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Files
maszyna/imgui/imgui_widgets.cpp
2026-07-04 07:08:14 +02:00

7710 lines
356 KiB
C++

// dear imgui, v1.73
// (widgets code)
/*
Index of this file:
// [SECTION] Forward Declarations
// [SECTION] Widgets: Text, etc.
// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)
// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)
// [SECTION] Widgets: ComboBox
// [SECTION] Data Type and Data Formatting Helpers
// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
// [SECTION] Widgets: InputText, InputTextMultiline
// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
// [SECTION] Widgets: Selectable
// [SECTION] Widgets: ListBox
// [SECTION] Widgets: PlotLines, PlotHistogram
// [SECTION] Widgets: Value helpers
// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.
// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
*/
#ifdef DBG_NEW
#undef new
#endif
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui_internal.h"
#include <ctype.h> // toupper
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
#include <algorithm>
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
#pragma clang diagnostic ignored "-Wformat-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 //
#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
#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.
#endif
#elif defined(__GNUC__)
#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 "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-------------------------------------------------------------------------
// Data
//-------------------------------------------------------------------------
// Those MIN/MAX values are not define because we need to point to them
static constexpr signed char IM_S8_MIN = -128;
static constexpr signed char IM_S8_MAX = 127;
static constexpr unsigned char IM_U8_MIN = 0;
static constexpr unsigned char IM_U8_MAX = 0xFF;
static constexpr signed short IM_S16_MIN = -32768;
static constexpr signed short IM_S16_MAX = 32767;
static constexpr unsigned short IM_U16_MIN = 0;
static constexpr unsigned short IM_U16_MAX = 0xFFFF;
static constexpr ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000);
static constexpr ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF)
static constexpr ImU32 IM_U32_MIN = 0;
static constexpr ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF)
#ifdef LLONG_MIN
static constexpr ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll);
static constexpr ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll);
#else
static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1;
static const ImS64 IM_S64_MAX = 9223372036854775807LL;
#endif
static constexpr ImU64 IM_U64_MIN = 0;
#ifdef ULLONG_MAX
static constexpr ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);
#else
static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
#endif
//-------------------------------------------------------------------------
// [SECTION] Forward Declarations
//-------------------------------------------------------------------------
// For InputTextEx()
static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data);
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
//-------------------------------------------------------------------------
// [SECTION] Widgets: Text, etc.
//-------------------------------------------------------------------------
// - TextUnformatted()
// - Text()
// - TextV()
// - TextColored()
// - TextColoredV()
// - TextDisabled()
// - TextDisabledV()
// - TextWrapped()
// - TextWrappedV()
// - LabelText()
// - LabelTextV()
// - BulletText()
// - BulletTextV()
//-------------------------------------------------------------------------
void ImGui::TextEx(const char* text, const char* text_end, const ImGuiTextFlags flags)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return;
const ImGuiContext & g = *GImGui;
IM_ASSERT(text != NULL);
const char* text_begin = text;
if (text_end == NULL)
text_end = text + strlen(text); // FIXME-OPT
const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
const float wrap_pos_x = window->DC.TextWrapPos;
const bool wrap_enabled = (wrap_pos_x >= 0.0f);
if (text_end - text > 2000 && !wrap_enabled)
{
// Long text!
// Perform manual coarse clipping to optimize for long multi-line text
// - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
// - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
// - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop.
const char* line = text;
const float line_height = GetTextLineHeight();
ImVec2 text_size(0,0);
// Lines to skip (can't skip when logging text)
ImVec2 pos = text_pos;
if (!g.LogEnabled)
{
const int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height);
if (lines_skippable > 0)
{
int lines_skipped = 0;
while (line < text_end && lines_skipped < lines_skippable)
{
auto line_end = (const char*)memchr(line, '\n', text_end - line);
if (!line_end)
line_end = text_end;
if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
line = line_end + 1;
lines_skipped++;
}
pos.y += lines_skipped * line_height;
}
}
// Lines to render
if (line < text_end)
{
ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
while (line < text_end)
{
if (IsClippedEx(line_rect, 0, false))
break;
auto line_end = (const char*)memchr(line, '\n', text_end - line);
if (!line_end)
line_end = text_end;
text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
RenderText(pos, line, line_end, false);
line = line_end + 1;
line_rect.Min.y += line_height;
line_rect.Max.y += line_height;
pos.y += line_height;
}
// Count remaining lines
int lines_skipped = 0;
while (line < text_end)
{
auto line_end = (const char*)memchr(line, '\n', text_end - line);
if (!line_end)
line_end = text_end;
if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
line = line_end + 1;
lines_skipped++;
}
pos.y += lines_skipped * line_height;
}
text_size.y = (pos - text_pos).y;
const ImRect bb(text_pos, text_pos + text_size);
ItemSize(text_size);
ItemAdd(bb, 0);
}
else
{
const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
const ImRect bb(text_pos, text_pos + text_size);
ItemSize(text_size);
if (!ItemAdd(bb, 0))
return;
// Render (we don't hide text after ## in this end-user function)
RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
}
}
void ImGui::TextUnformatted(const char* text, const char* text_end)
{
TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
}
void ImGui::Text(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextV(fmt, args);
va_end(args);
}
void ImGui::TextV(const char* fmt, const va_list args)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
}
void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextColoredV(col, fmt, args);
va_end(args);
}
void ImGui::TextColoredV(const ImVec4& col, const char* fmt, const va_list args)
{
PushStyleColor(ImGuiCol_Text, col);
TextV(fmt, args);
PopStyleColor();
}
void ImGui::TextDisabled(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextDisabledV(fmt, args);
va_end(args);
}
void ImGui::TextDisabledV(const char* fmt, const va_list args)
{
PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);
TextV(fmt, args);
PopStyleColor();
}
void ImGui::TextWrapped(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
TextWrappedV(fmt, args);
va_end(args);
}
void ImGui::TextWrappedV(const char* fmt, const va_list args)
{
const ImGuiWindow * window = GetCurrentWindow();
const bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set
if (need_backup)
PushTextWrapPos(0.0f);
TextV(fmt, args);
if (need_backup)
PopTextWrapPos();
}
void ImGui::LabelText(const char* label, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
LabelTextV(label, fmt, args);
va_end(args);
}
// Add a label+text combo aligned to other label+value widgets
void ImGui::LabelTextV(const char* label, const char* fmt, const va_list args)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const float w = CalcItemWidth();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2));
const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, 0))
return;
// Render
const char* value_text_begin = &g.TempBuffer[0];
const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
}
void ImGui::BulletText(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
BulletTextV(fmt, args);
va_end(args);
}
// Text with a little bullet aligned to the typical tree node.
void ImGui::BulletTextV(const char* fmt, const va_list args)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const char* text_begin = g.TempBuffer;
const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
const float text_base_offset_y = ImMax(0.0f, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding
ItemSize(bb);
if (!ItemAdd(bb, 0))
return;
// Render
const ImU32 text_col = GetColorU32(ImGuiCol_Text);
RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col);
RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Main
//-------------------------------------------------------------------------
// - ButtonBehavior() [Internal]
// - Button()
// - SmallButton()
// - InvisibleButton()
// - ArrowButton()
// - CloseButton() [Internal]
// - CollapseButton() [Internal]
// - ScrollbarEx() [Internal]
// - Scrollbar() [Internal]
// - Image()
// - ImageButton()
// - Checkbox()
// - CheckboxFlags()
// - RadioButton()
// - ProgressBar()
// - Bullet()
//-------------------------------------------------------------------------
// The ButtonBehavior() function is key to many interactions and used by many/most widgets.
// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_),
// this code is a little complex.
// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior.
// See the series of events below and the corresponding state reported by dear imgui:
//------------------------------------------------------------------------------------------------------------------------------------------------
// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
// Frame N+0 (mouse is outside bb) - - - - - -
// Frame N+1 (mouse moves inside bb) - true - - - -
// Frame N+2 (mouse button is down) - true true true - true
// Frame N+3 (mouse button is down) - true true - - -
// Frame N+4 (mouse moves outside bb) - - true - - -
// Frame N+5 (mouse moves inside bb) - true true - - -
// Frame N+6 (mouse button is released) true true - - true -
// Frame N+7 (mouse button is released) - true - - - -
// Frame N+8 (mouse moves outside bb) - - - - - -
//------------------------------------------------------------------------------------------------------------------------------------------------
// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
// Frame N+2 (mouse button is down) true true true true - true
// Frame N+3 (mouse button is down) - true true - - -
// Frame N+6 (mouse button is released) - true - - true -
// Frame N+7 (mouse button is released) - true - - - -
//------------------------------------------------------------------------------------------------------------------------------------------------
// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
// Frame N+2 (mouse button is down) - true - - - true
// Frame N+3 (mouse button is down) - true - - - -
// Frame N+6 (mouse button is released) true true - - - -
// Frame N+7 (mouse button is released) - true - - - -
//------------------------------------------------------------------------------------------------------------------------------------------------
// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked()
// Frame N+0 (mouse button is down) - true - - - true
// Frame N+1 (mouse button is down) - true - - - -
// Frame N+2 (mouse button is released) - true - - - -
// Frame N+3 (mouse button is released) - true - - - -
// Frame N+4 (mouse button is down) true true true true - true
// Frame N+5 (mouse button is down) - true true - - -
// Frame N+6 (mouse button is released) - true - - true -
// Frame N+7 (mouse button is released) - true - - - -
//------------------------------------------------------------------------------------------------------------------------------------------------
// Note that some combinations are supported,
// - PressedOnDragDropHold can generally be associated with any flag.
// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.
//------------------------------------------------------------------------------------------------------------------------------------------------
// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set:
// Repeat+ Repeat+ Repeat+ Repeat+
// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick
//-------------------------------------------------------------------------------------------------------------------------------------------------
// Frame N+0 (mouse button is down) - true - true
// ... - - - -
// Frame N + RepeatDelay true true - true
// ... - - - -
// Frame N + RepeatDelay + RepeatRate*N true true - true
//-------------------------------------------------------------------------------------------------------------------------------------------------
bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (flags & ImGuiButtonFlags_Disabled)
{
if (out_hovered) *out_hovered = false;
if (out_held) *out_held = false;
if (g.ActiveId == id) ClearActiveID();
return false;
}
// Default behavior requires click+release on same spot
if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0)
flags |= ImGuiButtonFlags_PressedOnClickRelease;
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window;
if (flatten_hovered_children)
g.HoveredWindow = window;
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (id != 0 && window->DC.LastItemId != id)
ImGuiTestEngineHook_ItemAdd(&g, bb, id);
#endif
bool pressed = false;
bool hovered = ItemHoverable(bb, id);
// Drag source doesn't report as hovered
if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
hovered = false;
// Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
{
hovered = true;
SetHoveredID(id);
if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy
{
pressed = true;
FocusWindow(window);
}
}
if (flatten_hovered_children)
g.HoveredWindow = backup_hovered_window;
// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
hovered = false;
// Mouse
if (hovered)
{
if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
{
if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])
{
SetActiveID(id, window);
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
FocusWindow(window);
}
if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
{
pressed = true;
if (flags & ImGuiButtonFlags_NoHoldingActiveID)
ClearActiveID();
else
SetActiveID(id, window); // Hold on ID
FocusWindow(window);
}
if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
{
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
pressed = true;
ClearActiveID();
}
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
pressed = true;
}
if (pressed)
g.NavDisableHighlight = true;
}
// Gamepad/Keyboard navigation
// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
if (!(flags & ImGuiButtonFlags_NoHoveredOnNav))
hovered = true;
if (g.NavActivateDownId == id)
{
const bool nav_activated_by_code = (g.NavActivateId == id);
const bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
if (nav_activated_by_code || nav_activated_by_inputs)
pressed = true;
if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
{
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
g.NavActivateId = id; // This is so SetActiveId assign a Nav source
SetActiveID(id, window);
if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
}
}
bool held = false;
if (g.ActiveId == id)
{
if (pressed)
g.ActiveIdHasBeenPressedBefore = true;
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
{
if (g.ActiveIdIsJustActivated)
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
if (g.IO.MouseDown[0])
{
held = true;
}
else
{
if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) && !g.DragDropActive)
{
const bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[0];
const bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
if (!is_double_click_release && !is_repeating_already)
pressed = true;
}
ClearActiveID();
}
if (!(flags & ImGuiButtonFlags_NoNavFocus))
g.NavDisableHighlight = true;
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
if (g.NavActivateDownId != id)
ClearActiveID();
}
}
if (out_hovered) *out_hovered = hovered;
if (out_held) *out_held = held;
return pressed;
}
bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiContext & g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 pos = window->DC.CursorPos;
if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y;
const ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
const ImRect bb(pos, pos + size);
ItemSize(size, style.FramePadding.y);
if (!ItemAdd(bb, id))
return false;
if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
flags |= ImGuiButtonFlags_Repeat;
bool hovered, held;
const bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
// Render
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);
// Automatically close popups
//if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
// CloseCurrentPopup();
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);
return pressed;
}
bool ImGui::Button(const char* label, const ImVec2& size_arg)
{
return ButtonEx(label, size_arg, 0);
}
// Small buttons fits within text without additional vertical spacing.
bool ImGui::SmallButton(const char* label)
{
ImGuiContext& g = *GImGui;
const float backup_padding_y = g.Style.FramePadding.y;
g.Style.FramePadding.y = 0.0f;
const bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);
g.Style.FramePadding.y = backup_padding_y;
return pressed;
}
// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
// Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.
IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);
const ImGuiID id = window->GetID(str_id);
const ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(size);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
const bool pressed = ButtonBehavior(bb, id, &hovered, &held);
return pressed;
}
bool ImGui::ArrowButtonEx(const char* str_id, const ImGuiDir dir, const ImVec2 size, ImGuiButtonFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiContext & g = *GImGui;
const ImGuiID id = window->GetID(str_id);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
const float default_size = GetFrameHeight();
ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
if (!ItemAdd(bb, id))
return false;
if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
flags |= ImGuiButtonFlags_Repeat;
bool hovered, held;
const bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
// Render
const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
const ImU32 text_col = GetColorU32(ImGuiCol_Text);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding);
RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir);
return pressed;
}
bool ImGui::ArrowButton(const char* str_id, const ImGuiDir dir)
{
const float sz = GetFrameHeight();
return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0);
}
// Button to close a window
bool ImGui::CloseButton(const ImGuiID id, const ImVec2& pos)//, float size)
{
const ImGuiContext & g = *GImGui;
const ImGuiWindow * window = g.CurrentWindow;
// We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window.
// (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).
const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
const bool is_clipped = !ItemAdd(bb, id);
bool hovered, held;
const bool pressed = ButtonBehavior(bb, id, &hovered, &held);
if (is_clipped)
return pressed;
// Render
const ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);
ImVec2 center = bb.GetCenter();
if (hovered)
window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12);
const float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
const ImU32 cross_col = GetColorU32(ImGuiCol_Text);
center -= ImVec2(0.5f, 0.5f);
window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f);
window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f);
return pressed;
}
bool ImGui::CollapseButton(const ImGuiID id, const ImVec2& pos)
{
const ImGuiContext & g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);
ItemAdd(bb, id);
bool hovered, held;
const bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
// Render
const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
const ImU32 text_col = GetColorU32(ImGuiCol_Text);
const ImVec2 center = bb.GetCenter();
if (hovered || held)
window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12);
RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
// Switch to moving the window after mouse is moved beyond the initial drag threshold
if (IsItemActive() && IsMouseDragging())
StartMouseMovingWindow(window);
return pressed;
}
ImGuiID ImGui::GetScrollbarID(ImGuiWindow* window, const ImGuiAxis axis)
{
return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
}
// Vertical/Horizontal scrollbar
// The entire piece of code below is rather confusing because:
// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
// Still, the code should probably be made simpler..
bool ImGui::ScrollbarEx(const ImRect& bb_frame, const ImGuiID id, const ImGuiAxis axis, float* p_scroll_v, const float size_avail_v, const float size_contents_v,
const ImDrawCornerFlags rounding_corners)
{
ImGuiContext& g = *GImGui;
const ImGuiWindow * window = g.CurrentWindow;
if (window->SkipItems)
return false;
const float bb_frame_width = bb_frame.GetWidth();
const float bb_frame_height = bb_frame.GetHeight();
if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)
return false;
// When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab)
float alpha = 1.0f;
if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
if (alpha <= 0.0f)
return false;
const ImGuiStyle& style = g.Style;
const bool allow_interaction = (alpha >= 1.0f);
const bool horizontal = (axis == ImGuiAxis_X);
ImRect bb = bb_frame;
bb.Expand(ImVec2(-ImClamp((float)(int)((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));
// V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
const float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
// But we maintain a minimum size in pixel to allow for the user to still aim inside.
IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f);
const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);
const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
bool held = false;
bool hovered = false;
ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
const float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v);
float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
if (held && allow_interaction && grab_h_norm < 1.0f)
{
const float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
const float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
// Click position in scrollbar normalized space (0.0f->1.0f)
const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
SetHoveredID(id);
bool seek_absolute = false;
if (g.ActiveIdIsJustActivated)
{
// On initial click calculate the distance between mouse and the center of the grab
seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm);
if (seek_absolute)
g.ScrollbarClickDeltaToGrabCenter = 0.0f;
else
g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
}
// Apply scroll
// It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position
const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
*p_scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
// Update values for rendering
scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
// Update distance to grab now that we have seeked and saturated
if (seek_absolute)
g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
}
// Render
window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, rounding_corners);
const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
ImRect grab_rect;
if (horizontal)
grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);
else
grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);
window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
return held;
}
void ImGui::Scrollbar(const ImGuiAxis axis)
{
const ImGuiContext & g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiID id = GetScrollbarID(window, axis);
KeepAliveID(id);
// Calculate scrollbar bounding box
const ImRect outer_rect = window->Rect();
const ImRect inner_rect = window->InnerRect;
const float border_size = window->WindowBorderSize;
const float scrollbar_size = window->ScrollbarSizes[axis ^ 1];
IM_ASSERT(scrollbar_size > 0.0f);
const float other_scrollbar_size = window->ScrollbarSizes[axis];
ImDrawCornerFlags rounding_corners = (other_scrollbar_size <= 0.0f) ? ImDrawCornerFlags_BotRight : 0;
ImRect bb;
if (axis == ImGuiAxis_X)
{
bb.Min = ImVec2(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size));
bb.Max = ImVec2(inner_rect.Max.x, outer_rect.Max.y);
rounding_corners |= ImDrawCornerFlags_BotLeft;
}
else
{
bb.Min = ImVec2(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y);
bb.Max = ImVec2(outer_rect.Max.x, window->InnerRect.Max.y);
rounding_corners |= ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0;
}
ScrollbarEx(bb, id, axis, &window->Scroll[axis], inner_rect.Max[axis] - inner_rect.Min[axis], window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f, rounding_corners);
}
void ImGui::Image(const ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return;
ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
if (border_col.w > 0.0f)
bb.Max += ImVec2(2, 2);
ItemSize(bb);
if (!ItemAdd(bb, 0))
return;
if (border_col.w > 0.0f)
{
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);
window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col));
}
else
{
window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));
}
}
// frame_padding < 0: uses FramePadding from style (default)
// frame_padding = 0: no framing
// frame_padding > 0: set framing size
// The color used are the button colors.
bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const 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 image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
ItemSize(bb);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
const bool pressed = ButtonBehavior(bb, id, &hovered, &held);
// Render
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding));
if (bg_col.w > 0.0f)
window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col));
window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col));
return pressed;
}
bool ImGui::Checkbox(const char* label, bool* v)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiContext & g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const float square_sz = GetFrameHeight();
const ImVec2 pos = window->DC.CursorPos;
const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id))
return false;
bool hovered, held;
const bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
if (pressed)
{
*v = !(*v);
MarkItemEdited(id);
}
const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
RenderNavHighlight(total_bb, id);
RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
const ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);
if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue)
{
// Undocumented tristate/mixed/indeterminate checkbox (#2644)
const ImVec2 pad(ImMax(1.0f, (float)(int)(square_sz / 3.6f)), ImMax(1.0f, (float)(int)(square_sz / 3.6f)));
window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);
}
else if (*v)
{
const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f));
RenderCheckMark(check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f);
}
if (g.LogEnabled)
LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]");
if (label_size.x > 0.0f)
RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
return pressed;
}
bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, const unsigned int flags_value)
{
bool v = ((*flags & flags_value) == flags_value);
const bool pressed = Checkbox(label, &v);
if (pressed)
{
if (v)
*flags |= flags_value;
else
*flags &= ~flags_value;
}
return pressed;
}
bool ImGui::RadioButton(const char* label, const bool active)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiContext & g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const float square_sz = GetFrameHeight();
const ImVec2 pos = window->DC.CursorPos;
const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id))
return false;
ImVec2 center = check_bb.GetCenter();
center.x = (float)(int)center.x + 0.5f;
center.y = (float)(int)center.y + 0.5f;
const float radius = (square_sz - 1.0f) * 0.5f;
bool hovered, held;
const bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
if (pressed)
MarkItemEdited(id);
RenderNavHighlight(total_bb, id);
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
if (active)
{
const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f));
window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16);
}
if (style.FrameBorderSize > 0.0f)
{
window->DrawList->AddCircle(center + ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);
window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);
}
if (g.LogEnabled)
LogRenderedText(&total_bb.Min, active ? "(x)" : "( )");
if (label_size.x > 0.0f)
RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
return pressed;
}
// FIXME: This would work nicely if it was a public template, e.g. 'template<T> RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it..
bool ImGui::RadioButton(const char* label, int* v, const int v_button)
{
const bool pressed = RadioButton(label, *v == v_button);
if (pressed)
*v = v_button;
return pressed;
}
// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return;
const ImGuiContext & g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImVec2 pos = window->DC.CursorPos;
const ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f);
ImRect bb(pos, pos + size);
ItemSize(size, style.FramePadding.y);
if (!ItemAdd(bb, 0))
return;
// Render
fraction = ImSaturate(fraction);
RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
const auto fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding);
// Default displaying the fraction as percentage string, but user can override it
char overlay_buf[32];
if (!overlay)
{
ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f);
overlay = overlay_buf;
}
const ImVec2 overlay_size = CalcTextSize(overlay, NULL);
if (overlay_size.x > 0.0f)
RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb);
}
void ImGui::Bullet()
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return;
const ImGuiContext & g = *GImGui;
const ImGuiStyle& style = g.Style;
const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
ItemSize(bb);
if (!ItemAdd(bb, 0))
{
SameLine(0, style.FramePadding.x*2);
return;
}
// Render and stay on same line
const ImU32 text_col = GetColorU32(ImGuiCol_Text);
RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col);
SameLine(0, style.FramePadding.x * 2.0f);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Low-level Layout helpers
//-------------------------------------------------------------------------
// - Spacing()
// - Dummy()
// - NewLine()
// - AlignTextToFramePadding()
// - SeparatorEx() [Internal]
// - Separator()
// - SplitterBehavior() [Internal]
// - ShrinkWidths() [Internal]
//-------------------------------------------------------------------------
void ImGui::Spacing()
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return;
ItemSize(ImVec2(0,0));
}
void ImGui::Dummy(const ImVec2& size)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(size);
ItemAdd(bb, 0);
}
void ImGui::NewLine()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
const ImGuiContext & g = *GImGui;
const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;
window->DC.LayoutType = ImGuiLayoutType_Vertical;
if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
ItemSize(ImVec2(0,0));
else
ItemSize(ImVec2(0.0f, g.FontSize));
window->DC.LayoutType = backup_layout_type;
}
void ImGui::AlignTextToFramePadding()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
const ImGuiContext & g = *GImGui;
window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2);
window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);
}
// Horizontal/vertical separating line
void ImGui::SeparatorEx(const ImGuiSeparatorFlags flags)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return;
const ImGuiContext & g = *GImGui;
IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected
constexpr float thickness_draw = 1.0f;
constexpr float thickness_layout = 0.0f;
if (flags & ImGuiSeparatorFlags_Vertical)
{
// Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout.
