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mirror of https://github.com/wolfpld/tracy synced 2025-04-30 12:53:51 +00:00

Bump ImGui to ~1.77.

This commit is contained in:
Bartosz Taudul 2020-06-30 18:48:47 +02:00
parent 7eb179b701
commit 4881f7aa54
10 changed files with 986 additions and 850 deletions

View File

@ -1,4 +1,4 @@
// dear imgui, v1.77 WIP // dear imgui, v1.77
// (main code and documentation) // (main code and documentation)
// Help: // Help:
@ -18,7 +18,7 @@
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
// See LICENSE.txt for copyright and licensing details (standard MIT License). // See LICENSE.txt for copyright and licensing details (standard MIT License).
// This library is free but I need your support to sustain development and maintenance. // This library is free but needs your support to sustain development and maintenance.
// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.org". // Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.org".
// Individuals: you can support continued development via donations. See docs/README or web page. // Individuals: you can support continued development via donations. See docs/README or web page.
@ -171,7 +171,7 @@ CODE
--------------------------------------------------------------- ---------------------------------------------------------------
- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
- In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder. - In the majority of cases you should be able to use unmodified back-ends files available in the examples/ folder.
- Add the Dear ImGui source files to your projects or using your preferred build system. - Add the Dear ImGui source files + selected back-end source files to your projects or using your preferred build system.
It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL). It is recommended you build and statically link the .cpp files as part of your project and NOT as shared library (DLL).
- You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
@ -375,15 +375,18 @@ CODE
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
(Docking/Viewport Branch) (Docking/Viewport Branch)
- 2019/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: - 2020/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
- reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
- likewise io.MousePos and GetMousePos() will use OS coordinates. - likewise io.MousePos and GetMousePos() will use OS coordinates.
If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
- 2019/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. - 2020/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
- 2020/04/23 (1.77) - Removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
- 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
- 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
- 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
- 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
- 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
- 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
@ -609,7 +612,10 @@ CODE
FREQUENTLY ASKED QUESTIONS (FAQ) FREQUENTLY ASKED QUESTIONS (FAQ)
================================ ================================
Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) Read all answers online:
https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
Read all answers locally (with a text editor or ideally a Markdown viewer):
docs/FAQ.md
Some answers are copied down here to facilitate searching in code. Some answers are copied down here to facilitate searching in code.
Q&A: Basics Q&A: Basics
@ -631,143 +637,32 @@ CODE
Q: What is this library called? Q: What is this library called?
Q: Which version should I get? Q: Which version should I get?
>> This library is called "Dear ImGui", please don't call it "ImGui" :) >> This library is called "Dear ImGui", please don't call it "ImGui" :)
>> See https://www.dearimgui.org/faq >> See https://www.dearimgui.org/faq for details.
Q&A: Integration Q&A: Integration
================ ================
Q: How to get started?
A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
>> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this. >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this.
Q. How can I enable keyboard controls? Q. How can I enable keyboard controls?
Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..
Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..
>> See https://www.dearimgui.org/faq >> See https://www.dearimgui.org/faq
Q&A: Usage Q&A: Usage
---------- ----------
Q: Why are multiple widgets reacting when I interact with a single one? Q: How can I have widgets with an empty label?
Q: How can I have multiple widgets with the same label or with an empty label? Q: How can I have multiple widgets with the same label?
A: A primer on labels and the ID Stack... Q: Why are multiple widgets reacting when I interact with one?
Dear ImGui internally need to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID.
Unique ID are used internally to track active widgets and occasionally associate state to widgets.
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
- Unique ID are often derived from a string label:
Button("OK"); // Label = "OK", ID = hash of (..., "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel")
- ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having
two buttons labeled "OK" in different windows or different tree locations is fine.
We used "..." above to signify whatever was already pushed to the ID stack previously:
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
End();
Begin("MyOtherWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
End();
- If you have a same ID twice in the same location, you'll have a conflict:
Button("OK");
Button("OK"); // ID collision! Interacting with either button will trigger the first one.
Fear not! this is easy to solve and there are many ways to solve it!
- Solving ID conflict in a simple/local context:
When passing a label you can optionally specify extra ID information within string itself.
Use "##" to pass a complement to the ID that won't be visible to the end-user.
This helps solving the simple collision cases when you know e.g. at compilation time which items
are going to be created:
Begin("MyWindow");
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
End();
- If you want to completely hide the label, but still need an ID:
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
you to animate labels. For example you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different
sprintf(buf, "My game (%f FPS)###MyGame", fps);
Begin(buf); // Variable title, ID = hash of "MyGame"
- Solving ID conflict in a more general manner:
Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically.
You can push a pointer, a string or an integer value into the ID stack.
Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
At each level of the stack we store the seed used for items at this level of the ID stack.
Begin("Window");
for (int i = 0; i < 100; i++)
{
PushID(i); // Push i to the id tack
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
PopID();
}
End();
- You can stack multiple prefixes into the ID stack:
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
PushID(my_ptr);
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
PopID();
PopID();
- Tree nodes implicitly creates a scope for you by calling PushID().
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
{
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
TreePop();
}
- When working with trees, ID are used to preserve the open/close state of each tree node.
Depending on your use cases you may want to use strings, indices or pointers as ID.
e.g. when following a single pointer that may change over time, using a static string as ID
will preserve your node open/closed state when the targeted object change.
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
node open/closed state differently. See what makes more sense in your situation!
Q: How can I display an image? What is ImTextureID, how does it works? Q: How can I display an image? What is ImTextureID, how does it works?
>> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
Q: How can I use my own math types instead of ImVec2/ImVec4? Q: How can I use my own math types instead of ImVec2/ImVec4?
Q: How can I interact with standard C++ types (such as std::string and std::vector)? Q: How can I interact with standard C++ types (such as std::string and std::vector)?
Q: How can I display custom shapes? (using low-level ImDrawList API) Q: How can I display custom shapes? (using low-level ImDrawList API)
@ -776,11 +671,12 @@ CODE
Q&A: Fonts, Text Q&A: Fonts, Text
================ ================
Q: How should I handle DPI in my application?
Q: How can I load a different font than the default? Q: How can I load a different font than the default?
Q: How can I easily use icons in my application? Q: How can I easily use icons in my application?
Q: How can I load multiple fonts? Q: How can I load multiple fonts?
Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
>> See https://www.dearimgui.org/faq and docs/FONTS.txt >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
Q&A: Concerns Q&A: Concerns
============= =============
@ -871,21 +767,21 @@ CODE
// Clang/GCC warnings with -Weverything // Clang/GCC warnings with -Weverything
#if defined(__clang__) #if defined(__clang__)
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great! #if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. #pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. #pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int'
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#endif
#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#endif #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__) #elif defined(__GNUC__)
// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. // We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association.
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
@ -967,7 +863,7 @@ static void UpdateMouseInputs();
static void UpdateMouseWheel(); static void UpdateMouseWheel();
static void UpdateTabFocus(); static void UpdateTabFocus();
static void UpdateDebugToolItemPicker(); static void UpdateDebugToolItemPicker();
static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]); static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowOuterBorders(ImGuiWindow* window);
static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
@ -1034,7 +930,7 @@ ImGuiStyle::ImGuiStyle()
{ {
Alpha = 1.0f; // Global alpha applies to everything in ImGui Alpha = 1.0f; // Global alpha applies to everything in ImGui
WindowPadding = ImVec2(8,8); // Padding within a window WindowPadding = ImVec2(8,8); // Padding within a window
WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows WindowRounding = 7.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
WindowMinSize = ImVec2(32,32); // Minimum window size WindowMinSize = ImVec2(32,32); // Minimum window size
WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
@ -3046,7 +2942,7 @@ void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
window->IDStack.clear(); window->IDStack.clear();
window->DrawList->ClearFreeMemory(); window->DrawList->_ClearFreeMemory();
window->DC.ChildWindows.clear(); window->DC.ChildWindows.clear();
window->DC.ItemFlagsStack.clear(); window->DC.ItemFlagsStack.clear();
window->DC.ItemWidthStack.clear(); window->DC.ItemWidthStack.clear();
@ -3226,6 +3122,10 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
if (window->DC.ItemFlags & ImGuiItemFlags_Disabled) if (window->DC.ItemFlags & ImGuiItemFlags_Disabled)
return false; return false;
// We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
// hover test in widgets code. We could also decide to split this function is two.
if (id != 0)
{
SetHoveredID(id); SetHoveredID(id);
// [DEBUG] Item Picker tool! // [DEBUG] Item Picker tool!
@ -3237,6 +3137,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
