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); } @@ -3461,7 +3468,7 @@ namespace ImGui IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); - IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API float TableCalcMaxColumnWidth(const ImGuiTable* table, int column_n); IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); IMGUI_API void TableRemove(ImGuiTable* table); @@ -3506,7 +3513,7 @@ namespace ImGui IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); - IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders = true, float rounding = 0.0f); IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_None); // Navigation highlight @@ -3548,7 +3555,7 @@ namespace ImGui IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); // Widgets: Tree Nodes - IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); IMGUI_API void TreePushOverrideID(ImGuiID id); IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id); IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open); diff --git a/imgui_tables.cpp b/imgui_tables.cpp index ce6fed1ea..9a6e06a2d 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 WIP +// dear imgui, v1.91.2 WIP // (tables and columns code) /* @@ -460,16 +460,27 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); - // Make left and top borders not overlap our contents by offsetting HostClipRect (#6765) + // 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 @@ -497,7 +508,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width table->InnerClipRect.ClipWithFull(table->HostClipRect); - table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y; + table->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() @@ -1059,16 +1070,12 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) continue; } - // Detect hovered column - if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) - table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; - // Lock start position column->MinX = offset_x; // Lock width based on start position and minimum/maximum width for this position - float max_width = TableGetMaxColumnWidth(table, column_n); - column->WidthGiven = ImMin(column->WidthGiven, max_width); + column->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; @@ -1117,8 +1124,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->Flags |= ImGuiTableColumnFlags_IsVisible; if (column->SortOrder != -1) column->Flags |= ImGuiTableColumnFlags_IsSorted; - if (table->HoveredColumnBody == column_n) + + // 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 @@ -1249,7 +1261,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) if (table->Flags & ImGuiTableFlags_NoClip) table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); else - inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); + inner_window->DrawList->PushClipRect(inner_window->InnerClipRect.Min, inner_window->InnerClipRect.Max, false); } // Process hit-testing on resizing borders. Actual size change will be applied in EndTable() @@ -1996,34 +2008,37 @@ void ImGui::TableEndRow(ImGuiTable* table) // We need to do that in TableEndRow() instead of TableBeginRow() so the list clipper can mark end of row and // get the new cursor position. if (unfreeze_rows_request) + { for (int column_n = 0; column_n < table->ColumnsCount; column_n++) table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; - if (unfreeze_rows_actual) - { - IM_ASSERT(table->IsUnfrozenRows == false); const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); - table->IsUnfrozenRows = true; table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; - // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect - table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); - table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; - table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; - IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); - - float row_height = table->RowPosY2 - table->RowPosY1; - table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; - table->RowPosY1 = table->RowPosY2 - row_height; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (unfreeze_rows_actual) { - ImGuiTableColumn* column = &table->Columns[column_n]; - column->DrawChannelCurrent = column->DrawChannelUnfrozen; - column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; - } + IM_ASSERT(table->IsUnfrozenRows == false); + table->IsUnfrozenRows = true; - // 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); + // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect + table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); + table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); + + float row_height = table->RowPosY2 - table->RowPosY1; + table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; + table->RowPosY1 = table->RowPosY2 - row_height; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + column->DrawChannelCurrent = column->DrawChannelUnfrozen; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + } + + // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y + SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + } } if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) @@ -2192,8 +2207,8 @@ void ImGui::TableEndCell(ImGuiTable* table) // Note that actual columns widths are computed in TableUpdateLayout(). //------------------------------------------------------------------------- -// Maximum column content width given current layout. Use column->MinX so this value on a per-column basis. -float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) +// 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; @@ -2255,7 +2270,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width) // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) IM_ASSERT(table->MinColumnWidth > 0.0f); const float min_width = table->MinColumnWidth; - const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n)); + 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; @@ -2740,7 +2755,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table) const ImU32 outer_col = table->BorderColorStrong; if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) { - inner_drawlist->AddRect(outer_border.Min, outer_border.Max + ImVec2(1, 1), outer_col, 0.0f, 0, border_size); + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); } else if (table->Flags & ImGuiTableFlags_BordersOuterV) { @@ -3004,7 +3019,8 @@ float ImGui::TableGetHeaderAngledMaxLabelWidth() // The intent is that advanced users willing to create customized headers would not need to use this helper // and can create their own! For example: TableHeader() may be preceded by Checkbox() or other custom widgets. // See 'Demo->Tables->Custom headers' for a demonstration of implementing a custom version of this. -// This code is constructed to not make much use of internal functions, as it is intended to be a template to copy. +// 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() { @@ -3012,7 +3028,8 @@ void ImGui::TableHeadersRow() ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); - // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout) + // 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); @@ -3029,8 +3046,7 @@ void ImGui::TableHeadersRow() if (!TableSetColumnIndex(column_n)) continue; - // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) - // In your own code you may omit the PushID/PopID all-together, provided you know they won't collide. + // 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); @@ -4393,7 +4409,7 @@ void ImGui::EndColumns() { ButtonBehavior(column_hit_rect, column_id, &hovered, &held); if (hovered || held) - g.MouseCursor = ImGuiMouseCursor_ResizeEW; + SetMouseCursor(ImGuiMouseCursor_ResizeEW); if (held && !