const float y1 = window->DC.CursorPos.y;
const float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y;
const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2));
ItemSize(ImVec2(thickness_layout, 0.0f));
if (!ItemAdd(bb, 0))
return;
// Draw
window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator));
if (g.LogEnabled)
LogText(" |");
}
else if (flags & ImGuiSeparatorFlags_Horizontal)
{
// Horizontal Separator
float x1 = window->Pos.x;
const float x2 = window->Pos.x + window->Size.x;
if (!window->DC.GroupStack.empty())
x1 += window->DC.Indent.x;
ImGuiColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
if (columns)
PushColumnsBackground();
// We don't provide our width to the layout so that it doesn't get feed back into AutoFit
const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw));
ItemSize(ImVec2(0.0f, thickness_layout));
if (!ItemAdd(bb, 0))
{
if (columns)
{
PopColumnsBackground();
columns->LineMinY = window->DC.CursorPos.y;
}
return;
}
// Draw
window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));
if (g.LogEnabled)
LogRenderedText(&bb.Min, "--------------------------------");
if (columns)
{
PopColumnsBackground();
columns->LineMinY = window->DC.CursorPos.y;
}
}
}
void ImGui::Separator()
{
const ImGuiContext & g = *GImGui;
const ImGuiWindow * window = g.CurrentWindow;
if (window->SkipItems)
return;
// Those flags should eventually be overridable by the user
ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;
flags |= ImGuiSeparatorFlags_SpanAllColumns;
SeparatorEx(flags);
}
// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.
bool ImGui::SplitterBehavior(const ImRect& bb, const ImGuiID id, const ImGuiAxis axis, float* size1, float* size2, const float min_size1, const float min_size2, const float hover_extend,
const float hover_visibility_delay)
{
const ImGuiContext & g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;
const bool item_add = ItemAdd(bb, id);
window->DC.ItemFlags = item_flags_backup;
if (!item_add)
return false;
bool hovered, held;
ImRect bb_interact = bb;
bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));
ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap);
if (g.ActiveId != id)
SetItemAllowOverlap();
if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))
SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);
ImRect bb_render = bb;
if (held)
{
const ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min;
float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x;
// Minimum pane size
const float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1);
const float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2);
if (mouse_delta < -size_1_maximum_delta)
mouse_delta = -size_1_maximum_delta;
if (mouse_delta > size_2_maximum_delta)
mouse_delta = size_2_maximum_delta;
// Apply resize
if (mouse_delta != 0.0f)
{
if (mouse_delta < 0.0f)
IM_ASSERT(*size1 + mouse_delta >= min_size1);
if (mouse_delta > 0.0f)
IM_ASSERT(*size2 - mouse_delta >= min_size2);
*size1 += mouse_delta;
*size2 -= mouse_delta;
bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));
MarkItemEdited(id);
}
}
// Render
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, g.Style.FrameRounding);
return held;
}
static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)
{
const auto a = (const ImGuiShrinkWidthItem*)lhs;
const auto b = (const ImGuiShrinkWidthItem*)rhs;
if (const int d = (int)(b->Width - a->Width))
return d;
return (b->Index - a->Index);
}
// Shrink excess width from a set of item, by removing width from the larger items first.
void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, const int count, float width_excess)
{
if (count == 1)
{
items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);
return;
}
ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);
int count_same_width = 1;
while (width_excess > 0.0f && count_same_width < count)
{
while (count_same_width < count && items[0].Width <= items[count_same_width].Width)
count_same_width++;
const float max_width_to_remove_per_item = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);
const float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);
for (int item_n = 0; item_n < count_same_width; item_n++)
items[item_n].Width -= width_to_remove_per_item;
width_excess -= width_to_remove_per_item * count_same_width;
}
// Round width and redistribute remainder left-to-right (could make it an option of the function?)
// Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator.
width_excess = 0.0f;
for (int n = 0; n < count; n++)
{
const float width_rounded = ImFloor(items[n].Width);
width_excess += items[n].Width - width_rounded;
items[n].Width = width_rounded;
}
if (width_excess > 0.0f)
for (int n = 0; n < count; n++)
if (items[n].Index < (int)(width_excess + 0.01f))
items[n].Width += 1.0f;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: ComboBox
//-------------------------------------------------------------------------
// - BeginCombo()
// - EndCombo()
// - Combo()
//-------------------------------------------------------------------------
static float CalcMaxPopupHeightFromItemCount(const int items_count)
{
const ImGuiContext & g = *GImGui;
if (items_count <= 0)
return FLT_MAX;
return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);
}
bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)
{
// Always consume the SetNextWindowSizeConstraint() call in our early return paths
ImGuiContext& g = *GImGui;
const bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0;
g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const float expected_w = CalcItemWidth();
const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w;
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb))
return false;
bool hovered, held;
const bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
bool popup_open = IsPopupOpen(id);
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);
RenderNavHighlight(frame_bb, id);
if (!(flags & ImGuiComboFlags_NoPreview))
window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left);
if (!(flags & ImGuiComboFlags_NoArrowButton))
{
const ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
const ImU32 text_col = GetColorU32(ImGuiCol_Text);
window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x)
RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);
}
RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);
if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f,0.0f));
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
if ((pressed || g.NavActivateId == id) && !popup_open)
{
if (window->DC.NavLayerCurrent == 0)
window->NavLastIds[0] = id;
OpenPopupEx(id);
popup_open = true;
}
if (!popup_open)
return false;
if (has_window_size_constraint)
{
g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);
}
else
{
if ((flags & ImGuiComboFlags_HeightMask_) == 0)
flags |= ImGuiComboFlags_HeightRegular;
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one
int popup_max_height_in_items = -1;
if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8;
else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4;
else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20;
SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
}
char name[16];
ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
// Peak into expected window size so we can position it
if (ImGuiWindow* popup_window = FindWindowByName(name))
if (popup_window->WasActive)
{
const ImVec2 size_expected = CalcWindowExpectedSize(popup_window);
if (flags & ImGuiComboFlags_PopupAlignLeft)
popup_window->AutoPosLastDirection = ImGuiDir_Left;
const ImRect r_outer = GetWindowAllowedExtentRect(popup_window);
const ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
SetNextWindowPos(pos);
}
// Horizontally align ourselves with the framed text
constexpr ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y));
const bool ret = Begin(name, NULL, window_flags);
PopStyleVar();
if (!ret)
{
EndPopup();
IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above
return false;
}
return true;
}
void ImGui::EndCombo()
{
EndPopup();
}
// Getter for the old Combo() API: const char*[]
static bool Items_ArrayGetter(void* data, const int idx, const char** out_text)
{
const auto items = (const char* const*)data;
if (out_text)
*out_text = items[idx];
return true;
}
// Getter for the old Combo() API: "item1\0item2\0item3\0"
static bool Items_SingleStringGetter(void* data, const int idx, const char** out_text)
{
// FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.
const auto items_separated_by_zeros = (const char*)data;
int items_count = 0;
const char* p = items_separated_by_zeros;
while (*p)
{
if (idx == items_count)
break;
p += strlen(p) + 1;
items_count++;
}
if (!*p)
return false;
if (out_text)
*out_text = p;
return true;
}
// Old API, prefer using BeginCombo() nowadays if you can.
bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, const int items_count, const int popup_max_height_in_items)
{
const ImGuiContext & g = *GImGui;
// Call the getter to obtain the preview string which is a parameter to BeginCombo()
const char* preview_value = NULL;
if (*current_item >= 0 && *current_item < items_count)
items_getter(data, *current_item, &preview_value);
// The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.
if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint))
SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))
return false;
// Display items
// FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)
bool value_changed = false;
for (int i = 0; i < items_count; i++)
{
PushID((void*)(intptr_t)i);
const bool item_selected = (i == *current_item);
const char* item_text;
if (!items_getter(data, i, &item_text))
item_text = "*Unknown item*";
if (Selectable(item_text, item_selected))
{
value_changed = true;
*current_item = i;
}
if (item_selected)
SetItemDefaultFocus();
PopID();
}
EndCombo();
return value_changed;
}
// Combo box helper allowing to pass an array of strings.
bool ImGui::Combo(const char* label, int* current_item, const char* const items[], const int items_count, const int height_in_items)
{
const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);
return value_changed;
}
// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, const int height_in_items)
{
int items_count = 0;
const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open
while (*p)
{
p += strlen(p) + 1;
items_count++;
}
const bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);
return value_changed;
}
//-------------------------------------------------------------------------
// [SECTION] Data Type and Data Formatting Helpers [Internal]
//-------------------------------------------------------------------------
// - PatchFormatStringFloatToInt()
// - DataTypeGetInfo()
// - DataTypeFormatString()
// - DataTypeApplyOp()
// - DataTypeApplyOpFromText()
// - GetMinimumStepAtDecimalPrecision
// - RoundScalarWithFormat<>()
//-------------------------------------------------------------------------
static const ImGuiDataTypeInfo GDataTypeInfo[] =
{
{ sizeof(char), "%d", "%d" }, // ImGuiDataType_S8
{ sizeof(unsigned char), "%u", "%u" },
{ sizeof(short), "%d", "%d" }, // ImGuiDataType_S16
{ sizeof(unsigned short), "%u", "%u" },
{ sizeof(int), "%d", "%d" }, // ImGuiDataType_S32
{ sizeof(unsigned int), "%u", "%u" },
#ifdef _MSC_VER
{ sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64
{ sizeof(ImU64), "%I64u","%I64u" },
#else
{ sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64
{ sizeof(ImU64), "%llu", "%llu" },
#endif
{ sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg)
{ sizeof(double), "%f", "%lf" }, // ImGuiDataType_Double
};
IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);
// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f".
// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls.
// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?!
static const char* PatchFormatStringFloatToInt(const char* fmt)
{
if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case.
return "%d";
const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%)
const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user).
if (fmt_end > fmt_start && fmt_end[-1] == 'f')
{
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (fmt_start == fmt && fmt_end[0] == 0)
return "%d";
ImGuiContext& g = *GImGui;
ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision.
return g.TempBuffer;
#else
IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d"
#endif
}
return fmt;
}
const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(const ImGuiDataType data_type)
{
IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
return &GDataTypeInfo[data_type];
}
int ImGui::DataTypeFormatString(char* buf, const int buf_size, const ImGuiDataType data_type, const void* data_ptr, const char* format)
{
// Signedness doesn't matter when pushing integer arguments
if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32)
return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr);
if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)
return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr);
if (data_type == ImGuiDataType_Float)
return ImFormatString(buf, buf_size, format, *(const float*)data_ptr);
if (data_type == ImGuiDataType_Double)
return ImFormatString(buf, buf_size, format, *(const double*)data_ptr);
if (data_type == ImGuiDataType_S8)
return ImFormatString(buf, buf_size, format, *(const ImS8*)data_ptr);
if (data_type == ImGuiDataType_U8)
return ImFormatString(buf, buf_size, format, *(const ImU8*)data_ptr);
if (data_type == ImGuiDataType_S16)
return ImFormatString(buf, buf_size, format, *(const ImS16*)data_ptr);
if (data_type == ImGuiDataType_U16)
return ImFormatString(buf, buf_size, format, *(const ImU16*)data_ptr);
IM_ASSERT(0);
return 0;
}
void ImGui::DataTypeApplyOp(const ImGuiDataType data_type, const int op, void* output, void* arg1, const void* arg2)
{
IM_ASSERT(op == '+' || op == '-');
switch (data_type)
{
case ImGuiDataType_S8:
if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); }
if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); }
return;
case ImGuiDataType_U8:
if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); }
if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); }
return;
case ImGuiDataType_S16:
if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }
if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }
return;
case ImGuiDataType_U16:
if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }
if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }
return;
case ImGuiDataType_S32:
if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }
if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }
return;
case ImGuiDataType_U32:
if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }
if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }
return;
case ImGuiDataType_S64:
if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }
if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }
return;
case ImGuiDataType_U64:
if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }
if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }
return;
case ImGuiDataType_Float:
if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; }
if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; }
return;
case ImGuiDataType_Double:
if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; }
if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; }
return;
case ImGuiDataType_COUNT: break;
}
IM_ASSERT(0);
}
// User can input math operators (e.g. +100) to edit a numerical values.
// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..
bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, const ImGuiDataType data_type, void* data_ptr, const char* format)
{
while (ImCharIsBlankA(*buf))
buf++;
// We don't support '-' op because it would conflict with inputing negative value.
// Instead you can use +-100 to subtract from an existing value
char op = buf[0];
if (op == '+' || op == '*' || op == '/')
{
buf++;
while (ImCharIsBlankA(*buf))
buf++;
}
else
{
op = 0;
}
if (!buf[0])
return false;
// Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.
IM_ASSERT(data_type < ImGuiDataType_COUNT);
int data_backup[2];
const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);
IM_ASSERT(type_info->Size <= sizeof(data_backup));
memcpy(data_backup, data_ptr, type_info->Size);
if (format == NULL)
format = type_info->ScanFmt;
// FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point..
int arg1i = 0;
if (data_type == ImGuiDataType_S32)
{
const auto v = (int*)data_ptr;
int arg0i = *v;
float arg1f = 0.0f;
if (op && sscanf(initial_value_buf, format, &arg0i) < 1)
return false;
// Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract)
else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply
else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide
else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant
}
else if (data_type == ImGuiDataType_Float)
{
// For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in
format = "%f";
const auto v = (float*)data_ptr;
float arg0f = *v, arg1f = 0.0f;
if (op && sscanf(initial_value_buf, format, &arg0f) < 1)
return false;
if (sscanf(buf, format, &arg1f) < 1)
return false;
if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract)
else if (op == '*') { *v = arg0f * arg1f; } // Multiply
else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
else { *v = arg1f; } // Assign constant
}
else if (data_type == ImGuiDataType_Double)
{
format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis
const auto v = (double*)data_ptr;
double arg0f = *v, arg1f = 0.0;
if (op && sscanf(initial_value_buf, format, &arg0f) < 1)
return false;
if (sscanf(buf, format, &arg1f) < 1)
return false;
if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract)
else if (op == '*') { *v = arg0f * arg1f; } // Multiply
else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
else { *v = arg1f; } // Assign constant
}
else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)
{
// All other types assign constant
// We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future.
sscanf(buf, format, data_ptr);
}
else
{
// Small types need a 32-bit buffer to receive the result from scanf()
int v32;
sscanf(buf, format, &v32);
if (data_type == ImGuiDataType_S8)
*(ImS8*)data_ptr = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);
else if (data_type == ImGuiDataType_U8)
*(ImU8*)data_ptr = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX);
else if (data_type == ImGuiDataType_S16)
*(ImS16*)data_ptr = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX);
else if (data_type == ImGuiDataType_U16)
*(ImU16*)data_ptr = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX);
else
IM_ASSERT(0);
}
return memcmp(data_backup, data_ptr, type_info->Size) != 0;
}
static float GetMinimumStepAtDecimalPrecision(const int decimal_precision)
{
static constexpr float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
if (decimal_precision < 0)
return FLT_MIN;
return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);
}
template<typename TYPE>
static const char* ImAtoi(const char* src, TYPE* output)
{
int negative = 0;
if (*src == '-') { negative = 1; src++; }
if (*src == '+') { src++; }
TYPE v = 0;
while (*src >= '0' && *src <= '9')
v = (v * 10) + (*src++ - '0');
*output = negative ? -v : v;
return src;
}
template<typename TYPE, typename SIGNEDTYPE>
TYPE ImGui::RoundScalarWithFormatT(const char* format, const ImGuiDataType data_type, TYPE v)
{
const char* fmt_start = ImParseFormatFindStart(format);
if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string
return v;
char v_str[64];
ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);
const char* p = v_str;
while (*p == ' ')
p++;
if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
v = (TYPE)ImAtof(p);
else
ImAtoi(p, (SIGNEDTYPE*)&v);
return v;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
//-------------------------------------------------------------------------
// - DragBehaviorT<>() [Internal]
// - DragBehavior() [Internal]
// - DragScalar()
// - DragScalarN()
// - DragFloat()
// - DragFloat2()
// - DragFloat3()
// - DragFloat4()
// - DragFloatRange2()
// - DragInt()
// - DragInt2()
// - DragInt3()
// - DragInt4()
// - DragIntRange2()
//-------------------------------------------------------------------------
// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
bool ImGui::DragBehaviorT(const ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power, const ImGuiDragFlags flags)
{
ImGuiContext& g = *GImGui;
const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const bool is_clamped = (v_min < v_max);
const bool is_power = (power != 1.0f && is_decimal && is_clamped && (v_max - v_min < FLT_MAX));
const bool is_locked = (v_min > v_max);
if (is_locked)
return false;
// Default tweak speed
if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX))
v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio);
// Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings
float adjust_delta = 0.0f;
if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f)
{
adjust_delta = g.IO.MouseDelta[axis];
if (g.IO.KeyAlt)
adjust_delta *= 1.0f / 100.0f;
if (g.IO.KeyShift)
adjust_delta *= 10.0f;
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis];
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
adjust_delta *= v_speed;
// For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter.
if (axis == ImGuiAxis_Y)
adjust_delta = -adjust_delta;
// Clear current value on activation
// Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right
// side, keep the 300.
const bool is_just_activated = g.ActiveIdIsJustActivated;
const bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));
const bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0));
if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power)
{
g.DragCurrentAccum = 0.0f;
g.DragCurrentAccumDirty = false;
}
else if (adjust_delta != 0.0f)
{
g.DragCurrentAccum += adjust_delta;
g.DragCurrentAccumDirty = true;
}
if (!g.DragCurrentAccumDirty)
return false;
TYPE v_cur = *v;
FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f;
if (is_power)
{
// Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range
FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power);
FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min));
v_cur = v_min + (SIGNEDTYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min);
v_old_ref_for_accum_remainder = v_old_norm_curved;
}
else
{
v_cur += (SIGNEDTYPE)g.DragCurrentAccum;
}
// Round to user desired precision based on format string
v_cur = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_cur);
// Preserve remainder after rounding has been applied. This also allow slow tweaking of values.
g.DragCurrentAccumDirty = false;
if (is_power)
{
FLOATTYPE v_cur_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power);
g.DragCurrentAccum -= (float)(v_cur_norm_curved - v_old_ref_for_accum_remainder);
}
else
{
g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v);
}
// Lose zero sign for float/double
if (v_cur == (TYPE)-0)
v_cur = (TYPE)0;
// Clamp values (+ handle overflow/wrap-around for integer types)
if (*v != v_cur && is_clamped)
{
if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal))
v_cur = v_min;
if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal))
v_cur = v_max;
}
// Apply result
if (*v == v_cur)
return false;
*v = v_cur;
return true;
}
bool ImGui::DragBehavior(const ImGuiID id, const ImGuiDataType data_type, void* v, const float v_speed, const void* v_min, const void* v_max, const char* format, const float power,
const ImGuiDragFlags flags)
{
const ImGuiContext & g = *GImGui;
if (g.ActiveId == id)
{
if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
ClearActiveID();
else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
ClearActiveID();
}
if (g.ActiveId != id)
return false;
switch (data_type)
{
case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v;
const bool r = DragBehaviorT<ImS32, ImS32, float >(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS8*) v_min : IM_S8_MIN, v_max ? *(const ImS8*)v_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)v = (ImS8)v32; return r; }
case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v;
const bool r = DragBehaviorT<ImU32, ImS32, float >(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU8*) v_min : IM_U8_MIN, v_max ? *(const ImU8*)v_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)v = (ImU8)v32; return r; }
case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v;
const bool r = DragBehaviorT<ImS32, ImS32, float >(ImGuiDataType_S32, &v32, v_speed, v_min ? *(const ImS16*)v_min : IM_S16_MIN, v_max ? *(const ImS16*)v_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)v = (ImS16)v32; return r; }
case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v;
const bool r = DragBehaviorT<ImU32, ImS32, float >(ImGuiDataType_U32, &v32, v_speed, v_min ? *(const ImU16*)v_min : IM_U16_MIN, v_max ? *(const ImU16*)v_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)v = (ImU16)v32; return r; }
case ImGuiDataType_S32: return DragBehaviorT<ImS32, ImS32, float >(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power, flags);
case ImGuiDataType_U32: return DragBehaviorT<ImU32, ImS32, float >(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power, flags);
case ImGuiDataType_S64: return DragBehaviorT<ImS64, ImS64, double>(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power, flags);
case ImGuiDataType_U64: return DragBehaviorT<ImU64, ImS64, double>(data_type, (ImU64*)v, v_speed, v_min ? *(const ImU64* )v_min : IM_U64_MIN, v_max ? *(const ImU64* )v_max : IM_U64_MAX, format, power, flags);
case ImGuiDataType_Float: return DragBehaviorT<float, float, float >(data_type, (float*)v, v_speed, v_min ? *(const float* )v_min : -FLT_MAX, v_max ? *(const float* )v_max : FLT_MAX, format, power, flags);
case ImGuiDataType_Double: return DragBehaviorT<double,double,double>(data_type, (double*)v, v_speed, v_min ? *(const double*)v_min : -DBL_MAX, v_max ? *(const double*)v_max : DBL_MAX, format, power, flags);
case ImGuiDataType_COUNT: break;
}
IM_ASSERT(0);
return false;
}
bool ImGui::DragScalar(const char* label, const ImGuiDataType data_type, void* v, const float v_speed, const void* v_min, const void* v_max, const char* format, const float power)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
if (power != 1.0f)
IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const float w = CalcItemWidth();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb))
return false;
// Default format string when passing NULL
if (format == NULL)
format = DataTypeGetInfo(data_type)->PrintFmt;
else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.)