if (g.DebugItemPickerBreakId == id) if (g.DebugItemPickerBreakId == id)
IM_DEBUG_BREAK(); IM_DEBUG_BREAK();
}
return true; return true;
} }
@ -3301,11 +3202,21 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
if (wrap_pos_x < 0.0f) if (wrap_pos_x < 0.0f)
return 0.0f; return 0.0f;
ImGuiWindow* window = GImGui->CurrentWindow; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (wrap_pos_x == 0.0f) if (wrap_pos_x == 0.0f)
{
// We could decide to setup a default wrapping max point for auto-resizing windows,
// or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
//if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
// wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
//else
wrap_pos_x = window->WorkRect.Max.x; wrap_pos_x = window->WorkRect.Max.x;
}
else if (wrap_pos_x > 0.0f) else if (wrap_pos_x > 0.0f)
{
wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
}
return ImMax(wrap_pos_x - pos.x, 1.0f); return ImMax(wrap_pos_x - pos.x, 1.0f);
} }
@ -3432,7 +3343,7 @@ static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist
// Our ImDrawList system requires that there is always a command // Our ImDrawList system requires that there is always a command
if (viewport->LastFrameDrawLists[drawlist_no] != g.FrameCount) if (viewport->LastFrameDrawLists[drawlist_no] != g.FrameCount)
{ {
draw_list->Clear(); draw_list->_ResetForNewFrame();
draw_list->PushTextureID(g.IO.Fonts->TexID); draw_list->PushTextureID(g.IO.Fonts->TexID);
draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
viewport->LastFrameDrawLists[drawlist_no] = g.FrameCount; viewport->LastFrameDrawLists[drawlist_no] = g.FrameCount;
@ -3593,8 +3504,12 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
// (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
if (g.IO.MouseClicked[0]) if (g.IO.MouseClicked[0])
{ {
// Handle the edge case of a popup being closed while clicking in its empty space.
// If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindowDockStop : NULL; ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindowDockStop : NULL;
if (root_window != NULL) const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
if (root_window != NULL && !is_closed_popup)
{ {
StartMouseMovingWindow(g.HoveredWindow); StartMouseMovingWindow(g.HoveredWindow);
if (g.IO.ConfigWindowsMoveFromTitleBarOnly) if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
@ -3602,7 +3517,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
g.MovingWindow = NULL; g.MovingWindow = NULL;
} }
else if (g.NavWindow != NULL && GetTopMostPopupModal() == NULL) else if (root_window != NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
{ {
// Clicking on void disable focus // Clicking on void disable focus
FocusWindow(NULL); FocusWindow(NULL);
@ -3690,7 +3605,7 @@ static void ImGui::UpdateMouseInputs()
ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
g.IO.MouseDoubleClicked[i] = true; g.IO.MouseDoubleClicked[i] = true;
g.IO.MouseClickedTime[i] = -DBL_MAX; // so the third click isn't turned into a double-click g.IO.MouseClickedTime[i] = -g.IO.MouseDoubleClickTime * 2.0f; // Mark as "old enough" so the third click isn't turned into a double-click
} }
else else
{ {
@ -3866,7 +3781,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
{ {
if (g.IO.MouseClicked[i]) if (g.IO.MouseClicked[i])
g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenPopupStack.empty()); g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (g.OpenPopupStack.Size > 0);
mouse_any_down |= g.IO.MouseDown[i]; mouse_any_down |= g.IO.MouseDown[i];
if (g.IO.MouseDown[i]) if (g.IO.MouseDown[i])
if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down])
@ -3884,7 +3799,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
if (g.WantCaptureMouseNextFrame != -1) if (g.WantCaptureMouseNextFrame != -1)
g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0);
else else
g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (!g.OpenPopupStack.empty()); g.IO.WantCaptureMouse = (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.OpenPopupStack.Size > 0);
// Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app) // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch keyboard info to Dear ImGui + app)
if (g.WantCaptureKeyboardNextFrame != -1) if (g.WantCaptureKeyboardNextFrame != -1)
@ -4208,6 +4123,11 @@ void ImGui::Shutdown(ImGuiContext* context)
// Shutdown extensions // Shutdown extensions
DockContextShutdown(&g); DockContextShutdown(&g);
// Notify hooked test engine, if any
#ifdef IMGUI_ENABLE_TEST_ENGINE
ImGuiTestEngineHook_Shutdown(context);
#endif
// Clear everything else // Clear everything else
for (int i = 0; i < g.Windows.Size; i++) for (int i = 0; i < g.Windows.Size; i++)
IM_DELETE(g.Windows[i]); IM_DELETE(g.Windows[i]);
@ -4287,18 +4207,12 @@ static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, Im
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list) static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
{ {
if (draw_list->CmdBuffer.empty()) // Remove trailing command if unused.
// Technically we could return directly instead of popping, but this make things looks neat in Metrics window as well.
draw_list->_PopUnusedDrawCmd();
if (draw_list->CmdBuffer.Size == 0)
return; return;
// Remove trailing command if unused
ImDrawCmd& last_cmd = draw_list->CmdBuffer.back();
if (last_cmd.ElemCount == 0 && last_cmd.UserCallback == NULL)
{
draw_list->CmdBuffer.pop_back();
if (draw_list->CmdBuffer.empty())
return;
}
// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
// May trigger for you if you are using PrimXXX functions incorrectly. // May trigger for you if you are using PrimXXX functions incorrectly.
IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
@ -4391,7 +4305,12 @@ static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*
} }
} }
// When using this function it is sane to ensure that float are perfectly rounded to integer values, to that e.g. (int)(max.x-min.x) in user's render produce correct result. // Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
// so that e.g. (int)(max.x-min.x) in user's render produce correct result.
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
// some frequently called functions which to modify both channels and clipping simultaneously tend to use the
// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -5442,10 +5361,10 @@ static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_
{ {
ImRect rect = window->Rect(); ImRect rect = window->Rect();
if (thickness == 0.0f) rect.Max -= ImVec2(1, 1); if (thickness == 0.0f) rect.Max -= ImVec2(1, 1);
if (border_n == 0) return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); // Top if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } // Top
if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); // Right if (border_n == 1) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } // Right
if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); // Bottom if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } // Bottom
if (border_n == 3) return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); // Left if (border_n == 3) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } // Left
IM_ASSERT(0); IM_ASSERT(0);
return ImRect(); return ImRect();
} }
@ -5463,7 +5382,7 @@ ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n)
// Handle resize for: Resize Grips, Borders, Gamepad // Handle resize for: Resize Grips, Borders, Gamepad
// Return true when using auto-fit (double click on resize grip) // Return true when using auto-fit (double click on resize grip)
static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]) static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindowFlags flags = window->Flags; ImGuiWindowFlags flags = window->Flags;
@ -5487,9 +5406,10 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
// This is however not the case with current back-ends under Win32, but a custom borderless window implementation would benefit from it. // This is however not the case with current back-ends under Win32, but a custom borderless window implementation would benefit from it.
// - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
// - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
// We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
if (clip_with_viewport_rect) if (clip_with_viewport_rect)
PushClipRect(window->Viewport->Pos, window->Viewport->Pos + window->Viewport->Size, true); // Won't incur a draw command as we are not drawing here. window->ClipRect = window->Viewport->GetMainRect();
// Resize grips and borders are on layer 1 // Resize grips and borders are on layer 1
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
@ -5524,6 +5444,9 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
// Resize from any of the four corners // Resize from any of the four corners
// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip
ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
corner_target = ImClamp(corner_target, clamp_min, clamp_max);
CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target); CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target);
} }
if (resize_grip_n == 0 || held || hovered) if (resize_grip_n == 0 || held || hovered)
@ -5549,12 +5472,13 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right
if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom
if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left
ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX);
ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX);
border_target = ImClamp(border_target, clamp_min, clamp_max);
CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target); CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
} }
} }
PopID(); PopID();
if (clip_with_viewport_rect)
PopClipRect();
// Restore nav layer // Restore nav layer
window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
@ -5572,6 +5496,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
{ {
const float NAV_RESIZE_SPEED = 600.0f; const float NAV_RESIZE_SPEED = 600.0f;
nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size);
g.NavWindowingToggleLayer = false; g.NavWindowingToggleLayer = false;
g.NavDisableMouseHover = true; g.NavDisableMouseHover = true;
resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
@ -5596,11 +5521,13 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
return ret_auto_fit; return ret_auto_fit;
} }
static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& rect, const ImVec2& padding) static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImVec2 size_for_clamping = (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size; ImVec2 size_for_clamping = window->Size;
window->Pos = ImMin(rect.Max - padding, ImMax(window->Pos + size_for_clamping, rect.Min + padding) - size_for_clamping); if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
size_for_clamping.y = window->TitleBarHeight();
window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
} }
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
@ -6030,6 +5957,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->HasCloseButton = (p_open != NULL); window->HasCloseButton = (p_open != NULL);
window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
window->IDStack.resize(1); window->IDStack.resize(1);
window->DrawList->_ResetForNewFrame();
// Restore buffer capacity when woken from a compacted state, to avoid // Restore buffer capacity when woken from a compacted state, to avoid
if (window->MemoryCompacted) if (window->MemoryCompacted)
@ -6174,7 +6102,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (window_just_activated_by_user) if (window_just_activated_by_user)
{ {
window->AutoPosLastDirection = ImGuiDir_None; window->AutoPosLastDirection = ImGuiDir_None;
if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api) if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
window->Pos = g.BeginPopupStack.back().OpenPopupPos; window->Pos = g.BeginPopupStack.back().OpenPopupPos;
} }