(column->Flags & ImGuiOldColumnFlags_NoResize)) dragging_column = n; } @@ -4425,12 +4441,12 @@ void ImGui::EndColumns() NavUpdateCurrentWindowIsScrollPushableX(); } -void ImGui::Columns(int columns_count, const char* id, bool border) +void ImGui::Columns(int columns_count, const char* id, bool borders) { ImGuiWindow* window = GetCurrentWindow(); IM_ASSERT(columns_count >= 1); - ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); + 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) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 637295e7a..4156ce8af 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.91.0 WIP +// dear imgui, v1.91.2 WIP // (widgets code) /* @@ -128,7 +128,7 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); // For InputTextEx() static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, bool input_source_is_clipboard = false); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); -static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. @@ -567,8 +567,14 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool SetActiveID(id, window); g.ActiveIdMouseButton = mouse_button_clicked; if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { SetFocusID(id, window); - FocusWindow(window); + FocusWindow(window); + } + else + { + 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)) { @@ -577,10 +583,16 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool ClearActiveID(); else SetActiveID(id, window); // Hold on ID - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); g.ActiveIdMouseButton = mouse_button_clicked; - FocusWindow(window); + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + { + SetFocusID(id, window); + FocusWindow(window); + } + else + { + 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) @@ -1096,28 +1108,24 @@ bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const I #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Legacy API obsoleted in 1.89. Two differences with new ImageButton() -// - new ImageButton() requires an explicit 'const char* str_id' Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID) -// - new ImageButton() always use style.FramePadding Old ImageButton() had an override argument. -// If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions. +// - 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) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->SkipItems) - return false; - // Default to using texture ID as ID. User can still push string/integer prefixes. PushID((void*)(intptr_t)user_texture_id); - const ImGuiID id = window->GetID("#image"); - PopID(); - if (frame_padding >= 0) PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); - bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col); + 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) @@ -1413,6 +1421,9 @@ bool ImGui::TextLink(const char* label) bool pressed = ButtonBehavior(bb, id, &hovered, &held); RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_None); + if (hovered) + SetMouseCursor(ImGuiMouseCursor_Hand); + ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink]; ImVec4 line_colf = text_colf; { @@ -1447,9 +1458,9 @@ void ImGui::TextLinkOpenURL(const char* label, const char* url) if (url == NULL) url = label; if (TextLink(label)) - if (g.IO.PlatformOpenInShellFn != NULL) - g.IO.PlatformOpenInShellFn(&g, url); - SetItemTooltip("%s", url); // It is more reassuring for user to _always_ display URL when we same as label + if (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))) @@ -1929,7 +1940,7 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; - PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text + PushStyleVarX(ImGuiStyleVar_WindowPadding, g.Style.FramePadding.x); // Horizontally align ourselves with the framed text bool ret = Begin(name, NULL, window_flags); PopStyleVar(); if (!ret) @@ -3540,6 +3551,8 @@ int ImParseFormatPrecision(const char* fmt, int default_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. @@ -3550,6 +3563,7 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* ClearActiveID(); g.CurrentWindow->DC.CursorPos = bb.Min; + g.LastItemData.InFlags |= ImGuiItemFlags_AllowDuplicateId; bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); if (init) { @@ -3775,6 +3789,7 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f //------------------------------------------------------------------------- // [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint //------------------------------------------------------------------------- +// - imstb_textedit.h include // - InputText() // - InputTextWithHint() // - InputTextMultiline() @@ -3785,6 +3800,11 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f // - DebugNodeInputTextState() [Internal] //------------------------------------------------------------------------- +namespace ImStb +{ +#include "imstb_textedit.h" +} + 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() @@ -3802,21 +3822,28 @@ bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, si return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } +// This is only used in the path where the multiline widget is inactivate. static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) { int line_count = 0; const char* s = text_begin; - while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding - if (c == '\n') - line_count++; - s--; - if (s[0] != '\n' && s[0] != '\r') + while (true) + { + const char* s_eol = strchr(s, '\n'); line_count++; + if (s_eol == NULL) + { + s = s + strlen(s); + break; + } + s = s_eol + 1; + } *out_text_end = s; return line_count; } -static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +// FIXME: Ideally we'd share code with ImFont::CalcTextSizeA() +static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining, ImVec2* out_offset, bool stop_on_new_line) { ImGuiContext& g = *ctx; ImFont* font = g.Font; @@ -3826,10 +3853,15 @@ static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begi ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; - const ImWchar* s = text_begin; + const char* s = text_begin; while (s < text_end) { - unsigned int c = (unsigned int)(*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); @@ -3842,7 +3874,7 @@ static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begi if (c == '\r') continue; - const float char_width = font->GetCharAdvance((ImWchar)c) * scale; + const float char_width = ((int)c < font->IndexAdvanceX.Size ? font->IndexAdvanceX.Data[c] : font->FallbackAdvanceX) * scale; line_width += char_width; } @@ -3862,19 +3894,21 @@ static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begi } // 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->CurLenW; } -static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->CurLenW); return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance(c) * g.FontScale; } -static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } -static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenA; } +static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->CurLenA); return obj->TextA[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextA.Data + line_start_idx + char_idx, obj->TextA.Data + obj->TextA.Size); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance((ImWchar)c) * g.FontScale; } +static char STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) { - const ImWchar* text = obj->TextW.Data; - const ImWchar* text_remaining = NULL; - const ImVec2 size = InputTextCalcTextSizeW(obj->Ctx, text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + const char* text = obj->TextA.Data; + const char* text_remaining = NULL; + const ImVec2 size = InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->CurLenA, &text_remaining, NULL, true); r->x0 = 0.0f; r->x1 = size.x; r->baseline_y_delta = size.y; @@ -3883,9 +3917,37 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* ob r->num_chars = (int)(text_remaining - (text + line_start_idx)); } -static bool is_separator(unsigned int c) +#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) { - return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r' || c=='.' || c=='!'; + if (idx >= obj->CurLenA) + return obj->CurLenA + 1; + unsigned int c; + return idx + ImTextCharFromUtf8(&c, obj->TextA.Data + idx, obj->TextA.Data + obj->TextA.Size); +} + +static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState* obj, int idx) +{ + if (idx <= 0) + return -1; + const char* p = ImTextFindPreviousUtf8Codepoint(obj->TextA.Data, obj->TextA.Data + idx); + return (int)(p - obj->TextA.Data); +} + +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) @@ -3894,10 +3956,15 @@ static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) return 0; - bool prev_white = ImCharIsBlankW(obj->TextW[idx - 1]); - bool prev_separ = is_separator(obj->TextW[idx - 1]); - bool curr_white = ImCharIsBlankW(obj->TextW[idx]); - bool curr_separ = is_separator(obj->TextW[idx]); + const char* curr_p = obj->TextA.Data + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextA.Data, curr_p); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, curr_p, obj->TextA.Data + obj->TextA.Size); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, prev_p, obj->TextA.Data + obj->TextA.Size); + + 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) @@ -3905,63 +3972,83 @@ static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) return 0; - bool prev_white = ImCharIsBlankW(obj->TextW[idx]); - bool prev_separ = is_separator(obj->TextW[idx]); - bool curr_white = ImCharIsBlankW(obj->TextW[idx - 1]); - bool curr_separ = is_separator(obj->TextW[idx - 1]); + const char* curr_p = obj->TextA.Data + idx; + const char* prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextA.Data, curr_p); + unsigned int prev_c; ImTextCharFromUtf8(&prev_c, curr_p, obj->TextA.Data + obj->TextA.Size); + unsigned int curr_c; ImTextCharFromUtf8(&curr_c, prev_p, obj->TextA.Data + obj->TextA.Size); + + 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--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } -static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } -static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_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->CurLenA; + 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->CurLenA; + 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 +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) { - ImWchar* dst = obj->TextW.Data + pos; + char* dst = obj->TextA.Data + pos; - // We maintain our buffer length in both UTF-8 and wchar formats obj->Edited = true; - obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); - obj->CurLenW -= n; + obj->CurLenA -= n; // Offset remaining text (FIXME-OPT: Use memmove) - const ImWchar* src = obj->TextW.Data + pos + n; - while (ImWchar c = *src++) + const char* src = obj->TextA.Data + pos + n; + while (char c = *src++) *dst++ = c; *dst = '\0'; } -static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) +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->CurLenW; + const int text_len = obj->CurLenA; IM_ASSERT(pos <= text_len); - const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); - if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA)) + if (!is_resizable && (new_text_len + obj->CurLenA + 1 > obj->BufCapacityA)) return false; // Grow internal buffer if needed - if (new_text_len + text_len + 1 > obj->TextW.Size) + if (new_text_len + text_len + 1 > obj->TextA.Size) { if (!is_resizable) return false; - IM_ASSERT(text_len < obj->TextW.Size); - obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1); + obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1); } - ImWchar* text = obj->TextW.Data; + char* text = obj->TextA.Data; if (pos != text_len) - memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); - memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + 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->CurLenW += new_text_len; - obj->CurLenA += new_text_len_utf8; - obj->TextW[obj->CurLenW] = '\0'; + obj->CurLenA += new_text_len; + obj->TextA[obj->CurLenA] = '\0'; return true; } @@ -3993,8 +4080,8 @@ static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const Im // the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) { - stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); - ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); + stb_text_makeundo_replace(str, state, 0, str->CurLenA, text_len); + ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenA); state->cursor = state->select_start = state->select_end = 0; if (text_len <= 0) return; @@ -4009,13 +4096,49 @@ static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* st } // 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); +} + +ImGuiInputTextState::~ImGuiInputTextState() +{ + IM_DELETE(Stb); +} + void ImGuiInputTextState::OnKeyPressed(int key) { - stb_textedit_key(this, &Stb, key); + stb_textedit_key(this, Stb, key); CursorFollow = true; CursorAnimReset(); } +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)strlen(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, CurLenA); Stb->select_start = ImMin(Stb->select_start, CurLenA); Stb->select_end = ImMin(Stb->select_end, CurLenA); } +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; } +void ImGuiInputTextState::SelectAll() { Stb->select_start = 0; Stb->cursor = Stb->select_end = CurLenA; Stb->has_preferred_x = 0; } +void ImGuiInputTextState::ReloadUserBufAndSelectAll() { ReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; } +void ImGuiInputTextState::ReloadUserBufAndKeepSelection() { ReloadUserBuf = true; ReloadSelectionStart = Stb->select_start; ReloadSelectionEnd = Stb->select_end; } +void ImGuiInputTextState::ReloadUserBufAndMoveToEnd() { ReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; } + ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() { memset(this, 0, sizeof(*this)); @@ -4117,10 +4240,10 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. // Change the default decimal_point with: - // ImGui::GetIO()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; + // 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.IO.PlatformLocaleDecimalPoint; + 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; @@ -4184,34 +4307,29 @@ static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, Im // FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a) { - ImGuiContext& g = *GImGui; - const ImWchar* old_buf = state->TextW.Data; - const int old_length = state->CurLenW; - const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a); - g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar)); - ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data; - ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a); + const char* old_buf = state->CallbackTextBackup.Data; + const int old_length = state->CallbackTextBackup.Size - 1; - const int shorter_length = ImMin(old_length, new_length); + const int shorter_length = ImMin(old_length, new_length_a); int first_diff; for (first_diff = 0; first_diff < shorter_length; first_diff++) - if (old_buf[first_diff] != new_buf[first_diff]) + if (old_buf[first_diff] != new_buf_a[first_diff]) break; - if (first_diff == old_length && first_diff == new_length) + if (first_diff == old_length && first_diff == new_length_a) return; - int old_last_diff = old_length - 1; - int new_last_diff = new_length - 1; + int old_last_diff = old_length - 1; + int new_last_diff = new_length_a - 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]) + if (old_buf[old_last_diff] != new_buf_a[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)) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len)) for (int i = 0; i < delete_len; i++) - p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i); + 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) @@ -4301,7 +4419,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 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_Border, ImGuiWindowFlags_NoMove); + bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove); g.NavActivateId = backup_activate_id; PopStyleVar(3); PopStyleColor(); @@ -4326,7 +4444,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); if (hovered) - g.MouseCursor = ImGuiMouseCursor_TextInput; + SetMouseCursor(ImGuiMouseCursor_TextInput); // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); @@ -4351,7 +4469,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; const bool init_reload_from_user_buf = (state != NULL && state->ReloadUserBuf); - const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); // state != NULL means its our state. + const bool init_changed_specs = (state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state. const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); const bool init_state = (init_make_active || user_scroll_active); if ((init_state && g.ActiveId != id) || init_changed_specs || init_reload_from_user_buf) @@ -4376,17 +4494,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Preserve cursor position and undo/redo stack if we come back to same widget // FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate? bool recycle_state = (state->ID == id && !init_changed_specs && !init_reload_from_user_buf); - if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0))) + if (recycle_state && (state->CurLenA != buf_len || (strncmp(state->TextA.Data, buf, buf_len) != 0))) recycle_state = false; // Start edition - const char* buf_end = NULL; state->ID = id; - state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. - state->TextA.resize(0); - state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. + state->TextA.resize(buf_size + 1); // we use +1 to make sure that .Data is always pointing to at least an empty string. + state->CurLenA = (int)strlen(buf); + memcpy(state->TextA.Data, buf, state->CurLenA + 1); if (recycle_state) { @@ -4396,14 +4511,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else { - state->ScrollX = 0.0f; - stb_textedit_initialize_state(&state->Stb, !is_multiline); + state->Scroll = ImVec2(0.0f, 0.0f); + stb_textedit_initialize_state(state->Stb, !is_multiline); } if (init_reload_from_user_buf) { - state->Stb.select_start = state->ReloadSelectionStart; - state->Stb.cursor = state->Stb.select_end = state->ReloadSelectionEnd; + state->Stb->select_start = state->ReloadSelectionStart; + state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd; state->CursorClamp(); } else if (!is_multiline) @@ -4417,7 +4532,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } if (flags & ImGuiInputTextFlags_AlwaysOverwrite) - state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) + state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863) } const bool is_osx = io.ConfigMacOSXBehaviors; @@ -4448,6 +4563,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // 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; } // 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) @@ -4464,20 +4583,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ bool value_changed = false; bool validated = false; - // When read-only we always use the live data passed to the function - // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( - if (is_readonly && state != NULL && (render_cursor || render_selection)) - { - const char* buf_end = NULL; - state->TextW.resize(buf_size + 1); - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); - state->CursorClamp(); - render_selection &= state->HasSelection(); - } - // Select the buffer to render. - const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state; const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); // Password pushes a temporary font with only a fallback glyph @@ -4497,11 +4604,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // Process mouse inputs and character inputs - int backup_current_text_length = 0; if (g.ActiveId == id) { IM_ASSERT(state != NULL); - backup_current_text_length = state->CurLenA; state->Edited = false; state->BufCapacityA = buf_size; state->Flags = flags; @@ -4511,7 +4616,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ g.ActiveIdAllowOverlap = !io.MouseDown[0]; // Edit in progress - const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; + const float mouse_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) @@ -4521,34 +4626,34 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) { - stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + 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) + 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); + 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'; + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n'; state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); if (!is_eol && is_multiline) { - ImSwap(state->Stb.select_start, state->Stb.select_end); - state->Stb.cursor = state->Stb.select_end; + ImSwap(state->Stb->select_start, state->Stb->select_end); + state->Stb->cursor = state->Stb->select_end; } state->CursorFollow = false; } @@ -4559,15 +4664,15 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (hovered) { if (io.KeyShift) - stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); else - stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + 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); + stb_textedit_drag(state, state->Stb, mouse_x, mouse_y); state->CursorAnimReset(); state->CursorFollow = true; } @@ -4582,7 +4687,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { unsigned int c = '\t'; // Insert TAB if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) - state->OnKeyPressed((int)c); + state->OnCharPressed(c); } // FIXME: Implement Shift+Tab /* @@ -4605,7 +4710,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (c == '\t') // Skip Tab, see above. continue; if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) - state->OnKeyPressed((int)c); + state->OnCharPressed(c); } // Consume characters @@ -4620,7 +4725,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 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; + 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 @@ -4689,7 +4794,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { unsigned int c = '\n'; // Insert new line if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data)) - state->OnKeyPressed((int)c); + state->OnCharPressed(c); } } else if (is_cancel) @@ -4725,22 +4830,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else if (is_cut || is_copy) { // Cut, Copy - if (io.SetClipboardTextFn) + if (g.PlatformIO.Platform_SetClipboardTextFn != NULL) { - const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; - const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; - const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; - char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); - ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); - SetClipboardText(clipboard_data); - MemFree(clipboard_data); + 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->CurLenA; + + char backup = state->TextA.Data[ie]; + state->TextA.Data[ie] = 0; // A bit of a hack since SetClipboardText only takes null terminated strings + SetClipboardText(state->TextA.Data + ib); + state->TextA.Data[ie] = backup; } if (is_cut) { if (!state->HasSelection()) state->SelectAll(); state->CursorFollow = true; - stb_textedit_cut(state, &state->Stb); + stb_textedit_cut(state, state->Stb); } } else if (is_paste) @@ -4749,20 +4854,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Filter pasted buffer const int clipboard_len = (int)strlen(clipboard); - ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); + char* clipboard_filtered = (char*)IM_ALLOC(clipboard_len + 1); int clipboard_filtered_len = 0; for (const char* s = clipboard; *s != 0; ) { unsigned int c; - s += ImTextCharFromUtf8(&c, s, NULL); + int len = ImTextCharFromUtf8(&c, s, NULL); + s += len; if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true)) continue; - clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; + memcpy(clipboard_filtered + clipboard_filtered_len, s - len, len); + clipboard_filtered_len += len; } clipboard_filtered[clipboard_filtered_len] = 0; if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation { - stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); + stb_textedit_paste(state, state->Stb, clipboard_filtered, clipboard_filtered_len); state->CursorFollow = true; } MemFree(clipboard_filtered); @@ -4789,31 +4896,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ apply_new_text_length = 0; value_changed = true; IMSTB_TEXTEDIT_CHARTYPE empty_string; - stb_textedit_replace(state, &state->Stb, &empty_string, 0); + stb_textedit_replace(state, state->Stb, &empty_string, 0); } else if (strcmp(buf, state->InitialTextA.Data) != 0) { - // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. - // Push records into the undo stack so we can CTRL+Z the revert operation itself apply_new_text = state->InitialTextA.Data; apply_new_text_length = state->InitialTextA.Size - 1; - value_changed = true; - ImVector w_text; - if (apply_new_text_length > 0) - { - w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); - ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); - } - stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); - } - } - // Apply ASCII value - if (!is_readonly) - { - state->TextAIsValid = true; - state->TextA.resize(state->TextW.Size * 4 + 1); - ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + // 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->InitialTextA.Data, state->InitialTextA.Size - 1); + } } // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer @@ -4870,6 +4964,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 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 + state->CallbackTextBackup.resize(state->CurLenA + 1); + memcpy(state->CallbackTextBackup.Data, state->TextA.Data, state->CurLenA + 1); + char* callback_buf = is_readonly ? buf : state->TextA.Data; callback_data.EventKey = event_key; callback_data.Buf = callback_buf; @@ -4877,11 +4975,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ callback_data.BufSize = state->BufCapacityA; callback_data.BufDirty = false; - // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) - ImWchar* text = state->TextW.Data; - const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); - const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); - const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + 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 = state->Stb->select_end; // Call user code callback(&callback_data); @@ -4892,18 +4988,16 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ IM_ASSERT(callback_data.BufSize == state->BufCapacityA); IM_ASSERT(callback_data.Flags == flags); const bool buf_dirty = callback_data.BufDirty; - if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } - if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } - if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } + if (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) { - IM_ASSERT(!is_readonly); + // Callback may update buffer and thus set buf_dirty even in read-only mode. IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ? - if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() + state->TextA.Size = state->CurLenA + 1; state->CursorAnimReset(); } } @@ -4935,9 +5029,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // 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. + //// 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) { @@ -5006,52 +5100,40 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // - Measure text height (for scrollbar) // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. - const ImWchar* text_begin = state->TextW.Data; + const char* text_begin = state->TextA.Data; + const char* text_end = text_begin + state->CurLenA; ImVec2 cursor_offset, select_start_offset; { - // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. - const ImWchar* searches_input_ptr[2] = { NULL, NULL }; - int searches_result_line_no[2] = { -1000, -1000 }; - int searches_remaining = 0; - if (render_cursor) - { - searches_input_ptr[0] = text_begin + state->Stb.cursor; - searches_result_line_no[0] = -1; - searches_remaining++; - } - if (render_selection) - { - searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); - searches_result_line_no[1] = -1; - searches_remaining++; - } + // Find lines numbers straddling cursor and selection min position + int cursor_line_no = render_cursor ? -1 : -1000; + int selmin_line_no = render_selection ? -1 : -1000; + const char* cursor_ptr = render_cursor ? text_begin + state->Stb->cursor : NULL; + const char* selmin_ptr = render_selection ? text_begin + ImMin(state->Stb->select_start, state->Stb->select_end) : NULL; - // Iterate all lines to find our line numbers - // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. - searches_remaining += is_multiline ? 1 : 0; - int line_count = 0; - //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit - for (const ImWchar* s = text_begin; *s != 0; s++) - if (*s == '\n') + // Count lines and find line number for cursor and selection ends + int line_count = 1; + if (is_multiline) + { + for (const char* s = text_begin; (s = (const char*)memchr(s, '\n', (size_t)(text_end - s))) != NULL; s++) { + if (cursor_line_no == -1 && s >= cursor_ptr) { cursor_line_no = line_count; } + if (selmin_line_no == -1 && s >= selmin_ptr) { selmin_line_no = line_count; } line_count++; - if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } - if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } } - line_count++; - if (searches_result_line_no[0] == -1) - searches_result_line_no[0] = line_count; - if (searches_result_line_no[1] == -1) - searches_result_line_no[1] = line_count; + } + if (cursor_line_no == -1) + cursor_line_no = line_count; + if (selmin_line_no == -1) + selmin_line_no = line_count; // Calculate 2d position by finding the beginning of the line and measuring distance - cursor_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; - cursor_offset.y = searches_result_line_no[0] * g.FontSize; - if (searches_result_line_no[1] >= 0) + cursor_offset.x = InputTextCalcTextSize(&g, ImStrbol(cursor_ptr, text_begin), cursor_ptr).x; + cursor_offset.y = cursor_line_no * g.FontSize; + if (selmin_line_no >= 0) { - select_start_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; - select_start_offset.y = searches_result_line_no[1] * g.FontSize; + select_start_offset.x = InputTextCalcTextSize(&g, ImStrbol(selmin_ptr, text_begin), selmin_ptr).x; + select_start_offset.y = selmin_line_no * g.FontSize; } // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224) @@ -5067,14 +5149,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { const float scroll_increment_x = inner_size.x * 0.25f; const float visible_width = inner_size.x - style.FramePadding.x; - if (cursor_offset.x < state->ScrollX) - state->ScrollX = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); - else if (cursor_offset.x - visible_width >= state->ScrollX) - state->ScrollX = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); + 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->ScrollX = 0.0f; + state->Scroll.y = 0.0f; } // Vertical scroll @@ -5095,43 +5177,41 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // Draw selection - const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f); + const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f); if (render_selection) { - const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); - const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + const char* text_selected_begin = text_begin + ImMin(state->Stb->select_start, state->Stb->select_end); + const char* text_selected_end = text_begin + ImMax(state->Stb->select_start, state->Stb->select_end); ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. float bg_offy_dn = is_multiline ? 0.0f : 2.0f; ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; - for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) + for (const char* p = text_selected_begin; p < text_selected_end; ) { if (rect_pos.y > clip_rect.w + g.FontSize) break; if (rect_pos.y < clip_rect.y) { - //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit - //p = p ? p + 1 : text_selected_end; - while (p < text_selected_end) - if (*p++ == '\n') - break; + p = (const char*)memchr((void*)p, '\n', text_selected_end - p); + p = p ? p + 1 : text_selected_end; } else { - ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true); + ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true); if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); if (rect.Overlaps(clip_rect)) draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); + rect_pos.x = draw_pos.x - draw_scroll.x; } - rect_pos.x = draw_pos.x - draw_scroll.x; rect_pos.y += g.FontSize; } } // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. + // FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through it. if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) { ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); @@ -5179,16 +5259,16 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_multiline) { - // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)... + // 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_Inputable | ImGuiItemFlags_NoTabStop; + 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) + if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y)) { g.LastItemData.ID = id; g.LastItemData.InFlags = item_data_backup.InFlags; @@ -5220,14 +5300,14 @@ void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) { #ifndef IMGUI_DISABLE_DEBUG_TOOLS ImGuiContext& g = *GImGui; - ImStb::STB_TexteditState* stb_state = &state->Stb; + ImStb::STB_TexteditState* stb_state = state->Stb; ImStb::StbUndoState* undo_state = &stb_state->undostate; Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); DebugLocateItemOnHover(state->ID); - Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenW, state->CurLenA, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, stb_state->cursor, stb_state->select_start, stb_state->select_end); Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); - if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeY)) // Visualize undo state + 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++) @@ -5236,11 +5316,10 @@ void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; if (undo_rec_type == ' ') BeginDisabled(); - char buf[64] = ""; - if (undo_rec_type != ' ' && undo_rec->char_storage != -1) - ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length); - Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%s\"", - undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf); + 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(); } @@ -6214,7 +6293,7 @@ bool ImGui::TreeNode(const char* label) if (window->SkipItems) return