format = PatchFormatStringFloatToInt(format);
// Tabbing or CTRL-clicking on Drag turns it into an input box
const bool hovered = ItemHoverable(frame_bb, id);
const bool temp_input_is_active = TempInputTextIsActive(id);
bool temp_input_start = false;
if (!temp_input_is_active)
{
const bool focus_requested = FocusableItemRegister(window, id);
const bool clicked = (hovered && g.IO.MouseClicked[0]);
const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]);
if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id)
{
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)
{
temp_input_start = true;
FocusableItemUnregister(window);
}
}
}
if (temp_input_is_active || temp_input_start)
return TempInputTextScalar(frame_bb, id, label, data_type, v, format);
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
// Drag behavior
const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None);
if (value_changed)
MarkItemEdited(id);
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
char value_buf[64];
const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format);
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
return value_changed;
}
bool ImGui::DragScalarN(const char* label, const ImGuiDataType data_type, void* v, const int components, const float v_speed, const void* v_min, const void* v_max, const char* format,
const float power)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiContext & g = *GImGui;
bool value_changed = false;
BeginGroup();
PushID(label);
PushMultiItemsWidths(components, CalcItemWidth());
const size_t type_size = GDataTypeInfo[data_type].Size;
for (int i = 0; i < components; i++)
{
PushID(i);
if (i > 0)
SameLine(0, g.Style.ItemInnerSpacing.x);
value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power);
PopID();
PopItemWidth();
v = (void*)((char*)v + type_size);
}
PopID();
const char* label_end = FindRenderedTextEnd(label);
if (label != label_end)
{
SameLine(0, g.Style.ItemInnerSpacing.x);
TextEx(label, label_end);
}
EndGroup();
return value_changed;
}
bool ImGui::DragFloat(const char* label, float* v, const float v_speed, const float v_min, const float v_max, const char* format, const float power)
{
return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power);
}
bool ImGui::DragFloat2(const char* label, float v[2], const float v_speed, const float v_min, const float v_max, const char* format, const float power)
{
return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power);
}
bool ImGui::DragFloat3(const char* label, float v[3], const float v_speed, const float v_min, const float v_max, const char* format, const float power)
{
return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power);
}
bool ImGui::DragFloat4(const char* label, float v[4], const float v_speed, const float v_min, const float v_max, const char* format, const float power)
{
return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power);
}
bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, const float v_speed, const float v_min, const float v_max, const char* format, const char* format_max,
const float power)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiContext & g = *GImGui;
PushID(label);
BeginGroup();
PushMultiItemsWidths(2, CalcItemWidth());
bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
TextEx(label, FindRenderedTextEnd(label));
EndGroup();
PopID();
return value_changed;
}
// NB: v_speed is float to allow adjusting the drag speed with more precision
bool ImGui::DragInt(const char* label, int* v, const float v_speed, const int v_min, const int v_max, const char* format)
{
return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format);
}
bool ImGui::DragInt2(const char* label, int v[2], const float v_speed, const int v_min, const int v_max, const char* format)
{
return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format);
}
bool ImGui::DragInt3(const char* label, int v[3], const float v_speed, const int v_min, const int v_max, const char* format)
{
return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format);
}
bool ImGui::DragInt4(const char* label, int v[4], const float v_speed, const int v_min, const int v_max, const char* format)
{
return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format);
}
bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, const float v_speed, const int v_min, const int v_max, const char* format, const char* format_max)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiContext & g = *GImGui;
PushID(label);
BeginGroup();
PushMultiItemsWidths(2, CalcItemWidth());
bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format);
PopItemWidth();
SameLine(0, g.Style.ItemInnerSpacing.x);
TextEx(label, FindRenderedTextEnd(label));
EndGroup();
PopID();
return value_changed;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
//-------------------------------------------------------------------------
// - SliderBehaviorT<>() [Internal]
// - SliderBehavior() [Internal]
// - SliderScalar()
// - SliderScalarN()
// - SliderFloat()
// - SliderFloat2()
// - SliderFloat3()
// - SliderFloat4()
// - SliderAngle()
// - SliderInt()
// - SliderInt2()
// - SliderInt3()
// - SliderInt4()
// - VSliderScalar()
// - VSliderFloat()
// - VSliderInt()
//-------------------------------------------------------------------------
template<typename TYPE, typename FLOATTYPE>
float ImGui::SliderCalcRatioFromValueT(const ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, const float power, const float linear_zero_pos)
{
if (v_min == v_max)
return 0.0f;
const bool is_power = (power != 1.0f) && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double);
const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);
if (is_power)
{
if (v_clamped < 0.0f)
{
const float f = 1.0f - (float)((v_clamped - v_min) / (ImMin((TYPE)0, v_max) - v_min));
return (1.0f - ImPow(f, 1.0f/power)) * linear_zero_pos;
}
else
{
const float f = (float)((v_clamped - ImMax((TYPE)0, v_min)) / (v_max - ImMax((TYPE)0, v_min)));
return linear_zero_pos + ImPow(f, 1.0f/power) * (1.0f - linear_zero_pos);
}
}
// Linear slider
return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min));
}
// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
bool ImGui::SliderBehaviorT(const ImRect& bb, const ImGuiID id, const ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power,
const ImGuiSliderFlags flags, ImRect* out_grab_bb)
{
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const bool is_power = (power != 1.0f) && is_decimal;
constexpr float grab_padding = 2.0f;
const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;
float grab_sz = style.GrabMinSize;
SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max);
if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows
grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit
grab_sz = ImMin(grab_sz, slider_sz);
const float slider_usable_sz = slider_sz - grab_sz;
const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f;
const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f;
// For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f
float linear_zero_pos; // 0.0->1.0f
if (is_power && v_min * v_max < 0.0f)
{
// Different sign
const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f / power);
const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f / power);
linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0));
}
else
{
// Same sign
linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;
}
// Process interacting with the slider
bool value_changed = false;
if (g.ActiveId == id)
{
bool set_new_value = false;
float clicked_t = 0.0f;
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
{
if (!g.IO.MouseDown[0])
{
ClearActiveID();
}
else
{
const float mouse_abs_pos = g.IO.MousePos[axis];
clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f;
if (axis == ImGuiAxis_Y)
clicked_t = 1.0f - clicked_t;
set_new_value = true;
}
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
float delta = (axis == ImGuiAxis_X) ? delta2.x : -delta2.y;
if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
{
ClearActiveID();
}
else if (delta != 0.0f)
{
clicked_t = SliderCalcRatioFromValueT<TYPE,FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos);
const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
if ((decimal_precision > 0) || is_power)
{
delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
if (IsNavInputDown(ImGuiNavInput_TweakSlow))
delta /= 10.0f;
}
else
{
if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow))
delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps
else
delta /= 100.0f;
}
if (IsNavInputDown(ImGuiNavInput_TweakFast))
delta *= 10.0f;
set_new_value = true;
if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits
set_new_value = false;
else
clicked_t = ImSaturate(clicked_t + delta);
}
}
if (set_new_value)
{
TYPE v_new;
if (is_power)
{
// Account for power curve scale on both sides of the zero
if (clicked_t < linear_zero_pos)
{
// Negative: rescale to the negative range before powering
float a = 1.0f - (clicked_t / linear_zero_pos);
a = ImPow(a, power);
v_new = ImLerp(ImMin(v_max, (TYPE)0), v_min, a);
}
else
{
// Positive: rescale to the positive range before powering
float a;
if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f)
a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos);
else
a = clicked_t;
a = ImPow(a, power);
v_new = ImLerp(ImMax(v_min, (TYPE)0), v_max, a);
}
}
else
{
// Linear slider
if (is_decimal)
{
v_new = ImLerp(v_min, v_max, clicked_t);
}
else
{
// For integer values we want the clicking position to match the grab box so we round above
// This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..
FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t;
TYPE v_new_off_floor = (TYPE)(v_new_off_f);
TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5);
if (!is_decimal && v_new_off_floor < v_new_off_round)
v_new = v_min + v_new_off_round;
else
v_new = v_min + v_new_off_floor;
}
}
// Round to user desired precision based on format string
v_new = RoundScalarWithFormatT<TYPE,SIGNEDTYPE>(format, data_type, v_new);
// Apply result
if (*v != v_new)
{
*v = v_new;
value_changed = true;
}
}
}
if (slider_sz < 1.0f)
{
*out_grab_bb = ImRect(bb.Min, bb.Min);
}
else
{
// Output grab position so it can be displayed by the caller
float grab_t = SliderCalcRatioFromValueT<TYPE, FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos);
if (axis == ImGuiAxis_Y)
grab_t = 1.0f - grab_t;
const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
if (axis == ImGuiAxis_X)
*out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding);
else
*out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f);
}
return value_changed;
}
// For 32-bits and larger types, slider bounds are limited to half the natural type range.
// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.
// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.
bool ImGui::SliderBehavior(const ImRect& bb, const ImGuiID id, const ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, const float power,
const ImGuiSliderFlags flags, ImRect* out_grab_bb)
{
switch (data_type)
{
case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)v;
const bool r = SliderBehaviorT<ImS32, ImS32, float >(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)v_min, *(const ImS8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)v = (ImS8)v32; return r; }
case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)v;
const bool r = SliderBehaviorT<ImU32, ImS32, float >(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)v_min, *(const ImU8*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)v = (ImU8)v32; return r; }
case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)v;
const bool r = SliderBehaviorT<ImS32, ImS32, float >(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)v_min, *(const ImS16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)v = (ImS16)v32; return r; }
case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)v;
const bool r = SliderBehaviorT<ImU32, ImS32, float >(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)v_min, *(const ImU16*)v_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)v = (ImU16)v32; return r; }
case ImGuiDataType_S32:
IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2);
return SliderBehaviorT<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags, out_grab_bb);
case ImGuiDataType_U32:
IM_ASSERT(*(const ImU32*)v_max <= IM_U32_MAX/2);
return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags, out_grab_bb);
case ImGuiDataType_S64:
IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2);
return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags, out_grab_bb);
case ImGuiDataType_U64:
IM_ASSERT(*(const ImU64*)v_max <= IM_U64_MAX/2);
return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags, out_grab_bb);
case ImGuiDataType_Float:
IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f);
return SliderBehaviorT<float, float, float >(bb, id, data_type, (float*)v, *(const float*)v_min, *(const float*)v_max, format, power, flags, out_grab_bb);
case ImGuiDataType_Double:
IM_ASSERT(*(const double*)v_min >= -DBL_MAX/2.0f && *(const double*)v_max <= DBL_MAX/2.0f);
return SliderBehaviorT<double,double,double>(bb, id, data_type, (double*)v, *(const double*)v_min, *(const double*)v_max, format, power, flags, out_grab_bb);
case ImGuiDataType_COUNT: break;
}
IM_ASSERT(0);
return false;
}
bool ImGui::SliderScalar(const char* label, const ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, const float power)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const float w = CalcItemWidth();
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb))
return false;
// Default format string when passing NULL
if (format == NULL)
format = DataTypeGetInfo(data_type)->PrintFmt;
else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.)
format = PatchFormatStringFloatToInt(format);
// Tabbing or CTRL-clicking on Slider turns it into an input box
const bool hovered = ItemHoverable(frame_bb, id);
const bool temp_input_is_active = TempInputTextIsActive(id);
bool temp_input_start = false;
if (!temp_input_is_active)
{
const bool focus_requested = FocusableItemRegister(window, id);
const bool clicked = (hovered && g.IO.MouseClicked[0]);
if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id)
{
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)
{
temp_input_start = true;
FocusableItemUnregister(window);
}
}
}
if (temp_input_is_active || temp_input_start)
return TempInputTextScalar(frame_bb, id, label, data_type, v, format);
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);
// Slider behavior
ImRect grab_bb;
const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_None, &grab_bb);
if (value_changed)
MarkItemEdited(id);
// Render grab
if (grab_bb.Max.x > grab_bb.Min.x)
window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
char value_buf[64];
const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format);
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
return value_changed;
}
// Add multiple sliders on 1 line for compact edition of multiple components
bool ImGui::SliderScalarN(const char* label, const ImGuiDataType data_type, void* v, const int components, const void* v_min, const void* v_max, const char* format, const float power)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiContext & g = *GImGui;
bool value_changed = false;
BeginGroup();
PushID(label);
PushMultiItemsWidths(components, CalcItemWidth());
const size_t type_size = GDataTypeInfo[data_type].Size;
for (int i = 0; i < components; i++)
{
PushID(i);
if (i > 0)
SameLine(0, g.Style.ItemInnerSpacing.x);
value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power);
PopID();
PopItemWidth();
v = (void*)((char*)v + type_size);
}
PopID();
const char* label_end = FindRenderedTextEnd(label);
if (label != label_end)
{
SameLine(0, g.Style.ItemInnerSpacing.x);
TextEx(label, label_end);
}
EndGroup();
return value_changed;
}
bool ImGui::SliderFloat(const char* label, float* v, const float v_min, const float v_max, const char* format, const float power)
{
return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power);
}
bool ImGui::SliderFloat2(const char* label, float v[2], const float v_min, const float v_max, const char* format, const float power)
{
return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power);
}
bool ImGui::SliderFloat3(const char* label, float v[3], const float v_min, const float v_max, const char* format, const float power)
{
return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power);
}
bool ImGui::SliderFloat4(const char* label, float v[4], const float v_min, const float v_max, const char* format, const float power)
{
return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power);
}
bool ImGui::SliderAngle(const char* label, float* v_rad, const float v_degrees_min, const float v_degrees_max, const char* format)
{
if (format == NULL)
format = "%.0f deg";
float v_deg = (*v_rad) * 360.0f / (2*IM_PI);
const bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, 1.0f);
*v_rad = v_deg * (2*IM_PI) / 360.0f;
return value_changed;
}
bool ImGui::SliderInt(const char* label, int* v, const int v_min, const int v_max, const char* format)
{
return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format);
}
bool ImGui::SliderInt2(const char* label, int v[2], const int v_min, const int v_max, const char* format)
{
return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format);
}
bool ImGui::SliderInt3(const char* label, int v[3], const int v_min, const int v_max, const char* format)
{
return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format);
}
bool ImGui::SliderInt4(const char* label, int v[4], const int v_min, const int v_max, const char* format)
{
return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format);
}
bool ImGui::VSliderScalar(const char* label, const ImVec2& size, const ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, const float power)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
ItemSize(bb, style.FramePadding.y);
if (!ItemAdd(frame_bb, id))
return false;
// Default format string when passing NULL
if (format == NULL)
format = DataTypeGetInfo(data_type)->PrintFmt;
else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.)