@ -6283,16 +6211,21 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Viewport->Flags = viewport_flags; window->Viewport->Flags = viewport_flags;
} }
// Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
// When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
ImRect viewport_rect(window->Viewport->GetMainRect());
ImRect viewport_work_rect(window->Viewport->GetWorkRect());
ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
// Clamp position/size so window stays visible within its viewport or monitor // Clamp position/size so window stays visible within its viewport or monitor
// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
// FIXME: Similar to code in GetWindowAllowedExtentRect() // FIXME: Similar to code in GetWindowAllowedExtentRect()
ImRect viewport_rect = window->Viewport->GetMainRect();
if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
{ {
ImVec2 clamp_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
{ {
ClampWindowRect(window, window->Viewport->GetWorkRect(), clamp_padding); ClampWindowRect(window, visibility_rect);
} }
else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
{ {
@ -6304,18 +6237,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else else
{ {
ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->Viewport->PlatformMonitor]; ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->Viewport->PlatformMonitor];
ClampWindowRect(window, ImRect(monitor.WorkPos, monitor.WorkPos + monitor.WorkSize), clamp_padding); visibility_rect.Min = monitor.WorkPos + visibility_padding;
visibility_rect.Max = monitor.WorkPos + monitor.WorkSize - visibility_padding;
ClampWindowRect(window, visibility_rect);
} }
} }
} }
window->Pos = ImFloor(window->Pos); window->Pos = ImFloor(window->Pos);
// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
// Large values tend to lead to variety of artifacts and are not recommended.
if (window->ViewportOwned || window->DockIsActive) if (window->ViewportOwned || window->DockIsActive)
window->WindowRounding = 0.0f; window->WindowRounding = 0.0f;
else else
window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
// For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
//if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
// window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
// Apply window focus (new and reactivated windows are moved to front) // Apply window focus (new and reactivated windows are moved to front)
bool want_focus = false; bool want_focus = false;
if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing)) if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
@ -6335,7 +6275,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
if (handle_borders_and_resize_grips && !window->Collapsed) if (handle_borders_and_resize_grips && !window->Collapsed)
if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0])) if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
window->ResizeBorderHeld = (signed char)border_held; window->ResizeBorderHeld = (signed char)border_held;
@ -6435,7 +6375,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// DRAWING // DRAWING
// Setup draw list and outer clipping rectangle // Setup draw list and outer clipping rectangle
window->DrawList->Clear(); IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
PushClipRect(host_rect.Min, host_rect.Max, false); PushClipRect(host_rect.Min, host_rect.Max, false);
@ -7568,9 +7508,8 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
{ {
ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n]; ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n];
IM_UNUSED(mon); IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor bounds not setup properly."); IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
IM_ASSERT(mon.WorkSize.x > 0.0f && mon.WorkSize.y > 0.0f && "Monitor bounds not setup properly. If you don't have work area information, just copy Min/Max into them.");
IM_ASSERT(mon.DpiScale != 0.0f); IM_ASSERT(mon.DpiScale != 0.0f);
} }
} }
@ -8336,16 +8275,45 @@ void ImGui::SetTooltip(const char* fmt, ...)
// [SECTION] POPUPS // [SECTION] POPUPS
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
bool ImGui::IsPopupOpen(ImGuiID id) // Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
if (popup_flags & ImGuiPopupFlags_AnyPopupId)
{
// Return true if any popup is open at the current BeginPopup() level of the popup stack
// This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
IM_ASSERT(id == 0);
if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
return g.OpenPopupStack.Size > 0;
else
return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
}
else
{
if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
{
// Return true if the popup is open anywhere in the popup stack
for (int n = 0; n < g.OpenPopupStack.Size; n++)
if (g.OpenPopupStack[n].PopupId == id)
return true;
return false;
}
else
{
// Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
} }
}
}
bool ImGui::IsPopupOpen(const char* str_id) bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id); ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
return IsPopupOpen(id, popup_flags);
} }
ImGuiWindow* ImGui::GetTopMostPopupModal() ImGuiWindow* ImGui::GetTopMostPopupModal()
@ -8358,21 +8326,26 @@ ImGuiWindow* ImGui::GetTopMostPopupModal()
return NULL; return NULL;
} }
void ImGui::OpenPopup(const char* str_id) void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
OpenPopupEx(g.CurrentWindow->GetID(str_id)); OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags);
} }
// Mark popup as open (toggle toward open state). // Mark popup as open (toggle toward open state).
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. // Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). // Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) // One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
void ImGui::OpenPopupEx(ImGuiID id) void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* parent_window = g.CurrentWindow; ImGuiWindow* parent_window = g.CurrentWindow;
int current_stack_size = g.BeginPopupStack.Size; const int current_stack_size = g.BeginPopupStack.Size;
if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId))
return;
ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
popup_ref.PopupId = id; popup_ref.PopupId = id;
popup_ref.Window = NULL; popup_ref.Window = NULL;
@ -8399,8 +8372,8 @@ void ImGui::OpenPopupEx(ImGuiID id)
else else
{ {
// Close child popups if any, then flag popup for open/reopen // Close child popups if any, then flag popup for open/reopen
g.OpenPopupStack.resize(current_stack_size + 1); ClosePopupToLevel(current_stack_size, false);
g.OpenPopupStack[current_stack_size] = popup_ref; g.OpenPopupStack.push_back(popup_ref);
} }
// When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
@ -8413,7 +8386,7 @@ void ImGui::OpenPopupEx(ImGuiID id)
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
if (g.OpenPopupStack.empty()) if (g.OpenPopupStack.Size == 0)
return; return;
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
@ -8453,6 +8426,8 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
// Trim open popup stack
ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow;
ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
g.OpenPopupStack.resize(remaining); g.OpenPopupStack.resize(remaining);
@ -8504,10 +8479,11 @@ void ImGui::CloseCurrentPopup()
window->DC.NavHideHighlightOneFrame = true; window->DC.NavHideHighlightOneFrame = true;
} }
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
if (!IsPopupOpen(id)) if (!IsPopupOpen(id, ImGuiPopupFlags_None))
{ {
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
return false; return false;
@ -8546,21 +8522,22 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
const ImGuiID id = window->GetID(name); const ImGuiID id = window->GetID(name);
if (!IsPopupOpen(id)) if (!IsPopupOpen(id, ImGuiPopupFlags_None))
{ {
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
return false; return false;
} }
// Center modal windows by default // Center modal windows by default for increased visibility
// (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
// FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
{ {
ImGuiViewportP* viewport = window->WasActive ? window->Viewport : (ImGuiViewportP*)GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? ImGuiViewportP* viewport = window->WasActive ? window->Viewport : (ImGuiViewportP*)GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
SetNextWindowPos(viewport->GetMainRect().GetCenter(), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); SetNextWindowPos(viewport->GetMainRect().GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
} }
flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoDocking; flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
const bool is_open = Begin(name, p_open, flags); const bool is_open = Begin(name, p_open, flags);
if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
{ {
@ -8591,52 +8568,61 @@ void ImGui::EndPopup()
g.WithinEndChild = false; g.WithinEndChild = false;
} }
bool ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiMouseButton mouse_button) bool ImGui::OpenPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
{ {
ImGuiWindow* window = GImGui->CurrentWindow; ImGuiWindow* window = GImGui->CurrentWindow;
int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
{ {
ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
OpenPopupEx(id); OpenPopupEx(id, popup_flags);
return true; return true;
} }
return false; return false;
} }
// This is a helper to handle the simplest case of associating one named popup to one given widget. // This is a helper to handle the simplest case of associating one named popup to one given widget.
// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). // - You can pass a NULL str_id to use the identifier of the last item.
// You can pass a NULL str_id to use the identifier of the last item. // - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiMouseButton mouse_button) // - This is essentially the same as calling OpenPopupContextItem() + BeginPopup() but written to avoid
// computing the ID twice because BeginPopupContextXXX functions are called very frequently.
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
{ {
ImGuiWindow* window = GImGui->CurrentWindow; ImGuiWindow* window = GImGui->CurrentWindow;
if (window->SkipItems) if (window->SkipItems)
return false; return false;
ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
OpenPopupEx(id); OpenPopupEx(id, popup_flags);
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
} }
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mouse_button, bool also_over_items) bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
{ {
ImGuiWindow* window = GImGui->CurrentWindow;
if (!str_id) if (!str_id)
str_id = "window_context"; str_id = "window_context";
ImGuiID id = GImGui->CurrentWindow->GetID(str_id); ImGuiID id = window->GetID(str_id);
int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
if (also_over_items || !IsAnyItemHovered()) if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
OpenPopupEx(id); OpenPopupEx(id, popup_flags);
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
} }
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiMouseButton mouse_button) bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
{ {
ImGuiWindow* window = GImGui->CurrentWindow;
if (!str_id) if (!str_id)
str_id = "void_context"; str_id = "void_context";
ImGuiID id = GImGui->CurrentWindow->GetID(str_id); ImGuiID id = window->GetID(str_id);
int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
OpenPopupEx(id); if (GetTopMostPopupModal() == NULL)
OpenPopupEx(id, popup_flags);
return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
} }
@ -15420,7 +15406,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
char buf[300]; char buf[300];
ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd: %4d triangles, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d triangles, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);