false; ImGuiID id = window->GetID(label); - return TreeNodeBehavior(id, id, ImGuiTreeNodeFlags_None, label, NULL); + return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL); } bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args) @@ -6233,7 +6312,7 @@ bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags) if (window->SkipItems) return false; ImGuiID id = window->GetID(label); - return TreeNodeBehavior(id, id, flags, label, NULL); + return TreeNodeBehavior(id, flags, label, NULL); } bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) @@ -6263,7 +6342,7 @@ bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char ImGuiID id = window->GetID(str_id); const char* label, *label_end; ImFormatStringToTempBufferV(&label, &label_end, fmt, args); - return TreeNodeBehavior(id, id, flags, label, label_end); + return TreeNodeBehavior(id, flags, label, label_end); } bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) @@ -6275,7 +6354,7 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char ImGuiID id = window->GetID(ptr_id); const char* label, *label_end; ImFormatStringToTempBufferV(&label, &label_end, fmt, args); - return TreeNodeBehavior(id, id, flags, label, label_end); + return TreeNodeBehavior(id, flags, label, label_end); } bool ImGui::TreeNodeGetOpen(ImGuiID storage_id) @@ -6355,7 +6434,7 @@ static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags) } // 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, ImGuiID storage_id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) +bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -6384,10 +6463,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags frame_bb.Max.y = window->DC.CursorPos.y + frame_height; if (display_frame) { - // Framed header expand a little outside the default padding, to the edge of InnerClipRect - // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) - frame_bb.Min.x -= IM_TRUNC(window->WindowPadding.x * 0.5f - 1.0f); - frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f); + 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); @@ -6398,26 +6476,28 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanTextWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f); - // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. - const float backup_clip_rect_min_x = window->ClipRect.Min.x; - const float backup_clip_rect_max_x = window->ClipRect.Max.x; + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + ImGuiID storage_id = (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id; + bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); + + 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; - } - - // Compute open and multi-select states before ItemAdd() as it clear NextItem data. - bool is_open = TreeNodeUpdateNextOpen(storage_id, flags); - bool item_add = ItemAdd(interact_bb, id); - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; - g.LastItemData.DisplayRect = frame_bb; - - if (span_all_columns) - { + 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_NavLeftJumpsBackHere enabled: // Store data for the current depth to allow returning to this node from any child item. @@ -6432,7 +6512,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags } const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; - if (!item_add) + if (!is_visible) { if (store_tree_node_stack_data && is_open) TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() @@ -6462,6 +6542,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags 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.InFlags & 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) @@ -6482,16 +6566,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags const bool was_selected = selected; // Multi-selection support (header) - const bool is_multi_select = (g.LastItemData.InFlags & ImGuiItemFlags_IsMultiSelect) != 0; 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; - - // We absolutely need to distinguish open vs select so comes by default - flags |= ImGuiTreeNodeFlags_OpenOnArrow; } else { @@ -6506,18 +6586,20 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags { if (pressed && g.DragDropHoldJustPressedId != id) { - if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id && !is_multi_select)) - toggled = true; + 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.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) - toggled = true; + 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) @@ -6554,53 +6636,55 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render - const ImU32 text_col = GetColorU32(ImGuiCol_Text); - ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_Compact; - if (is_multi_select) - nav_highlight_flags |= ImGuiNavHighlightFlags_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); - RenderNavHighlight(frame_bb, id, nav_highlight_flags); - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); - else if (!is_leaf) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); - else // Leaf without bullet, left-adjusted text - text_pos.x -= text_offset_x -padding.x; - if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) - frame_bb.Max.x -= g.FontSize + style.FramePadding.x; - if (g.LogEnabled) - LogSetNextTextDecoration("###", "###"); - } - else - { - // Unframed typed for tree nodes - if (hovered || selected) + const ImU32 text_col = GetColorU32(ImGuiCol_Text); + ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_Compact; + if (is_multi_select) + nav_highlight_flags |= ImGuiNavHighlightFlags_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, false); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text + text_pos.x -= text_offset_x - padding.x; + if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) + frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) + LogSetNextTextDecoration("###", "###"); } - RenderNavHighlight(frame_bb, id, nav_highlight_flags); - if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); - else if (!is_leaf) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); - if (g.LogEnabled) - LogSetNextTextDecoration(">", NULL); + else + { + // Unframed typed for tree nodes + if (hovered || selected) + { + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); + } + RenderNavHighlight(frame_bb, id, nav_highlight_flags); + if (flags & ImGuiTreeNodeFlags_Bullet) + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); + else if (!is_leaf) + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); + if (g.LogEnabled) + LogSetNextTextDecoration(">", NULL); + } + + if (span_all_columns) + TablePopBackgroundChannel(); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); } - if (span_all_columns) - TablePopBackgroundChannel(); - - // Label - if (display_frame) - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - else - RenderText(text_pos, label, label_end, false); - if (store_tree_node_stack_data && is_open) TreeNodeStoreStackData(flags); // Call before TreePushOverrideID() if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) @@ -6680,6 +6764,16 @@ void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) 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.Flags |= 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) @@ -6688,7 +6782,7 @@ bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) if (window->SkipItems) return false; ImGuiID id = window->GetID(label); - return TreeNodeBehavior(id, id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); + return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label); } // p_visible == NULL : regular collapsing header @@ -6708,7 +6802,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl flags |= ImGuiTreeNodeFlags_CollapsingHeader; if (p_visible) flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; - bool is_open = TreeNodeBehavior(id, id, flags, label); + bool is_open = TreeNodeBehavior(id, flags, label); if (p_visible != NULL) { // Create a small overlapping close button @@ -6768,7 +6862,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl const ImVec2 text_max(min_x + size.x, pos.y + size.y); // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. - // FIXME: Not part of layout so not included in clipper calculation, but ItemSize currenty doesn't allow offsetting CursorPos. + // 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, text_max.x, text_max.y); if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) { @@ -6783,23 +6877,24 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl } //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } - // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/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; + 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; - } - - const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; - const bool is_visible = ItemAdd(bb, id, NULL, disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None); - - if (span_all_columns) - { + 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.InFlags & ImGuiItemFlags_IsMultiSelect) != 0; if (!is_visible) @@ -6879,14 +6974,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // Render if (is_visible) { - if (hovered || selected) + const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight); + if (highlighted || selected) { // FIXME-MULTISELECT: Styling: Color for 'selected' elements? ImGuiCol_HeaderSelected ImU32 col; - if (selected && !hovered) + if (selected && !highlighted) col = GetColorU32(ImLerp(GetStyleColorVec4(ImGuiCol_Header), GetStyleColorVec4(ImGuiCol_HeaderHovered), 0.5f)); else - col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive : highlighted ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(bb.Min, bb.Max, col, false, 0.0f); } if (g.NavId == id) @@ -7054,7 +7150,7 @@ static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) // When SingleCharMode is set: // - it is better to NOT display a tooltip of other on-screen display indicator. // - the index of the currently focused item is required. -// if your SetNextItemSelectionData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +// 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. @@ -7146,6 +7242,7 @@ static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_ite 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); @@ -7204,7 +7301,7 @@ static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState* bs, ImGuiWindow* w } } -bool ImGui::BeginBoxSelect(ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) +bool ImGui::BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags) { ImGuiContext& g = *GImGui; ImGuiBoxSelectState* bs = &g.BoxSelectState; @@ -7224,11 +7321,10 @@ bool ImGui::BeginBoxSelect(ImGuiWindow* window, ImGuiID box_select_id, ImGuiMult // Current frame absolute prev/current rectangles are used to toggle selection. // They are derived from positions relative to scrolling space. - const ImRect scope_rect = window->InnerClipRect; 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 + 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); @@ -7282,6 +7378,7 @@ void ImGui::EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flag // [SECTION] Widgets: Multi-Select support //------------------------------------------------------------------------- // - DebugLogMultiSelectRequests() [Internal] +// - CalcScopeRect() [Internal] // - BeginMultiSelect() // - EndMultiSelect() // - SetNextItemSelectionUserData() @@ -7300,6 +7397,27 @@ static void DebugLogMultiSelectRequests(const char* function, const ImGuiMultiSe } } +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. @@ -7382,8 +7500,7 @@ ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int sel if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) { ms->BoxSelectId = GetID("##BoxSelect"); - ms->BoxSelectLastitem = ImGuiSelectionUserData_Invalid; - if (BeginBoxSelect(window, ms->BoxSelectId, flags)) + if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags)) request_clear |= bs->RequestClear; } @@ -7411,12 +7528,12 @@ ImGuiMultiSelectIO* ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int sel if (request_clear || request_select_all) { - ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, request_select_all, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; + MultiSelectAddSetAll(ms, request_select_all); if (!request_select_all) storage->LastSelectionSize = 0; - ms->IO.Requests.push_back(req); } ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1; + ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid; if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO); @@ -7436,7 +7553,7 @@ ImGuiMultiSelectIO* ImGui::EndMultiSelect() IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow); IM_ASSERT(g.MultiSelectTempDataStacked > 0 && &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect); - const ImRect scope_rect = (ms->Flags & ImGuiMultiSelectFlags_ScopeRect) ? ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin)) : window->InnerClipRect; + 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. @@ -7481,11 +7598,7 @@ ImGuiMultiSelectIO* ImGui::EndMultiSelect() if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid) if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None) - { - ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, false, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; - ms->IO.Requests.resize(0); - ms->IO.Requests.push_back(req); - } + MultiSelectAddSetAll(ms, false); } // Courtesy nav wrapping helper flag @@ -7672,23 +7785,18 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) 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->IsStartedFromVoid) + 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; - ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, selected, +1, item_data, item_data }; - ImGuiSelectionRequest* prev_req = (ms->IO.Requests.Size > 0) ? &ms->IO.Requests.Data[ms->IO.Requests.Size - 1] : NULL; - if (prev_req && prev_req->Type == ImGuiSelectionRequestType_SetRange && prev_req->RangeLastItem == ms->BoxSelectLastitem && prev_req->Selected == selected) - prev_req->RangeLastItem = item_data; // Merge span into same request - else - ms->IO.Requests.push_back(req); + MultiSelectAddSetRange(ms, selected, +1, item_data, item_data); } storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1); } - ms->BoxSelectLastitem = item_data; } // Right-click handling. @@ -7746,11 +7854,7 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) 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) - { - ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetAll, false, 0, ImGuiSelectionUserData_Invalid, ImGuiSelectionUserData_Invalid }; - ms->IO.Requests.resize(0); - ms->IO.Requests.push_back(req); - } + MultiSelectAddSetAll(ms, false); } int range_direction; @@ -7788,9 +7892,7 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) range_selected = selected; range_direction = +1; } - ImGuiSelectionUserData range_dst_item = item_data; - ImGuiSelectionRequest req = { ImGuiSelectionRequestType_SetRange, range_selected, (ImS8)range_direction, (range_direction > 0) ? storage->RangeSrcItem : range_dst_item, (range_direction > 0) ? range_dst_item : storage->RangeSrcItem }; - ms->IO.Requests.push_back(req); + 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) @@ -7805,11 +7907,36 @@ void ImGui::MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed) } 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 @@ -8166,9 +8293,10 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, 0, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav)) return -1; - const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + bool hovered; + ButtonBehavior(frame_bb, id, &hovered, NULL); // Determine scale from values if not specified if (scale_min == FLT_MAX || scale_max == FLT_MAX) @@ -8499,9 +8627,9 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im // Report our size into work area (for next frame) using actual window size if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) - viewport->BuildWorkOffsetMin[axis] += axis_size; + viewport->BuildWorkInsetMin[axis] += axis_size; else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) - viewport->BuildWorkOffsetMax[axis] -= axis_size; + viewport->BuildWorkInsetMax[axis] += axis_size; } window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; @@ -8630,7 +8758,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight); window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); - PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + 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)); @@ -8837,7 +8965,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut float w = label_size.x; window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); + PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f); pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); PopStyleVar(); if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) @@ -9916,19 +10044,19 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, 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)) + if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) && style.TabBarOverlineSize > 0.0f) { float x_offset = IM_TRUNC(0.4f * style.TabRounding); if (x_offset < 2.0f * g.CurrentDpiScale) x_offset = 0.0f; float y_offset = 1.0f * g.CurrentDpiScale; - display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), 2.0f * g.CurrentDpiScale); + display_draw_list->AddLine(bb.GetTL() + ImVec2(x_offset, y_offset), bb.GetTR() + ImVec2(-x_offset, y_offset), GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline), style.TabBarOverlineSize); } RenderNavHighlight(bb, id); // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); - if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + 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) diff --git a/imstb_textedit.h b/imstb_textedit.h index 783054ab9..b7a761c85 100644 --- a/imstb_textedit.h +++ b/imstb_textedit.h @@ -3,6 +3,8 @@ // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) // - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) +// - Added name to struct or it may be forward declared in our code. +// - Added UTF-8 support (see https://github.com/nothings/stb/issues/188 + https://github.com/ocornut/imgui/pull/7925) // Grep for [DEAR IMGUI] to find the changes. // - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* @@ -209,6 +211,7 @@ // int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) // int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) // void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key) +// void stb_textedit_text(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int text_len) // // Each of these functions potentially updates the string and updates the // state. @@ -243,7 +246,12 @@ // various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit // set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is // clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to -// anything other type you wante before including. +// anything other type you want before including. +// if the STB_TEXTEDIT_KEYTOTEXT function is defined, selected keys are +// transformed into text and stb_textedit_text() is automatically called. +// +// text: [DEAR IMGUI] added 2024-09 +// call this to text inputs sent to the textfield. // // // When rendering, you can read the cursor position and selection state from @@ -318,7 +326,7 @@ typedef struct int undo_char_point, redo_char_point; } StbUndoState; -typedef struct +typedef struct STB_TexteditState { ///////////////////// // @@ -438,13 +446,13 @@ static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) if (x < r.x1) { // search characters in row for one that straddles 'x' prev_x = r.x0; - for (k=0; k < r.num_chars; ++k) { + for (k=0; k < r.num_chars; k = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k) - i) { float w = STB_TEXTEDIT_GETWIDTH(str, i, k); if (x < prev_x+w) { if (x < prev_x+w/2) return k+i; else - return k+i+1; + return IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, i + k); } prev_x += w; } @@ -563,7 +571,7 @@ static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING // now scan to find xpos find->x = r.x0; - for (i=0; first+i < n; ++i) + for (i=0; first+i < n; i = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, first + i) - first) find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); } @@ -640,6 +648,17 @@ static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditSt } } +// [DEAR IMGUI] +// Functions must be implemented for UTF8 support +// Code in this file that uses those functions is modified for [DEAR IMGUI] and deviates from the original stb_textedit. +// There is not necessarily a '[DEAR IMGUI]' at the usage sites. +#ifndef IMSTB_TEXTEDIT_GETPREVCHARINDEX +#define IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx) (idx - 1) +#endif +#ifndef IMSTB_TEXTEDIT_GETNEXTCHARINDEX +#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx) (idx + 1) +#endif + #ifdef STB_TEXTEDIT_IS_SPACE static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) { @@ -720,36 +739,44 @@ static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditS #define STB_TEXTEDIT_KEYTYPE int #endif +// [DEAR IMGUI] Added stb_textedit_text(), extracted out and called by stb_textedit_key() for backward compatibility. +static void stb_textedit_text(IMSTB_TEXTEDIT_STRING* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) +{ + // can't add newline in single-line mode + if (text[0] == '\n' && state->single_line) + return; + + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + state->cursor += text_len; + state->has_preferred_x = 0; + } + } + else { + stb_textedit_delete_selection(str, state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, text_len)) { + stb_text_makeundo_insert(state, state->cursor, text_len); + state->cursor += text_len; + state->has_preferred_x = 0; + } + } +} + // API key: process a keyboard input static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) { retry: switch (key) { default: { +#ifdef STB_TEXTEDIT_KEYTOTEXT int c = STB_TEXTEDIT_KEYTOTEXT(key); if (c > 0) { - IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE) c; - - // can't add newline in single-line mode - if (c == '\n' && state->single_line) - break; - - if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { - stb_text_makeundo_replace(str, state, state->cursor, 1, 1); - STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { - ++state->cursor; - state->has_preferred_x = 0; - } - } else { - stb_textedit_delete_selection(str,state); // implicitly clamps - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { - stb_text_makeundo_insert(state, state->cursor, 1); - ++state->cursor; - state->has_preferred_x = 0; - } - } + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE)c; + stb_textedit_text(str, state, &ch, 1); } +#endif break; } @@ -775,7 +802,7 @@ retry: stb_textedit_move_to_first(state); else if (state->cursor > 0) - --state->cursor; + state->cursor = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); state->has_preferred_x = 0; break; @@ -784,7 +811,7 @@ retry: if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_last(str, state); else - ++state->cursor; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); stb_textedit_clamp(str, state); state->has_preferred_x = 0; break; @@ -794,7 +821,7 @@ retry: stb_textedit_prep_selection_at_cursor(state); // move selection left if (state->select_end > 0) - --state->select_end; + state->select_end = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->select_end); state->cursor = state->select_end; state->has_preferred_x = 0; break; @@ -844,7 +871,7 @@ retry: case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: stb_textedit_prep_selection_at_cursor(state); // move selection right - ++state->select_end; + state->select_end = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->select_end); stb_textedit_clamp(str, state); state->cursor = state->select_end; state->has_preferred_x = 0; @@ -900,7 +927,7 @@ retry: x += dx; if (x > goal_x) break; - ++state->cursor; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); } stb_textedit_clamp(str, state); @@ -962,7 +989,7 @@ retry: x += dx; if (x > goal_x) break; - ++state->cursor; + state->cursor = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor); } stb_textedit_clamp(str, state); @@ -990,7 +1017,7 @@ retry: else { int n = STB_TEXTEDIT_STRINGLEN(str); if (state->cursor < n) - stb_textedit_delete(str, state, state->cursor, 1); + stb_textedit_delete(str, state, state->cursor, IMSTB_TEXTEDIT_GETNEXTCHARINDEX(str, state->cursor) - state->cursor); } state->has_preferred_x = 0; break; @@ -1002,8 +1029,9 @@ retry: else { stb_textedit_clamp(str, state); if (state->cursor > 0) { - stb_textedit_delete(str, state, state->cursor-1, 1); - --state->cursor; + int prev = IMSTB_TEXTEDIT_GETPREVCHARINDEX(str, state->cursor); + stb_textedit_delete(str, state, prev, state->cursor - prev); + state->cursor = prev; } } state->has_preferred_x = 0; diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index 68e38ed95..d97605b25 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -480,8 +480,9 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) { // Check for valid range. This may also help detect *some* dangling pointers, because a common - // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent. - IM_ASSERT(src_range[0] <= src_range[1]); + // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, + // or to forget to zero-terminate the glyph range array. + IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); } dst_tmp.SrcCount++;