format = PatchFormatStringFloatToInt(format);
const bool hovered = ItemHoverable(frame_bb, id);
if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id)
{
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
}
// Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);
// Slider behavior
ImRect grab_bb;
const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb);
if (value_changed)
MarkItemEdited(id);
// Render grab
if (grab_bb.Max.y > grab_bb.Min.y)
window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
// For the vertical slider we allow centered text to overlap the frame padding
char value_buf[64];
const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format);
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
return value_changed;
}
bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, const float v_min, const float v_max, const char* format, const float power)
{
return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power);
}
bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, const int v_min, const int v_max, const char* format)
{
return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
//-------------------------------------------------------------------------
// - ImParseFormatFindStart() [Internal]
// - ImParseFormatFindEnd() [Internal]
// - ImParseFormatTrimDecorations() [Internal]
// - ImParseFormatPrecision() [Internal]
// - TempInputTextScalar() [Internal]
// - InputScalar()
// - InputScalarN()
// - InputFloat()
// - InputFloat2()
// - InputFloat3()
// - InputFloat4()
// - InputInt()
// - InputInt2()
// - InputInt3()
// - InputInt4()
// - InputDouble()
//-------------------------------------------------------------------------
// We don't use strchr() because our strings are usually very short and often start with '%'
const char* ImParseFormatFindStart(const char* fmt)
{
while (const char c = fmt[0])
{
if (c == '%' && fmt[1] != '%')
return fmt;
else if (c == '%')
fmt++;
fmt++;
}
return fmt;
}
const char* ImParseFormatFindEnd(const char* fmt)
{
// Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format.
if (fmt[0] != '%')
return fmt;
constexpr unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A'));
constexpr unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a'));
for (char c; (c = *fmt) != 0; fmt++)
{
if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)
return fmt + 1;
if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0)
return fmt + 1;
}
return fmt;
}
// Extract the format out of a format string with leading or trailing decorations
// fmt = "blah blah" -> return fmt
// fmt = "%.3f" -> return fmt
// fmt = "hello %.3f" -> return fmt + 6
// fmt = "%.3f hello" -> return buf written with "%.3f"
const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, const size_t buf_size)
{
const char* fmt_start = ImParseFormatFindStart(fmt);
if (fmt_start[0] != '%')
return fmt;
const char* fmt_end = ImParseFormatFindEnd(fmt_start);
if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.
return fmt_start;
ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size));
return buf;
}
// Parse display precision back from the display format string
// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed.
int ImParseFormatPrecision(const char* fmt, const int default_precision)
{
fmt = ImParseFormatFindStart(fmt);
if (fmt[0] != '%')
return default_precision;
fmt++;
while (*fmt >= '0' && *fmt <= '9')
fmt++;
int precision = INT_MAX;
if (*fmt == '.')
{
fmt = ImAtoi<int>(fmt + 1, &precision);
if (precision < 0 || precision > 99)
precision = default_precision;
}
if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation
precision = -1;
if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX)
precision = -1;
return (precision == INT_MAX) ? default_precision : precision;
}
// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)
// FIXME: Facilitate using this in variety of other situations.
bool ImGui::TempInputTextScalar(const ImRect& bb, const ImGuiID id, const char* label, const ImGuiDataType data_type, void* data_ptr, const char* format)
{
ImGuiContext& g = *GImGui;
// On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.
// We clear ActiveID on the first frame to allow the InputText() taking it back.
const bool init = (g.TempInputTextId != id);
if (init)
ClearActiveID();
char fmt_buf[32];
char data_buf[32];
format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf));
DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format);
ImStrTrimBlanks(data_buf);
g.CurrentWindow->DC.CursorPos = bb.Min;
ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited;
flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal);
bool value_changed = InputTextEx(label, NULL, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags);
if (init)
{
// First frame we started displaying the InputText widget, we expect it to take the active id.
IM_ASSERT(g.ActiveId == id);
g.TempInputTextId = g.ActiveId;
}
if (value_changed)
{
value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, NULL);
if (value_changed)
MarkItemEdited(id);
}
return value_changed;
}
bool ImGui::InputScalar(const char* label, const ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags flags)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
if (format == NULL)
format = DataTypeGetInfo(data_type)->PrintFmt;
char buf[64];
DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format);
bool value_changed = false;
if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
flags |= ImGuiInputTextFlags_CharsDecimal;
flags |= ImGuiInputTextFlags_AutoSelectAll;
flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string.
if (step != NULL)
{
const float button_size = GetFrameHeight();
BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()
PushID(label);
SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view
value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format);
// Step buttons
const ImVec2 backup_frame_padding = style.FramePadding;
style.FramePadding.x = style.FramePadding.y;
ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;
if (flags & ImGuiInputTextFlags_ReadOnly)
button_flags |= ImGuiButtonFlags_Disabled;
SameLine(0, style.ItemInnerSpacing.x);
if (ButtonEx("-", ImVec2(button_size, button_size), button_flags))
{
DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step);
value_changed = true;
}
SameLine(0, style.ItemInnerSpacing.x);
if (ButtonEx("+", ImVec2(button_size, button_size), button_flags))
{
DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step);
value_changed = true;
}
const char* label_end = FindRenderedTextEnd(label);
if (label != label_end)
{
SameLine(0, style.ItemInnerSpacing.x);
TextEx(label, label_end);
}
style.FramePadding = backup_frame_padding;
PopID();
EndGroup();
}
else
{
if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))
value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, data_ptr, format);
}
if (value_changed)
MarkItemEdited(window->DC.LastItemId);
return value_changed;
}
bool ImGui::InputScalarN(const char* label, const ImGuiDataType data_type, void* v, const int components, const void* step, const void* step_fast, const char* format, const ImGuiInputTextFlags flags)
{
const ImGuiWindow * window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiContext & g = *GImGui;
bool value_changed = false;
BeginGroup();
PushID(label);
PushMultiItemsWidths(components, CalcItemWidth());
const size_t type_size = GDataTypeInfo[data_type].Size;
for (int i = 0; i < components; i++)
{
PushID(i);
if (i > 0)
SameLine(0, g.Style.ItemInnerSpacing.x);
value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags);
PopID();
PopItemWidth();
v = (void*)((char*)v + type_size);
}
PopID();
const char* label_end = FindRenderedTextEnd(label);
if (label != label_end)
{
SameLine(0.0f, g.Style.ItemInnerSpacing.x);
TextEx(label, label_end);
}
EndGroup();
return value_changed;
}
bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags)
{
flags |= ImGuiInputTextFlags_CharsScientific;
return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, flags);
}
bool ImGui::InputFloat2(const char* label, float v[2], const char* format, const ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
}
bool ImGui::InputFloat3(const char* label, float v[3], const char* format, const ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
}
bool ImGui::InputFloat4(const char* label, float v[4], const char* format, const ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
}
// Prefer using "const char* format" directly, which is more flexible and consistent with other API.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
bool ImGui::InputFloat(const char* label, float* v, const float step, const float step_fast, const int decimal_precision, const ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
return InputFloat(label, v, step, step_fast, format, flags);
}
bool ImGui::InputFloat2(const char* label, float v[2], const int decimal_precision, const ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
}
bool ImGui::InputFloat3(const char* label, float v[3], const int decimal_precision, const ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
}
bool ImGui::InputFloat4(const char* label, float v[4], const int decimal_precision, const ImGuiInputTextFlags flags)
{
char format[16] = "%f";
if (decimal_precision >= 0)
ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
}
#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, const ImGuiInputTextFlags flags)
{
// Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, flags);
}
bool ImGui::InputInt2(const char* label, int v[2], const ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags);
}
bool ImGui::InputInt3(const char* label, int v[3], const ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags);
}
bool ImGui::InputInt4(const char* label, int v[4], const ImGuiInputTextFlags flags)
{
return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags);
}
bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags)
{
flags |= ImGuiInputTextFlags_CharsScientific;
return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, flags);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint
//-------------------------------------------------------------------------
// - InputText()
// - InputTextWithHint()
// - InputTextMultiline()
// - InputTextEx() [Internal]
//-------------------------------------------------------------------------
bool ImGui::InputText(const char* label, char* buf, const size_t buf_size, const ImGuiInputTextFlags flags, const ImGuiInputTextCallback callback, void* user_data)
{
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data);
}
bool ImGui::InputTextMultiline(const char* label, char* buf, const size_t buf_size, const ImVec2& size, const ImGuiInputTextFlags flags, const ImGuiInputTextCallback callback, void* user_data)
{
return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
}
bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, const size_t buf_size, const ImGuiInputTextFlags flags, const ImGuiInputTextCallback callback, void* user_data)
{
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
}
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
{
int line_count = 0;
const char* s = text_begin;
while (const char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding
if (c == '\n')
line_count++;
s--;
if (s[0] != '\n' && s[0] != '\r')
line_count++;
*out_text_end = s;
return line_count;
}
static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, const bool stop_on_new_line)
{
const ImGuiContext & g = *GImGui;
const ImFont * font = g.Font;
const float line_height = g.FontSize;
const float scale = line_height / font->FontSize;
auto text_size = ImVec2(0,0);
float line_width = 0.0f;
const ImWchar* s = text_begin;
while (s < text_end)
{
const unsigned int c = (unsigned int)(*s++);
if (c == '\n')
{
text_size.x = ImMax(text_size.x, line_width);
text_size.y += line_height;
line_width = 0.0f;
if (stop_on_new_line)
break;
continue;
}
if (c == '\r')
continue;
const float char_width = font->GetCharAdvance((ImWchar)c) * scale;
line_width += char_width;
}
if (text_size.x < line_width)
text_size.x = line_width;
if (out_offset)
*out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n
if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n
text_size.y += line_height;
if (remaining)
*remaining = s;
return text_size;
}
// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
namespace ImStb
{
static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; }
static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, const int idx) { return obj->TextW[idx]; }
static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, const int line_start_idx, const int char_idx) {
const ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE;
const ImGuiContext & g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
static int STB_TEXTEDIT_KEYTOTEXT(const int key) { return key >= 0x10000 ? 0 : key; }
static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, const int line_start_idx)
{
const ImWchar* text = obj->TextW.Data;
const ImWchar* text_remaining = NULL;
const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
r->x0 = 0.0f;
r->x1 = size.x;
r->baseline_y_delta = size.y;
r->ymin = 0.0f;
r->ymax = size.y;
r->num_chars = (int)(text_remaining - (text + line_start_idx));
}
static bool is_separator(const unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }
static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, const int idx) { return idx > 0 ? (is_separator( obj->TextW[idx-1] ) && !is_separator( obj->TextW[idx] ) ) : 1; }
static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
#ifdef __APPLE__ // FIXME: Move setting to IO structure
static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator( obj->TextW[idx-1] ) && is_separator( obj->TextW[idx] ) ) : 1; }
static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
#else
static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++;
const int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
#endif
#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h
#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, const int pos, const int n)
{
ImWchar* dst = obj->TextW.Data + pos;
// We maintain our buffer length in both UTF-8 and wchar formats
obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
obj->CurLenW -= n;
// Offset remaining text (FIXME-OPT: Use memmove)
const ImWchar* src = obj->TextW.Data + pos + n;
while (const ImWchar c = *src++)
*dst++ = c;
*dst = '\0';
}
static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, const int pos, const ImWchar* new_text, const int new_text_len)
{
const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0;
const int text_len = obj->CurLenW;
IM_ASSERT(pos <= text_len);
const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);
if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA))
return false;
// Grow internal buffer if needed
if (new_text_len + text_len + 1 > obj->TextW.Size)
{
if (!is_resizable)
return false;
IM_ASSERT(text_len < obj->TextW.Size);
obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1);
}
ImWchar* text = obj->TextW.Data;
if (pos != text_len)
memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));
memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));
obj->CurLenW += new_text_len;
obj->CurLenA += new_text_len_utf8;
obj->TextW[obj->CurLenW] = '\0';
return true;
}
// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left
#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right
#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up
#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down
#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line
#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line
#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text
#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text
#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor
#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor
#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo
#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo
#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word
#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word
#define STB_TEXTEDIT_K_SHIFT 0x400000
#define STB_TEXTEDIT_IMPLEMENTATION
#include "imstb_textedit.h"
}
void ImGuiInputTextState::OnKeyPressed(const int key)
{
stb_textedit_key(this, &Stb, key);
CursorFollow = true;
CursorAnimReset();
}
ImGuiInputTextCallbackData::ImGuiInputTextCallbackData()
{
memset(this, 0, sizeof(*this));
}
// Public API to manipulate UTF-8 text
// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.