View File

@ -1,4 +1,4 @@
// dear imgui, v1.77 WIP // dear imgui, v1.77
// (headers) // (headers)
// Help: // Help:
@ -60,8 +60,8 @@ Index of this file:
// Version // Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.77 WIP" #define IMGUI_VERSION "1.77"
#define IMGUI_VERSION_NUM 17601 #define IMGUI_VERSION_NUM 17701
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch #define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
#define IMGUI_HAS_DOCK 1 // Docking WIP branch #define IMGUI_HAS_DOCK 1 // Docking WIP branch
@ -88,8 +88,8 @@ Index of this file:
#define IM_FMTARGS(FMT) #define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT) #define IM_FMTLIST(FMT)
#endif #endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
#if (__cplusplus >= 201100) #if (__cplusplus >= 201100)
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
#else #else
@ -169,6 +169,7 @@ typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: f
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
@ -277,9 +278,10 @@ namespace ImGui
// Windows // Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
// - You may append multiple times to the same window during the same frame.
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
// which clicking will set the boolean to false when clicked. // which clicking will set the boolean to false when clicked.
// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
@ -602,27 +604,41 @@ namespace ImGui
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
// Popups, Modals // Popups, Modals
// The properties of popups windows are: // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
// - They block normal mouse hovering detection outside them. (*1) // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
// Because hovering detection is disabled outside the popup, when clicking outside the click will not be seen by underlying widgets! (*1) // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
// - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as we are used to with regular Begin() calls. // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
// User can manipulate the visibility state by calling OpenPopup(), CloseCurrentPopup() etc. // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
// - We default to use the right mouse (ImGuiMouseButton_Right=1) for the Popup Context functions. // This is sometimes leading to confusing mistakes. May rework this in the future.
// Those three properties are connected: we need to retain popup visibility state in the library because popups may be closed as any time. // Popups: begin/end functions
// (*1) You can bypass that restriction and detect hovering even when normally blocked by a popup. // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
// To do this use the ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
// This is what BeginPopupContextItem() and BeginPopupContextWindow() are doing already, allowing a right-click to reopen another popups without losing the click. IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened. // Popups: open/close functions
IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack. // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
IMGUI_API bool OpenPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
// Popups: open+begin combined functions helpers
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
// - They are convenient to easily create context menus, hence the name.
// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
// - We exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter. Passing a mouse button to ImGuiPopupFlags is guaranteed to be legal.
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
// Popups: test function
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
// Columns // Columns
// - You can also use SameLine(pos_x) to mimic simplified columns. // - You can also use SameLine(pos_x) to mimic simplified columns.
@ -901,6 +917,26 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
}; };
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
enum ImGuiPopupFlags_
{
ImGuiPopupFlags_None = 0,
ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranted to always be == 0 (same as ImGuiMouseButton_Left)
ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranted to always be == 1 (same as ImGuiMouseButton_Right)
ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranted to always be == 2 (same as ImGuiMouseButton_Middle)
ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
ImGuiPopupFlags_MouseButtonDefault_ = 1,
ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
};
// Flags for ImGui::Selectable() // Flags for ImGui::Selectable()
enum ImGuiSelectableFlags_ enum ImGuiSelectableFlags_
{ {
@ -949,7 +985,8 @@ enum ImGuiTabItemFlags_
ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
ImGuiTabItemFlags_NoTooltip = 1 << 4 // Disable tooltip for the given tab
}; };
// Flags for ImGui::IsWindowFocused() // Flags for ImGui::IsWindowFocused()
@ -1343,7 +1380,8 @@ enum ImGuiMouseCursor_
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
enum ImGuiCond_ enum ImGuiCond_
{ {
ImGuiCond_Always = 1 << 0, // Set the variable ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
@ -1445,7 +1483,7 @@ struct ImGuiStyle
{ {
float Alpha; // Global alpha applies to everything in Dear ImGui. float Alpha; // Global alpha applies to everything in Dear ImGui.
ImVec2 WindowPadding; // Padding within a window. ImVec2 WindowPadding; // Padding within a window.
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
@ -1629,6 +1667,7 @@ struct ImGuiIO
float KeysDownDurationPrev[512]; // Previous duration the key has been down float KeysDownDurationPrev[512]; // Previous duration the key has been down
float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
@ -1735,6 +1774,9 @@ struct ImGuiPayload
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui namespace ImGui
{ {
// OBSOLETED in 1.77 (from June 2020)
static inline bool OpenPopupOnItemClick(const char* str_id = NULL, ImGuiMouseButton mb = 1) { return OpenPopupContextItem(str_id, mb); } // Passing a mouse button to ImGuiPopupFlags is legal
static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
// OBSOLETED in 1.72 (from July 2019) // OBSOLETED in 1.72 (from July 2019)
static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
// OBSOLETED in 1.71 (from June 2019) // OBSOLETED in 1.71 (from June 2019)
@ -1755,7 +1797,6 @@ namespace ImGui
// OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
} }
typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
@ -1977,19 +2018,21 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
// Typically, 1 command = 1 GPU draw call (unless command is a callback) // Typically, 1 command = 1 GPU draw call (unless command is a callback)
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' // - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. // those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Pre-1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields.
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
struct ImDrawCmd struct ImDrawCmd
{ {
unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices. unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // The draw callback code can access this. void* UserCallbackData; // 4-8 // The draw callback code can access this.
ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
}; };
// Vertex index, default to 16-bit // Vertex index, default to 16-bit
@ -2080,18 +2123,19 @@ struct ImDrawList
// [Internal, used while building lists] // [Internal, used while building lists]
const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
const char* _OwnerName; // Pointer to owner window's name for debugging const char* _OwnerName; // Pointer to owner window's name for debugging
unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'.
unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec4> _ClipRectStack; // [Internal] ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal] ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImVec2> _Path; // [Internal] current path building ImVector<ImVec2> _Path; // [Internal] current path building
ImDrawListSplitter _Splitter; // [Internal] for channels api ImDrawCmd _CmdHeader; // [Internal] Template of active commands. Fields should match those of CmdBuffer.back().
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; }
~ImDrawList() { ClearFreeMemory(); }
~ImDrawList() { _ClearFreeMemory(); }
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect(); IMGUI_API void PopClipRect();
@ -2151,16 +2195,15 @@ struct ImDrawList
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
// - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
// Prefer using your own persistent copy of ImDrawListSplitter as you can stack them. // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
inline void ChannelsMerge() { _Splitter.Merge(this); } inline void ChannelsMerge() { _Splitter.Merge(this); }
inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
// Internal helpers // Advanced: Primitives allocations
// NB: all primitives needs to be reserved via PrimReserve() beforehand! // - We render triangles (three vertices)
IMGUI_API void Clear(); // - All primitives needs to be reserved via PrimReserve() beforehand.
IMGUI_API void ClearFreeMemory();
IMGUI_API void PrimReserve(int idx_count, int vtx_count); IMGUI_API void PrimReserve(int idx_count, int vtx_count);
IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
@ -2168,9 +2211,15 @@ struct ImDrawList
IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
IMGUI_API void UpdateClipRect();
IMGUI_API void UpdateTextureID(); // [Internal helpers]
IMGUI_API void _ResetForNewFrame();
IMGUI_API void _ClearFreeMemory();
IMGUI_API void _PopUnusedDrawCmd();
IMGUI_API void _OnChangedClipRect();
IMGUI_API void _OnChangedTextureID();
IMGUI_API void _OnChangedVtxOffset();
}; };
// All draw data to render a Dear ImGui frame // All draw data to render a Dear ImGui frame
@ -2341,7 +2390,7 @@ struct ImFontAtlas
// After calling Build(), you can query the rectangle position and render your pixels. // After calling Build(), you can query the rectangle position and render your pixels.
// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
// so you can render e.g. custom colorful icons and use them as regular glyphs. // so you can render e.g. custom colorful icons and use them as regular glyphs.
// Read docs/FONTS.txt for more details about using colorful icons. // Read docs/FONTS.md for more details about using colorful icons.
// Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
IMGUI_API int AddCustomRectRegular(int width, int height); IMGUI_API int AddCustomRectRegular(int width, int height);
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
@ -2552,7 +2601,7 @@ struct ImGuiPlatformIO
struct ImGuiPlatformMonitor struct ImGuiPlatformMonitor
{ {
ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
ImVec2 WorkPos, WorkSize; // (Optional) Coordinates without task bars / side bars / menu bars. imgui uses this to avoid positioning popups/tooltips inside this region. ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
float DpiScale; // 1.0f = 96 DPI float DpiScale; // 1.0f = 96 DPI
ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; } ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; }
}; };
@ -2603,7 +2652,8 @@ struct ImGuiViewport
ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestMove = PlatformRequestResize = PlatformRequestClose = false; } ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestMove = PlatformRequestResize = PlatformRequestClose = false; }
~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
// Access work-area rectangle // Access work-area rectangle with GetWorkXXX functions (see comments above)
ImVec2 GetCenter() { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
ImVec2 GetWorkPos() { return ImVec2(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y); } ImVec2 GetWorkPos() { return ImVec2(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y); }
ImVec2 GetWorkSize() { return ImVec2(Size.x - WorkOffsetMin.x + WorkOffsetMax.x, Size.y - WorkOffsetMin.y + WorkOffsetMax.y); } // This not clamped ImVec2 GetWorkSize() { return ImVec2(Size.x - WorkOffsetMin.x + WorkOffsetMax.x, Size.y - WorkOffsetMin.y + WorkOffsetMax.y); } // This not clamped
}; };

View File

@ -1,4 +1,4 @@
// dear imgui, v1.77 WIP // dear imgui, v1.77
// (demo code) // (demo code)
// Help: // Help:
@ -80,25 +80,27 @@ Index of this file:
#include <stdint.h> // intptr_t #include <stdint.h> // intptr_t
#endif #endif
// Visual Studio warnings
#ifdef _MSC_VER #ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif #endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__) #if defined(__clang__)
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) #pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code)
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type
#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal #pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal
#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. #pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. #pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used.
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#endif
#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#endif
#if __has_warning("-Wreserved-id-macro")
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
#endif #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__) #elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
@ -154,7 +156,7 @@ static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleMenuFile(); static void ShowExampleMenuFile();
// Helper to display a little (?) mark which shows a tooltip when hovered. // Helper to display a little (?) mark which shows a tooltip when hovered.
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.txt) // In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md)
static void HelpMarker(const char* desc) static void HelpMarker(const char* desc)
{ {
ImGui::TextDisabled("(?)"); ImGui::TextDisabled("(?)");
@ -915,7 +917,7 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("UTF-8 Text")) if (ImGui::TreeNode("UTF-8 Text"))
{ {
// UTF-8 test with Japanese characters // UTF-8 test with Japanese characters
// (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.txt for details.) // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.)
// - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8 // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
// - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you
// can save your source files as 'UTF-8 without signature'). // can save your source files as 'UTF-8 without signature').
@ -927,7 +929,7 @@ static void ShowDemoWindowWidgets()
ImGui::TextWrapped( ImGui::TextWrapped(
"CJK text will only appears if the font was loaded with the appropriate CJK character ranges. " "CJK text will only appears if the font was loaded with the appropriate CJK character ranges. "
"Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. " "Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. "
"Read docs/FONTS.txt for details."); "Read docs/FONTS.md for details.");
ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.
ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
@ -2870,7 +2872,7 @@ static void ShowDemoWindowPopups()
if (ImGui::TreeNode("Context menus")) if (ImGui::TreeNode("Context menus"))
{ {
// BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing:
// if (IsItemHovered() && IsMouseReleased(0)) // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
// OpenPopup(id); // OpenPopup(id);
// return BeginPopup(id); // return BeginPopup(id);
// For more advanced uses you may want to replicate and customize this code. // For more advanced uses you may want to replicate and customize this code.
@ -2886,11 +2888,11 @@ static void ShowDemoWindowPopups()
ImGui::EndPopup(); ImGui::EndPopup();
} }
// We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the // We can also use OpenPopupContextItem() which is the same as BeginPopupContextItem() but without the
// Begin() call. So here we will make it that clicking on the text field with the right mouse button (1) // Begin() call. So here we will make it that clicking on the text field with the right mouse button (1)
// will toggle the visibility of the popup above. // will toggle the visibility of the popup above.
ImGui::Text("(You can also right-click me to open the same popup as above.)"); ImGui::Text("(You can also right-click me to open the same popup as above.)");
ImGui::OpenPopupOnItemClick("item context menu", 1); ImGui::OpenPopupContextItem("item context menu", 1);
// When used after an item that has an ID (e.g.Button), we can skip providing an ID to BeginPopupContextItem(). // When used after an item that has an ID (e.g.Button), we can skip providing an ID to BeginPopupContextItem().
// BeginPopupContextItem() will use the last item ID as the popup ID. // BeginPopupContextItem() will use the last item ID as the popup ID.
@ -2920,6 +2922,13 @@ static void ShowDemoWindowPopups()
if (ImGui::Button("Delete..")) if (ImGui::Button("Delete.."))
ImGui::OpenPopup("Delete?"); ImGui::OpenPopup("Delete?");
// Always center this window when appearing
ImVec2 center = ImGui::GetMainViewport()->GetCenter();
//ImVec2 parent_pos = ImGui::GetWindowPos();
//ImVec2 parent_size = ImGui::GetWindowSize();
//ImVec2 center(parent_pos.x + parent_size.x * 0.5f, parent_pos.y + parent_size.y * 0.5f);
ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))
{ {
ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
@ -3616,7 +3625,7 @@ void ImGui::ShowFontSelector(const char* label)
HelpMarker( HelpMarker(
"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
"- Read FAQ and docs/FONTS.txt for more details.\n" "- Read FAQ and docs/FONTS.md for more details.\n"
"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
} }
@ -3844,7 +3853,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{ {
// Tips: in a real user application, you may want to merge and use an icon font into the main font, // Tips: in a real user application, you may want to merge and use an icon font into the main font,
// so instead of "Save"/"Revert" you'd use icons! // so instead of "Save"/"Revert" you'd use icons!
// Read the FAQ and docs/FONTS.txt about using icon fonts. It's really easy and super convenient! // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient!
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; }
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; }
} }
@ -3862,7 +3871,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImFontAtlas* atlas = io.Fonts; ImFontAtlas* atlas = io.Fonts;
HelpMarker("Read FAQ and docs/FONTS.txt for details on font loading."); HelpMarker("Read FAQ and docs/FONTS.md for details on font loading.");
ImGui::PushItemWidth(120); ImGui::PushItemWidth(120);
for (int i = 0; i < atlas->Fonts.Size; i++) for (int i = 0; i < atlas->Fonts.Size; i++)
{ {