void ImGuiInputTextCallbackData::DeleteChars(const int pos, const int bytes_count)
{
IM_ASSERT(pos + bytes_count <= BufTextLen);
char* dst = Buf + pos;
const char* src = Buf + pos + bytes_count;
while (const char c = *src++)
*dst++ = c;
*dst = '\0';
if (CursorPos + bytes_count >= pos)
CursorPos -= bytes_count;
else if (CursorPos >= pos)
CursorPos = pos;
SelectionStart = SelectionEnd = CursorPos;
BufDirty = true;
BufTextLen -= bytes_count;
}
void ImGuiInputTextCallbackData::InsertChars(const int pos, const char* new_text, const char* new_text_end)
{
const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;
const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);
if (new_text_len + BufTextLen >= BufSize)
{
if (!is_resizable)
return;
// Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!)
ImGuiContext& g = *GImGui;
ImGuiInputTextState* edit_state = &g.InputTextState;
IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
IM_ASSERT(Buf == edit_state->TextA.Data);
const int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;
edit_state->TextA.reserve(new_buf_size + 1);
Buf = edit_state->TextA.Data;
BufSize = edit_state->BufCapacityA = new_buf_size;
}
if (BufTextLen != pos)
memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));
memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
Buf[BufTextLen + new_text_len] = '\0';
if (CursorPos >= pos)
CursorPos += new_text_len;
SelectionStart = SelectionEnd = CursorPos;
BufDirty = true;
BufTextLen += new_text_len;
}
// Return false to discard a character.
static bool InputTextFilterCharacter(unsigned int* p_char, const ImGuiInputTextFlags flags, const ImGuiInputTextCallback callback, void* user_data)
{
unsigned int c = *p_char;
// Filter non-printable (NB: isprint is unreliable! see #2467)
if (c < 0x20)
{
bool pass = false;
pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline));
pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
if (!pass)
return false;
}
// Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME)
if (c >= 0xE000 && c <= 0xF8FF)
return false;
// Generic named filters
if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))
{
if (flags & ImGuiInputTextFlags_CharsDecimal)
if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
return false;
if (flags & ImGuiInputTextFlags_CharsScientific)
if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))
return false;
if (flags & ImGuiInputTextFlags_CharsHexadecimal)
if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
return false;
if (flags & ImGuiInputTextFlags_CharsUppercase)
if (c >= 'a' && c <= 'z')
*p_char = (c += (unsigned int)('A'-'a'));
if (flags & ImGuiInputTextFlags_CharsNoBlank)
if (ImCharIsBlankW(c))
return false;
}
// Custom callback filter
if (flags & ImGuiInputTextFlags_CallbackCharFilter)
{
ImGuiInputTextCallbackData callback_data;
memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData));
callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
callback_data.EventChar = (ImWchar)c;
callback_data.Flags = flags;
callback_data.UserData = user_data;
if (callback(&callback_data) != 0)
return false;
*p_char = callback_data.EventChar;
if (!callback_data.EventChar)
return false;
}
return true;
}
// Edit a string of text
// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are
// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)
bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
const ImGuiStyle& style = g.Style;
constexpr bool RENDER_SELECTION_WHEN_INACTIVE = false;
const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;
const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;
if (is_resizable)
IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope,
BeginGroup();
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
ImGuiWindow* draw_window = window;
if (is_multiline)
{
if (!ItemAdd(total_bb, id, &frame_bb))
{
ItemSize(total_bb, style.FramePadding.y);
EndGroup();
return false;
}
if (!BeginChildFrame(id, frame_bb.GetSize()))
{
EndChildFrame();
EndGroup();
return false;
}
draw_window = GetCurrentWindow();
draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight
size.x -= draw_window->ScrollbarSizes.x;
}
else
{
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb))
return false;
}
const bool hovered = ItemHoverable(frame_bb, id);
if (hovered)
g.MouseCursor = ImGuiMouseCursor_TextInput;
// NB: we are only allowed to access 'edit_state' if we are the active widget.
ImGuiInputTextState* state = NULL;
if (g.InputTextState.ID == id)
state = &g.InputTextState;
const bool focus_requested = FocusableItemRegister(window, id);
const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterAll == window->DC.FocusCounterAll);
const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
const bool user_clicked = hovered && io.MouseClicked[0];
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetScrollbarID(draw_window, ImGuiAxis_Y);
const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetScrollbarID(draw_window, ImGuiAxis_Y);
bool clear_active_id = false;
bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start);
const bool init_state = (init_make_active || user_scroll_active);
if (init_state && g.ActiveId != id)
{
// Access state even if we don't own it yet.
state = &g.InputTextState;
state->CursorAnimReset();
// Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
// From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
const int buf_len = (int)strlen(buf);
state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
memcpy(state->InitialTextA.Data, buf, buf_len + 1);
// Start edition
const char* buf_end = NULL;
state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.
state->TextA.resize(0);
state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then)
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);
state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
// Preserve cursor position and undo/redo stack if we come back to same widget
// FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed.
const bool recycle_state = (state->ID == id);
if (recycle_state)
{
// Recycle existing cursor/selection/undo stack but clamp position
// Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
state->CursorClamp();
}
else
{
state->ID = id;
state->ScrollX = 0.0f;
stb_textedit_initialize_state(&state->Stb, !is_multiline);
if (!is_multiline && focus_requested_by_code)
select_all = true;
}
if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
state->Stb.insert_mode = 1;
if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
select_all = true;
}
if (g.ActiveId != id && init_make_active)
{
IM_ASSERT(state && state->ID == id);
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
IM_ASSERT(ImGuiNavInput_COUNT < 32);
g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel);
if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
g.ActiveIdBlockNavInputFlags |= (1 << ImGuiNavInput_KeyTab_);
if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
}
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
if (g.ActiveId == id && state == NULL)
ClearActiveID();
// Release focus when we click outside
if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560
clear_active_id = true;
// Lock the decision of whether we are going to take the path displaying the cursor or selection
const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
bool value_changed = false;
bool enter_pressed = false;
// When read-only we always use the live data passed to the function
// FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(
if (is_readonly && state != NULL && (render_cursor || render_selection))
{
const char* buf_end = NULL;
state->TextW.resize(buf_size + 1);
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);
state->CurLenA = (int)(buf_end - buf);
state->CursorClamp();
render_selection &= state->HasSelection();
}
// Select the buffer to render.
const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid;
const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);
// Password pushes a temporary font with only a fallback glyph
if (is_password && !is_displaying_hint)
{
const ImFontGlyph* glyph = g.Font->FindGlyph('*');
ImFont* password_font = &g.InputTextPasswordFont;
password_font->FontSize = g.Font->FontSize;
password_font->Scale = g.Font->Scale;
password_font->DisplayOffset = g.Font->DisplayOffset;
password_font->Ascent = g.Font->Ascent;
password_font->Descent = g.Font->Descent;
password_font->ContainerAtlas = g.Font->ContainerAtlas;
password_font->FallbackGlyph = glyph;
password_font->FallbackAdvanceX = glyph->AdvanceX;
IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());
PushFont(password_font);
}
// Process mouse inputs and character inputs
int backup_current_text_length = 0;
if (g.ActiveId == id)
{
IM_ASSERT(state != NULL);
backup_current_text_length = state->CurLenA;
state->BufCapacityA = buf_size;
state->UserFlags = flags;
state->UserCallback = callback;
state->UserCallbackData = callback_user_data;
// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
// Down the line we should have a cleaner library-wide concept of Selected vs Active.
g.ActiveIdAllowOverlap = !io.MouseDown[0];
g.WantTextInputNextFrame = 1;
// Edit in progress
const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX;
const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));
const bool is_osx = io.ConfigMacOSXBehaviors;
if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0]))
{
state->SelectAll();
state->SelectedAllMouseLock = true;
}
else if (hovered && is_osx && io.MouseDoubleClicked[0])
{
// Double-click select a word only, OS X style (by simulating keystrokes)
state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
}
else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)
{
if (hovered)
{
stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);
state->CursorAnimReset();
}
}
else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
{
stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);
state->CursorAnimReset();
state->CursorFollow = true;
}
if (state->SelectedAllMouseLock && !io.MouseDown[0])
state->SelectedAllMouseLock = false;
// It is ill-defined whether the back-end needs to send a \t character when pressing the TAB keys.
// Win32 and GLFW naturally do it but not SDL.
const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)
if (!io.InputQueueCharacters.contains('\t'))
{
unsigned int c = '\t'; // Insert TAB
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
state->OnKeyPressed((int)c);
}
// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
if (io.InputQueueCharacters.Size > 0)
{
if (!ignore_char_inputs && !is_readonly && !user_nav_input_start)
for (int n = 0; n < io.InputQueueCharacters.Size; n++)
{
// Insert character if they pass filtering
unsigned int c = (unsigned int)io.InputQueueCharacters[n];
if (c == '\t' && io.KeyShift)
continue;
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
state->OnKeyPressed((int)c);
}
// Consume characters
io.InputQueueCharacters.resize(0);
}
}
// Process other shortcuts/key-presses
bool cancel_edit = false;
if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
{
IM_ASSERT(state != NULL);
const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
const bool is_osx = io.ConfigMacOSXBehaviors;
const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt;
const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
const bool is_ctrl_key_only = io.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper;
const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper;
const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection());
const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly;
const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable);
const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;
if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly)
{
if (!state->HasSelection())
{
if (is_wordmove_key_down)
state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT);
else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl)
state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);
}
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
}
else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter))
{
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
{
enter_pressed = clear_active_id = true;
}
else if (!is_readonly)
{
unsigned int c = '\n'; // Insert new line
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
state->OnKeyPressed((int)c);
}
}
else if (IsKeyPressedMap(ImGuiKey_Escape))
{
clear_active_id = cancel_edit = true;
}
else if (is_undo || is_redo)
{
state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
state->ClearSelection();
}
else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A))
{
state->SelectAll();
state->CursorFollow = true;
}
else if (is_cut || is_copy)
{
// Cut, Copy
if (io.SetClipboardTextFn)
{
const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0;
const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW;
const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1;
auto clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char));
ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie);
SetClipboardText(clipboard_data);
MemFree(clipboard_data);
}
if (is_cut)
{
if (!state->HasSelection())
state->SelectAll();
state->CursorFollow = true;
stb_textedit_cut(state, &state->Stb);
}
}
else if (is_paste)
{
if (const char* clipboard = GetClipboardText())
{
// Filter pasted buffer
const int clipboard_len = (int)strlen(clipboard);
auto clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len+1) * sizeof(ImWchar));
int clipboard_filtered_len = 0;
for (const char* s = clipboard; *s; )
{
unsigned int c;
s += ImTextCharFromUtf8(&c, s, NULL);
if (c == 0)
break;
if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data))
continue;
clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
}
clipboard_filtered[clipboard_filtered_len] = 0;
if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
{
stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len);
state->CursorFollow = true;
}
MemFree(clipboard_filtered);
}
}
// Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame.