View File

@ -1,4 +1,4 @@
// dear imgui, v1.77 WIP // dear imgui, v1.77
// (drawing and font code) // (drawing and font code)
/* /*
@ -57,22 +57,19 @@ Index of this file:
// Clang/GCC warnings with -Weverything // Clang/GCC warnings with -Weverything
#if defined(__clang__) #if defined(__clang__)
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. #pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#endif #pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here
#if __has_warning("-Wcomma") #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
#pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here //
#endif
#if __has_warning("-Wreserved-id-macro")
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#endif
#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#endif #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__) #elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
@ -108,7 +105,7 @@ namespace IMGUI_STB_NAMESPACE
#pragma clang diagnostic ignored "-Wunused-function" #pragma clang diagnostic ignored "-Wunused-function"
#pragma clang diagnostic ignored "-Wmissing-prototypes" #pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough" #pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier // #pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
#endif #endif
#if defined(__GNUC__) #if defined(__GNUC__)
@ -382,13 +379,20 @@ void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
} }
} }
void ImDrawList::Clear() // Initialize before use in a new frame. We always have a command ready in the buffer.
void ImDrawList::_ResetForNewFrame()
{ {
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
// (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC)
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
CmdBuffer.resize(0); CmdBuffer.resize(0);
IdxBuffer.resize(0); IdxBuffer.resize(0);
VtxBuffer.resize(0); VtxBuffer.resize(0);
Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None; Flags = _Data->InitialFlags;
_VtxCurrentOffset = 0; memset(&_CmdHeader, 0, sizeof(_CmdHeader));
_VtxCurrentIdx = 0; _VtxCurrentIdx = 0;
_VtxWritePtr = NULL; _VtxWritePtr = NULL;
_IdxWritePtr = NULL; _IdxWritePtr = NULL;
@ -396,13 +400,15 @@ void ImDrawList::Clear()
_TextureIdStack.resize(0); _TextureIdStack.resize(0);
_Path.resize(0); _Path.resize(0);
_Splitter.Clear(); _Splitter.Clear();
CmdBuffer.push_back(ImDrawCmd());
} }
void ImDrawList::ClearFreeMemory() void ImDrawList::_ClearFreeMemory()
{ {
CmdBuffer.clear(); CmdBuffer.clear();
IdxBuffer.clear(); IdxBuffer.clear();
VtxBuffer.clear(); VtxBuffer.clear();
Flags = ImDrawListFlags_None;
_VtxCurrentIdx = 0; _VtxCurrentIdx = 0;
_VtxWritePtr = NULL; _VtxWritePtr = NULL;
_IdxWritePtr = NULL; _IdxWritePtr = NULL;
@ -422,86 +428,117 @@ ImDrawList* ImDrawList::CloneOutput() const
return dst; return dst;
} }
// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen)
#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL)
void ImDrawList::AddDrawCmd() void ImDrawList::AddDrawCmd()
{ {
ImDrawCmd draw_cmd; ImDrawCmd draw_cmd;
draw_cmd.ClipRect = GetCurrentClipRect(); draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy()
draw_cmd.TextureId = GetCurrentTextureId(); draw_cmd.TextureId = _CmdHeader.TextureId;
draw_cmd.VtxOffset = _VtxCurrentOffset; draw_cmd.VtxOffset = _CmdHeader.VtxOffset;
draw_cmd.IdxOffset = IdxBuffer.Size; draw_cmd.IdxOffset = IdxBuffer.Size;
IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
CmdBuffer.push_back(draw_cmd); CmdBuffer.push_back(draw_cmd);
} }
// Pop trailing draw command (used before merging or presenting to user)
// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL
void ImDrawList::_PopUnusedDrawCmd()
{
if (CmdBuffer.Size == 0)
return;
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL)
CmdBuffer.pop_back();
}
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{ {
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL) IM_ASSERT(curr_cmd->UserCallback == NULL);
if (curr_cmd->ElemCount != 0)
{ {
AddDrawCmd(); AddDrawCmd();
current_cmd = &CmdBuffer.back(); curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
} }
current_cmd->UserCallback = callback; curr_cmd->UserCallback = callback;
current_cmd->UserCallbackData = callback_data; curr_cmd->UserCallbackData = callback_data;
AddDrawCmd(); // Force a new command after us (see comment below) AddDrawCmd(); // Force a new command after us (see comment below)
} }
// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. // Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. // The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
void ImDrawList::UpdateClipRect() void ImDrawList::_OnChangedClipRect()
{ {
// If current command is used with different settings we need to add a new command // If current command is used with different settings we need to add a new command
const ImVec4 curr_clip_rect = GetCurrentClipRect(); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL; if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)
if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
{ {
AddDrawCmd(); AddDrawCmd();
return; return;
} }
IM_ASSERT(curr_cmd->UserCallback == NULL);
// Try to merge with previous command if it matches, else use current command // Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL) if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back(); CmdBuffer.pop_back();
else return;
curr_cmd->ClipRect = curr_clip_rect;
} }
void ImDrawList::UpdateTextureID() curr_cmd->ClipRect = _CmdHeader.ClipRect;
}
void ImDrawList::_OnChangedTextureID()
{ {
// If current command is used with different settings we need to add a new command // If current command is used with different settings we need to add a new command
const ImTextureID curr_texture_id = GetCurrentTextureId(); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
{ {
AddDrawCmd(); AddDrawCmd();
return; return;
} }
IM_ASSERT(curr_cmd->UserCallback == NULL);
// Try to merge with previous command if it matches, else use current command // Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL) if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back(); CmdBuffer.pop_back();
else return;
curr_cmd->TextureId = curr_texture_id;
} }
#undef GetCurrentClipRect curr_cmd->TextureId = _CmdHeader.TextureId;
#undef GetCurrentTextureId }
void ImDrawList::_OnChangedVtxOffset()
{
// We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
_VtxCurrentIdx = 0;
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset);
if (curr_cmd->ElemCount != 0)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
}
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
{ {
ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
if (intersect_with_current_clip_rect && _ClipRectStack.Size) if (intersect_with_current_clip_rect)
{ {
ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1]; ImVec4 current = _CmdHeader.ClipRect;
if (cr.x < current.x) cr.x = current.x; if (cr.x < current.x) cr.x = current.x;
if (cr.y < current.y) cr.y = current.y; if (cr.y < current.y) cr.y = current.y;
if (cr.z > current.z) cr.z = current.z; if (cr.z > current.z) cr.z = current.z;
@ -511,7 +548,8 @@ void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_
cr.w = ImMax(cr.y, cr.w); cr.w = ImMax(cr.y, cr.w);
_ClipRectStack.push_back(cr); _ClipRectStack.push_back(cr);
UpdateClipRect(); _CmdHeader.ClipRect = cr;
_OnChangedClipRect();
} }
void ImDrawList::PushClipRectFullScreen() void ImDrawList::PushClipRectFullScreen()
@ -521,22 +559,23 @@ void ImDrawList::PushClipRectFullScreen()
void ImDrawList::PopClipRect() void ImDrawList::PopClipRect()
{ {
IM_ASSERT(_ClipRectStack.Size > 0);
_ClipRectStack.pop_back(); _ClipRectStack.pop_back();
UpdateClipRect(); _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];
_OnChangedClipRect();
} }
void ImDrawList::PushTextureID(ImTextureID texture_id) void ImDrawList::PushTextureID(ImTextureID texture_id)
{ {
_TextureIdStack.push_back(texture_id); _TextureIdStack.push_back(texture_id);
UpdateTextureID(); _CmdHeader.TextureId = texture_id;
_OnChangedTextureID();
} }
void ImDrawList::PopTextureID() void ImDrawList::PopTextureID()
{ {
IM_ASSERT(_TextureIdStack.Size > 0);
_TextureIdStack.pop_back(); _TextureIdStack.pop_back();
UpdateTextureID(); _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];
_OnChangedTextureID();
} }
// Reserve space for a number of vertices and indices. // Reserve space for a number of vertices and indices.
@ -548,13 +587,12 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
{ {
_VtxCurrentOffset = VtxBuffer.Size; _CmdHeader.VtxOffset = VtxBuffer.Size;
_VtxCurrentIdx = 0; _OnChangedVtxOffset();
AddDrawCmd();
} }
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd.ElemCount += idx_count; draw_cmd->ElemCount += idx_count;
int vtx_buffer_old_size = VtxBuffer.Size; int vtx_buffer_old_size = VtxBuffer.Size;
VtxBuffer.resize(vtx_buffer_old_size + vtx_count); VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
@ -570,8 +608,8 @@ void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
{ {
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd.ElemCount -= idx_count; draw_cmd->ElemCount -= idx_count;
VtxBuffer.shrink(VtxBuffer.Size - vtx_count); VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
IdxBuffer.shrink(IdxBuffer.Size - idx_count); IdxBuffer.shrink(IdxBuffer.Size - idx_count);
} }
@ -1225,9 +1263,9 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
if (font_size == 0.0f) if (font_size == 0.0f)
font_size = _Data->FontSize; font_size = _Data->FontSize;
IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
ImVec4 clip_rect = _ClipRectStack.back(); ImVec4 clip_rect = _CmdHeader.ClipRect;
if (cpu_fine_clip_rect) if (cpu_fine_clip_rect)
{ {
clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
@ -1248,7 +1286,7 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, cons
if ((col & IM_COL32_A_MASK) == 0) if ((col & IM_COL32_A_MASK) == 0)
return; return;
const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id) if (push_texture_id)
PushTextureID(user_texture_id); PushTextureID(user_texture_id);
@ -1264,7 +1302,7 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, con
if ((col & IM_COL32_A_MASK) == 0) if ((col & IM_COL32_A_MASK) == 0)
return; return;
const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id) if (push_texture_id)
PushTextureID(user_texture_id); PushTextureID(user_texture_id);
@ -1347,27 +1385,20 @@ void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
if (_Channels[i]._CmdBuffer.Size == 0) if (_Channels[i]._CmdBuffer.Size == 0)
{ {
ImDrawCmd draw_cmd; ImDrawCmd draw_cmd;
draw_cmd.ClipRect = draw_list->_ClipRectStack.back(); ImDrawCmd_HeaderCopy(&draw_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
draw_cmd.TextureId = draw_list->_TextureIdStack.back();
_Channels[i]._CmdBuffer.push_back(draw_cmd); _Channels[i]._CmdBuffer.push_back(draw_cmd);
} }
} }
} }
static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b)
{
return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback;
}
void ImDrawListSplitter::Merge(ImDrawList* draw_list) void ImDrawListSplitter::Merge(ImDrawList* draw_list)
{ {
// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
if (_Count <= 1) if (_Count <= 1)
return; return;
SetCurrentChannel(draw_list, 0); SetCurrentChannel(draw_list, 0);
if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0) draw_list->_PopUnusedDrawCmd();
draw_list->CmdBuffer.pop_back();
// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
int new_cmd_buffer_count = 0; int new_cmd_buffer_count = 0;
@ -1377,15 +1408,22 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
for (int i = 1; i < _Count; i++) for (int i = 1; i < _Count; i++)
{ {
ImDrawChannel& ch = _Channels[i]; ImDrawChannel& ch = _Channels[i];
// Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback.
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)
ch._CmdBuffer.pop_back(); ch._CmdBuffer.pop_back();
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0]))
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
{
ImDrawCmd* next_cmd = &ch._CmdBuffer[0];
if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)
{ {
// Merge previous channel last draw command with current channel first draw command if matching. // Merge previous channel last draw command with current channel first draw command if matching.
last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount; last_cmd->ElemCount += next_cmd->ElemCount;
idx_offset += ch._CmdBuffer[0].ElemCount; idx_offset += next_cmd->ElemCount;
ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
} }
}
if (ch._CmdBuffer.Size > 0) if (ch._CmdBuffer.Size > 0)
last_cmd = &ch._CmdBuffer.back(); last_cmd = &ch._CmdBuffer.back();
new_cmd_buffer_count += ch._CmdBuffer.Size; new_cmd_buffer_count += ch._CmdBuffer.Size;
@ -1409,8 +1447,18 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
} }
draw_list->_IdxWritePtr = idx_write; draw_list->_IdxWritePtr = idx_write;
draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
draw_list->UpdateTextureID(); // Ensure there's always a non-callback draw command trailing the command-buffer
if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL)
draw_list->AddDrawCmd();
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0)
ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();
_Count = 1; _Count = 1;
} }
@ -1419,6 +1467,7 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
IM_ASSERT(idx >= 0 && idx < _Count); IM_ASSERT(idx >= 0 && idx < _Count);
if (_Current == idx) if (_Current == idx)
return; return;
// Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));
memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));
@ -1426,6 +1475,13 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));
memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));
draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0)
ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -2853,7 +2909,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
} }
// Allow wrapping after punctuation. // Allow wrapping after punctuation.
inside_word = !(c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\"'); inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"');
} }
// We ignore blank width at the end of the line (they can be skipped) // We ignore blank width at the end of the line (they can be skipped)
@ -3245,8 +3301,8 @@ void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, Im
pos -= offset; pos -= offset;
const ImTextureID tex_id = font_atlas->TexID; const ImTextureID tex_id = font_atlas->TexID;
draw_list->PushTextureID(tex_id); draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow); draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow); draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
draw_list->PopTextureID(); draw_list->PopTextureID();

View File

@ -1,4 +1,4 @@
// dear imgui, v1.77 WIP // dear imgui, v1.77
// (internal structures/api) // (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -57,15 +57,16 @@ Index of this file:
// Clang/GCC warnings with -Weverything // Clang/GCC warnings with -Weverything
#if defined(__clang__) #if defined(__clang__)
#pragma clang diagnostic push #pragma clang diagnostic push
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h #pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wold-style-cast" #pragma clang diagnostic ignored "-Wold-style-cast"
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#endif
#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion" #pragma clang diagnostic ignored "-Wdouble-promotion"
#endif #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__) #elif defined(__GNUC__)
#pragma GCC diagnostic push #pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
@ -151,7 +152,7 @@ namespace ImStb
#undef STB_TEXTEDIT_CHARTYPE #undef STB_TEXTEDIT_CHARTYPE
#define STB_TEXTEDIT_STRING ImGuiInputTextState #define STB_TEXTEDIT_STRING ImGuiInputTextState
#define STB_TEXTEDIT_CHARTYPE ImWchar #define STB_TEXTEDIT_CHARTYPE ImWchar
#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f #define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f)
#define STB_TEXTEDIT_UNDOSTATECOUNT 99 #define STB_TEXTEDIT_UNDOSTATECOUNT 99
#define STB_TEXTEDIT_UNDOCHARCOUNT 999 #define STB_TEXTEDIT_UNDOCHARCOUNT 999
#include "imstb_textedit.h" #include "imstb_textedit.h"
@ -377,9 +378,9 @@ static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t)
static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }
static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; } static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; } static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; }
static inline float ImFloor(float f) { return (float)(int)(f); } static inline float ImFloor(float f) { return (float)(int)(f); }
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline int ImModPositive(int a, int b) { return (a + b) % b; }
@ -451,6 +452,7 @@ struct IMGUI_API ImRect
void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
}; };
// Helper: ImBitArray // Helper: ImBitArray
@ -1036,7 +1038,8 @@ struct ImGuiColumns
float LineMinY, LineMaxY; float LineMinY, LineMaxY;
float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns()
float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()
ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns() ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns()
ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()
ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns()
ImVector<ImGuiColumnData> Columns; ImVector<ImGuiColumnData> Columns;
ImDrawListSplitter Splitter; ImDrawListSplitter Splitter;
@ -1747,7 +1750,7 @@ struct IMGUI_API ImGuiWindow
ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.
ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
ImVec2 WindowPadding; // Window padding at the time of Begin(). ImVec2 WindowPadding; // Window padding at the time of Begin().
float WindowRounding; // Window rounding 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 WindowBorderSize; // Window border size at the time of Begin().
int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID MoveId; // == window->GetID("#MOVE")
@ -1766,7 +1769,7 @@ struct IMGUI_API ImGuiWindow
bool WantCollapseToggle; bool WantCollapseToggle;
bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
bool Hidden; // Do not display (== (HiddenFrames*** > 0)) bool Hidden; // Do not display (== HiddenFrames*** > 0)
bool IsFallbackWindow; // Set on the "Debug##Default" window. bool IsFallbackWindow; // Set on the "Debug##Default" window.
bool HasCloseButton; // Set when the window has a close button (p_open != NULL) bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
@ -2063,10 +2066,10 @@ namespace ImGui
// Popups, Modals, Tooltips // Popups, Modals, Tooltips
IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);
IMGUI_API void OpenPopupEx(ImGuiID id); IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);
IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id at current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack! IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags);
IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImGuiWindow* GetTopMostPopupModal();
@ -2156,6 +2159,7 @@ namespace ImGui
IMGUI_API bool IsDragDropPayloadBeingAccepted(); IMGUI_API bool IsDragDropPayloadBeingAccepted();
// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
IMGUI_API void EndColumns(); // close columns IMGUI_API void EndColumns(); // close columns
IMGUI_API void PushColumnClipRect(int column_index); IMGUI_API void PushColumnClipRect(int column_index);
@ -2218,6 +2222,7 @@ namespace ImGui
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
IMGUI_API void Scrollbar(ImGuiAxis axis); IMGUI_API void Scrollbar(ImGuiAxis axis);
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);
IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col);
IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders
@ -2289,8 +2294,8 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned ch
// [SECTION] Test Engine Hooks (imgui_test_engine) // [SECTION] Test Engine Hooks (imgui_test_engine)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
//#define IMGUI_ENABLE_TEST_ENGINE
#ifdef IMGUI_ENABLE_TEST_ENGINE #ifdef IMGUI_ENABLE_TEST_ENGINE
extern void ImGuiTestEngineHook_Shutdown(ImGuiContext* ctx);
extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx);
extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx);
extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);

View File

@ -1,4 +1,4 @@
// dear imgui, v1.77 WIP // dear imgui, v1.77
// (widgets code) // (widgets code)
/* /*
@ -58,19 +58,19 @@ Index of this file:
// Clang/GCC warnings with -Weverything // Clang/GCC warnings with -Weverything
#if defined(__clang__) #if defined(__clang__)
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. #pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness // #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#endif
#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#endif #pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
#if __has_warning("-Wdeprecated-enum-enum-conversion")
#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#endif #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__) #elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
@ -557,7 +557,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1)
{ {
// Repeat mode trumps on release behavior // Repeat mode trumps on release behavior
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay)) const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay;
if (!has_repeated_at_least_once)
pressed = true; pressed = true;
ClearActiveID(); ClearActiveID();
} }
@ -987,28 +988,16 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2&
} }
} }
// frame_padding < 0: uses FramePadding from style (default) // ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390)
// frame_padding = 0: no framing // We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API.
// frame_padding > 0: set framing size bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col)
// The color used are the button colors.
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 = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems) if (window->SkipItems)
return false; return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
// Default to using texture ID as ID. User can still push string/integer prefixes.
// We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
PushID((void*)(intptr_t)user_texture_id);
const ImGuiID id = window->GetID("#image");
PopID();
const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2);
const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
ItemSize(bb); ItemSize(bb);
if (!ItemAdd(bb, id)) if (!ItemAdd(bb, id))
return false; return false;
@ -1019,14 +1008,33 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I
// Render // Render
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id); RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding)); RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding));
if (bg_col.w > 0.0f) if (bg_col.w > 0.0f)
window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col)); window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));
window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col)); window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
return pressed; return pressed;
} }
// frame_padding < 0: uses FramePadding from style (default)
// frame_padding = 0: no framing
// frame_padding > 0: set framing size
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();
const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding;
return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col);
}
bool ImGui::Checkbox(const char* label, bool* v) bool ImGui::Checkbox(const char* label, bool* v)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -1491,7 +1499,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
bool hovered, held; bool hovered, held;
bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
bool popup_open = IsPopupOpen(id); bool popup_open = IsPopupOpen(id, ImGuiPopupFlags_None);
const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size);
@ -1516,7 +1524,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
{ {
if (window->DC.NavLayerCurrent == 0) if (window->DC.NavLayerCurrent == 0)
window->NavLastIds[0] = id; window->NavLastIds[0] = id;
OpenPopupEx(id); OpenPopupEx(id, ImGuiPopupFlags_None);
popup_open = true; popup_open = true;
} }
@ -3476,18 +3484,22 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
// Generic named filters // Generic named filters
if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))
{ {
// Allow 0-9 . - + * /
if (flags & ImGuiInputTextFlags_CharsDecimal) if (flags & ImGuiInputTextFlags_CharsDecimal)
if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/')) if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
return false; return false;
// Allow 0-9 . - + * / e E
if (flags & ImGuiInputTextFlags_CharsScientific) if (flags & ImGuiInputTextFlags_CharsScientific)
if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))
return false; return false;
// Allow 0-9 a-F A-F
if (flags & ImGuiInputTextFlags_CharsHexadecimal) if (flags & ImGuiInputTextFlags_CharsHexadecimal)
if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
return false; return false;
// Turn a-z into A-Z
if (flags & ImGuiInputTextFlags_CharsUppercase) if (flags & ImGuiInputTextFlags_CharsUppercase)
if (c >= 'a' && c <= 'z') if (c >= 'a' && c <= 'z')
*p_char = (c += (unsigned int)('A' - 'a')); *p_char = (c += (unsigned int)('A' - 'a'));
@ -4293,7 +4305,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
PopFont(); PopFont();
// Log as text // Log as text
if (g.LogEnabled && !(is_password && !is_displaying_hint)) if (g.LogEnabled && (!is_password || is_displaying_hint))
LogRenderedText(&draw_pos, buf_display, buf_display_end); LogRenderedText(&draw_pos, buf_display, buf_display_end);
if (label_size.x > 0) if (label_size.x > 0)
@ -4440,7 +4452,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
} }
if (!(flags & ImGuiColorEditFlags_NoOptions)) if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context"); OpenPopupContextItem("context");
} }
} }
else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
@ -4465,7 +4477,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
} }
if (!(flags & ImGuiColorEditFlags_NoOptions)) if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context"); OpenPopupContextItem("context");
} }
ImGuiWindow* picker_active_window = NULL; ImGuiWindow* picker_active_window = NULL;
@ -4486,7 +4498,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
} }
} }
if (!(flags & ImGuiColorEditFlags_NoOptions)) if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context"); OpenPopupContextItem("context");
if (BeginPopup("picker")) if (BeginPopup("picker"))
{ {
@ -4706,7 +4718,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
} }
} }
if (!(flags & ImGuiColorEditFlags_NoOptions)) if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context"); OpenPopupContextItem("context");
} }
else if (flags & ImGuiColorEditFlags_PickerHueBar) else if (flags & ImGuiColorEditFlags_PickerHueBar)
{ {
@ -4719,7 +4731,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
value_changed = value_changed_sv = true; value_changed = value_changed_sv = true;
} }
if (!(flags & ImGuiColorEditFlags_NoOptions)) if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context"); OpenPopupContextItem("context");
// Hue bar logic // Hue bar logic
SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
@ -5632,7 +5644,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags
if (p_open) if (p_open)
flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
bool is_open = TreeNodeBehavior(id, flags, label); bool is_open = TreeNodeBehavior(id, flags, label);
if (p_open) if (p_open != NULL)
{ {
// Create a small overlapping close button // Create a small overlapping close button
// FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
@ -6307,7 +6319,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style; const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label); const ImGuiID id = window->GetID(label);
bool menu_is_open = IsPopupOpen(id); bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None);
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
@ -6433,7 +6445,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
want_close = true; want_close = true;
if (want_close && IsPopupOpen(id)) if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None))
ClosePopupToLevel(g.BeginPopupStack.Size, true); ClosePopupToLevel(g.BeginPopupStack.Size, true);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
@ -7242,7 +7254,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
tab_contents_visible = true; tab_contents_visible = true;
if (tab_appearing && !(tab_bar_appearing && !tab_is_new)) // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted
// and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.
if (tab_appearing && (!tab_bar_appearing || tab_is_new))
{ {
PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
ItemAdd(ImRect(), id); ItemAdd(ImRect(), id);
@ -7401,14 +7415,16 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer)
// We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores)
if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered()) if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered())
if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip)) if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
return tab_contents_visible; return tab_contents_visible;
} }
// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. // [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.
// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem() // To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem().
// Tabs closed by the close button will automatically be flagged to avoid this issue.
// FIXME: We should aim to support calling SetTabItemClosed() after the tab submission (for next frame)
void ImGui::SetTabItemClosed(const char* label) void ImGui::SetTabItemClosed(const char* label)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -7541,6 +7557,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. // In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// - SetWindowClipRectBeforeSetChannel() [Internal]
// - GetColumnIndex() // - GetColumnIndex()
// - GetColumnCount() // - GetColumnCount()
// - GetColumnOffset() // - GetColumnOffset()
@ -7558,6 +7575,18 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
// - Columns() // - Columns()
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
// they would meddle many times with the underlying ImDrawCmd.
// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
// the subsequent single call to SetCurrentChannel() does it things once.
void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
{
ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
window->ClipRect = clip_rect;
window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
}
int ImGui::GetColumnIndex() int ImGui::GetColumnIndex()
{ {
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiWindow* window = GetCurrentWindowRead();
@ -7692,11 +7721,11 @@ void ImGui::PushColumnsBackground()
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1) if (columns->Count == 1)
return; return;
// Optimization: avoid SetCurrentChannel() + PushClipRect()
columns->HostBackupClipRect = window->ClipRect;
SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
columns->Splitter.SetCurrentChannel(window->DrawList, 0); columns->Splitter.SetCurrentChannel(window->DrawList, 0);
int cmd_size = window->DrawList->CmdBuffer.Size;
PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
IM_UNUSED(cmd_size);
IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd
} }
void ImGui::PopColumnsBackground() void ImGui::PopColumnsBackground()
@ -7705,8 +7734,10 @@ void ImGui::PopColumnsBackground()
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1) if (columns->Count == 1)
return; return;
// Optimization: avoid PopClipRect() + SetCurrentChannel()
SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
PopClipRect();
} }
ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
@ -7754,7 +7785,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorPosY = window->DC.CursorPos.y;
columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
columns->HostClipRect = window->ClipRect; columns->HostInitialClipRect = window->ClipRect;
columns->HostWorkRect = window->WorkRect; columns->HostWorkRect = window->WorkRect;
// Set state for first column // Set state for first column
@ -7826,25 +7857,31 @@ void ImGui::NextColumn()
IM_ASSERT(columns->Current == 0); IM_ASSERT(columns->Current == 0);
return; return;
} }
// Next column
if (++columns->Current == columns->Count)
columns->Current = 0;
PopItemWidth(); PopItemWidth();
PopClipRect();
// Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
// (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
ImGuiColumnData* column = &columns->Columns[columns->Current];
SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
const float column_padding = g.Style.ItemSpacing.x; const float column_padding = g.Style.ItemSpacing.x;
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
if (++columns->Current < columns->Count) if (columns->Current > 0)
{ {
// Columns 1+ ignore IndentX (by canceling it out) // Columns 1+ ignore IndentX (by canceling it out)
// FIXME-COLUMNS: Unnecessary, could be locked? // FIXME-COLUMNS: Unnecessary, could be locked?
window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
} }
else else
{ {
// New row/line // New row/line: column 0 honor IndentX.
// Column 0 honor IndentX
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
columns->Splitter.SetCurrentChannel(window->DrawList, 1);
columns->Current = 0;
columns->LineMinY = columns->LineMaxY; columns->LineMinY = columns->LineMaxY;
} }
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
@ -7852,8 +7889,6 @@ void ImGui::NextColumn()
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = 0.0f; window->DC.CurrLineTextBaseOffset = 0.0f;
PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite?
// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
float offset_0 = GetColumnOffset(columns->Current); float offset_0 = GetColumnOffset(columns->Current);
float offset_1 = GetColumnOffset(columns->Current + 1); float offset_1 = GetColumnOffset(columns->Current + 1);

View File

@ -13,6 +13,7 @@
// - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding. // - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding.
// - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions(). // - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions().
// - v0.62: (2019/02/09) added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!) // - v0.62: (2019/02/09) added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!)
// - v0.63: (2020/06/04) fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.
// Gamma Correct Blending: // Gamma Correct Blending:
// FreeType assumes blending in linear space rather than gamma space. // FreeType assumes blending in linear space rather than gamma space.
@ -467,7 +468,6 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint); const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint);
IM_ASSERT(metrics != NULL);
if (metrics == NULL) if (metrics == NULL)
continue; continue;
@ -559,6 +559,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
stbrp_rect& pack_rect = src_tmp.Rects[glyph_i]; stbrp_rect& pack_rect = src_tmp.Rects[glyph_i];
IM_ASSERT(pack_rect.was_packed); IM_ASSERT(pack_rect.was_packed);
if (pack_rect.w == 0 && pack_rect.h == 0)
continue;
GlyphInfo& info = src_glyph.Info; GlyphInfo& info = src_glyph.Info;
IM_ASSERT(info.Width + padding <= pack_rect.w); IM_ASSERT(info.Width + padding <= pack_rect.w);

View File

@ -81,27 +81,7 @@
#else #else
#include <stdint.h> // intptr_t #include <stdint.h> // intptr_t
#endif #endif
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
// Auto-enable GLES on matching platforms
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#endif
#endif
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
// GL includes // GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2) #if defined(IMGUI_IMPL_OPENGL_ES2)
@ -154,8 +134,8 @@ static GLuint g_GlVersion = 0; // Extracted at runtime usin
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
static GLuint g_FontTexture = 0; static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
// Forward Declarations // Forward Declarations
@ -170,7 +150,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
GLint major, minor; GLint major, minor;
glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor); glGetIntegerv(GL_MINOR_VERSION, &minor);
g_GlVersion = major * 100 + minor * 10; g_GlVersion = (GLuint)(major * 100 + minor * 10);
#else #else
g_GlVersion = 200; // GLES 2 g_GlVersion = 200; // GLES 2
#endif #endif
@ -323,14 +303,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Backup GL state // Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef GL_SAMPLER_BINDING #ifdef GL_SAMPLER_BINDING
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); GLuint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler);
#endif #endif
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2 #ifndef IMGUI_IMPL_OPENGL_ES2
GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object); GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif #endif
#ifdef GL_POLYGON_MODE #ifdef GL_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
@ -367,8 +347,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers // Upload vertex/index buffers
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
@ -674,9 +654,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position"); g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV"); g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color"); g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
// Create buffers // Create buffers
glGenBuffers(1, &g_VboHandle); glGenBuffers(1, &g_VboHandle);

View File

@ -13,7 +13,7 @@
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
// About Desktop OpenGL function loaders: // About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. // Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
@ -37,21 +37,34 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Specific OpenGL versions // Specific OpenGL ES versions
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten //#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// Desktop OpenGL: attempt to detect default GL loader based on available header files. // Attempt to auto-detect the default Desktop GL loader based on available header files.
// If auto-detection fails or doesn't select the same GL loader file as used by your application, // If auto-detection fails or doesn't select the same GL loader file as used by your application,
// you are likely to get a crash in ImGui_ImplOpenGL3_Init(). // you are likely to get a crash in ImGui_ImplOpenGL3_Init().
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. // You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ #if !defined(IMGUI_IMPL_OPENGL_ES2) \
&& !defined(IMGUI_IMPL_OPENGL_ES3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
#if defined(__has_include)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
// Otherwise try to detect supported Desktop OpenGL loaders..
#elif defined(__has_include)
#if __has_include(<GL/glew.h>) #if __has_include(<GL/glew.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLEW #define IMGUI_IMPL_OPENGL_LOADER_GLEW
#elif __has_include(<glad/glad.h>) #elif __has_include(<glad/glad.h>)
@ -66,7 +79,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
#error "Cannot detect OpenGL loader!" #error "Cannot detect OpenGL loader!"
#endif #endif
#else #else
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W #define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository
#endif
#endif #endif
#endif