render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
}
// Process callbacks and apply result back to user's buffer.
if (g.ActiveId == id)
{
IM_ASSERT(state != NULL);
const char* apply_new_text = NULL;
int apply_new_text_length = 0;
if (cancel_edit)
{
// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0)
{
apply_new_text = state->InitialTextA.Data;
apply_new_text_length = state->InitialTextA.Size - 1;
}
}
// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage.
bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
if (apply_edit_back_to_user_buffer)
{
// Apply new value immediately - copy modified buffer back
// Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
// FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
// FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
if (!is_readonly)
{
state->TextAIsValid = true;
state->TextA.resize(state->TextW.Size * 4 + 1);
ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);
}
// User callback
if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0)
{
IM_ASSERT(callback != NULL);
// The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
ImGuiInputTextFlags event_flag = 0;
ImGuiKey event_key = ImGuiKey_COUNT;
if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))
{
event_flag = ImGuiInputTextFlags_CallbackCompletion;
event_key = ImGuiKey_Tab;
}
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
{
event_flag = ImGuiInputTextFlags_CallbackHistory;
event_key = ImGuiKey_UpArrow;
}
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
{
event_flag = ImGuiInputTextFlags_CallbackHistory;
event_key = ImGuiKey_DownArrow;
}
else if (flags & ImGuiInputTextFlags_CallbackAlways)
event_flag = ImGuiInputTextFlags_CallbackAlways;
if (event_flag)
{
ImGuiInputTextCallbackData callback_data;
memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData));
callback_data.EventFlag = event_flag;
callback_data.Flags = flags;
callback_data.UserData = callback_user_data;
callback_data.EventKey = event_key;
callback_data.Buf = state->TextA.Data;
callback_data.BufTextLen = state->CurLenA;
callback_data.BufSize = state->BufCapacityA;
callback_data.BufDirty = false;
// We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)
ImWchar* text = state->TextW.Data;
const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor);
const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start);
const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end);
// Call user code
callback(&callback_data);
// Read back what user may have modified
IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields
IM_ASSERT(callback_data.BufSize == state->BufCapacityA);
IM_ASSERT(callback_data.Flags == flags);
if (callback_data.CursorPos != utf8_cursor_pos) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; }
if (callback_data.SelectionStart != utf8_selection_start) { state->Stb.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }
if (callback_data.SelectionEnd != utf8_selection_end) { state->Stb.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }
if (callback_data.BufDirty)
{
IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
if (callback_data.BufTextLen > backup_current_text_length && is_resizable)
state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length));
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL);
state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
state->CursorAnimReset();
}
}
}
// Will copy result string if modified
if (!is_readonly && strcmp(state->TextA.Data, buf) != 0)
{
apply_new_text = state->TextA.Data;
apply_new_text_length = state->CurLenA;
}
}
// Copy result to user buffer
if (apply_new_text)
{
IM_ASSERT(apply_new_text_length >= 0);
if (backup_current_text_length != apply_new_text_length && is_resizable)
{
ImGuiInputTextCallbackData callback_data;
callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;
callback_data.Flags = flags;
callback_data.Buf = buf;
callback_data.BufTextLen = apply_new_text_length;
callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);
callback_data.UserData = callback_user_data;
callback(&callback_data);
buf = callback_data.Buf;
buf_size = callback_data.BufSize;
apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);
IM_ASSERT(apply_new_text_length <= buf_size);
}
// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
value_changed = true;
}
// Clear temporary user storage
state->UserFlags = 0;
state->UserCallback = NULL;
state->UserCallbackData = NULL;
}
// Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
if (clear_active_id && g.ActiveId == id)
ClearActiveID();
// Render frame
if (!is_multiline)
{
RenderNavHighlight(frame_bb, id);
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
}
const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
ImVec2 text_size(0.0f, 0.0f);
// Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line
// without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.
// Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.
constexpr int buf_display_max_length = 2 * 1024 * 1024;
const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595
const char* buf_display_end = NULL; // We have specialized paths below for setting the length
if (is_displaying_hint)
{
buf_display = hint;
buf_display_end = hint + strlen(hint);
}
// Render text. We currently only render selection when the widget is active or while scrolling.
// FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.
if (render_cursor || render_selection)
{
IM_ASSERT(state != NULL);
if (!is_displaying_hint)
buf_display_end = buf_display + state->CurLenA;
// Render text (with cursor and selection)
// This is going to be messy. We need to:
// - Display the text (this alone can be more easily clipped)
// - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
// - Measure text height (for scrollbar)
// We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
// FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
const ImWchar* text_begin = state->TextW.Data;
ImVec2 cursor_offset, select_start_offset;
{
// Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions.
const ImWchar* searches_input_ptr[2] = { NULL, NULL };
int searches_result_line_no[2] = { -1000, -1000 };
int searches_remaining = 0;
if (render_cursor)
{
searches_input_ptr[0] = text_begin + state->Stb.cursor;
searches_result_line_no[0] = -1;
searches_remaining++;
}
if (render_selection)
{
searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);
searches_result_line_no[1] = -1;
searches_remaining++;
}
// Iterate all lines to find our line numbers
// In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.
searches_remaining += is_multiline ? 1 : 0;
int line_count = 0;
//for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits
for (const ImWchar* s = text_begin; *s != 0; s++)
if (*s == '\n')
{
line_count++;
if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; }
if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; }
}
line_count++;
if (searches_result_line_no[0] == -1)
searches_result_line_no[0] = line_count;
if (searches_result_line_no[1] == -1)
searches_result_line_no[1] = line_count;
// Calculate 2d position by finding the beginning of the line and measuring distance
cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;
cursor_offset.y = searches_result_line_no[0] * g.FontSize;
if (searches_result_line_no[1] >= 0)
{
select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
select_start_offset.y = searches_result_line_no[1] * g.FontSize;
}
// Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
if (is_multiline)
text_size = ImVec2(size.x, line_count * g.FontSize);
}
// Scroll
if (render_cursor && state->CursorFollow)
{
// Horizontal scroll in chunks of quarter width
if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
{
const float scroll_increment_x = size.x * 0.25f;
if (cursor_offset.x < state->ScrollX)
state->ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
else if (cursor_offset.x - size.x >= state->ScrollX)
state->ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
}
else
{
state->ScrollX = 0.0f;
}
// Vertical scroll
if (is_multiline)
{
float scroll_y = draw_window->Scroll.y;
if (cursor_offset.y - g.FontSize < scroll_y)
scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
else if (cursor_offset.y - size.y >= scroll_y)
scroll_y = cursor_offset.y - size.y;
draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag
draw_window->Scroll.y = scroll_y;
}
state->CursorFollow = false;
}
// Draw selection
const auto draw_scroll = ImVec2(state->ScrollX, 0.0f);
if (render_selection)
{
const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);
const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end);
ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.
float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll;
for (const ImWchar* p = text_selected_begin; p < text_selected_end; )
{
if (rect_pos.y > clip_rect.w + g.FontSize)
break;
if (rect_pos.y < clip_rect.y)
{
//p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bits
//p = p ? p + 1 : text_selected_end;
while (p < text_selected_end)
if (*p++ == '\n')
break;
}
else
{
ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn));
rect.ClipWith(clip_rect);
if (rect.Overlaps(clip_rect))
draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
}
rect_pos.x = draw_pos.x - draw_scroll.x;
rect_pos.y += g.FontSize;
}
}
// We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.
if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
{
ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);
draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
}
// Draw blinking cursor
if (render_cursor)
{
state->CursorAnim += io.DeltaTime;
bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;
ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll;
ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));
// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
if (!is_readonly)
g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
}
}
else
{
// Render text only (no selection, no cursor)
if (is_multiline)
text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width
else if (!is_displaying_hint && g.ActiveId == id)
buf_display_end = buf_display + state->CurLenA;
else if (!is_displaying_hint)
buf_display_end = buf_display + strlen(buf_display);
if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
{
ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);
draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);
}
}
if (is_multiline)
{
Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
EndChildFrame();
EndGroup();
}
if (is_password && !is_displaying_hint)
PopFont();
// Log as text
if (g.LogEnabled && !(is_password && !is_displaying_hint))
LogRenderedText(&draw_pos, buf_display, buf_display_end);
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited))
MarkItemEdited(id);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
return enter_pressed;
else
return value_changed;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
//-------------------------------------------------------------------------
// - ColorEdit3()
// - ColorEdit4()
// - ColorPicker3()
// - RenderColorRectWithAlphaCheckerboard() [Internal]
// - ColorPicker4()
// - ColorButton()
// - SetColorEditOptions()
// - ColorTooltip() [Internal]
// - ColorEditOptionsPopup() [Internal]
// - ColorPickerOptionsPopup() [Internal]
//-------------------------------------------------------------------------
bool ImGui::ColorEdit3(const char* label, float col[3], const ImGuiColorEditFlags flags)
{
return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
}
// Edit colors components (each component in 0.0f..1.0f range).
// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const float square_sz = GetFrameHeight();
const float w_full = CalcItemWidth();
const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);
const float w_inputs = w_full - w_button;
const char* label_display_end = FindRenderedTextEnd(label);
g.NextItemData.ClearFlags();
BeginGroup();
PushID(label);
// If we're not showing any slider there's no point in doing any HSV conversions
const ImGuiColorEditFlags flags_untouched = flags;
if (flags & ImGuiColorEditFlags_NoInputs)
flags = (flags & (~ImGuiColorEditFlags__DisplayMask)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions;
// Context menu: display and modify options (before defaults are applied)
if (!(flags & ImGuiColorEditFlags_NoOptions))
ColorEditOptionsPopup(col, flags);
// Read stored options
if (!(flags & ImGuiColorEditFlags__DisplayMask))
flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask);
if (!(flags & ImGuiColorEditFlags__DataTypeMask))
flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask);
if (!(flags & ImGuiColorEditFlags__PickerMask))
flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask);
if (!(flags & ImGuiColorEditFlags__InputMask))
flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputMask);
flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask));
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check that only 1 is selected
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected
const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;
const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;
const int components = alpha ? 4 : 3;
// Convert to the formats we need
float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };
if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB))
ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))
{
// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
if (f[1] == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)
f[0] = g.ColorEditLastHue;
}
int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
bool value_changed = false;
bool value_changed_as_float = false;
const ImVec2 pos = window->DC.CursorPos;
const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f;
window->DC.CursorPos.x = pos.x + inputs_offset_x;
if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
{
// RGB/HSV 0..255 Sliders
const float w_item_one = ImMax(1.0f, (float)(int)((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
const float w_item_last = ImMax(1.0f, (float)(int)(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
static const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
static const char* fmt_table_int[3][4] =
{
{ "%3d", "%3d", "%3d", "%3d" }, // Short display
{ "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA
{ "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA
};
static const char* fmt_table_float[3][4] =
{
{ "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display
{ "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA
{ "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA
};
const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1;
for (int n = 0; n < components; n++)
{
if (n > 0)
SameLine(0, style.ItemInnerSpacing.x);
SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last);
// Disable Hue edit when Saturation is zero
const bool disable_hue_edit = (n == 0 && (flags & ImGuiColorEditFlags_DisplayHSV) && i[1] == 0);
if (flags & ImGuiColorEditFlags_Float)
{
value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, disable_hue_edit ? +FLT_MAX : 0.0f, disable_hue_edit ? -FLT_MAX : hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
value_changed_as_float |= value_changed;
}
else
{
value_changed |= DragInt(ids[n], &i[n], 1.0f, disable_hue_edit ? INT_MAX : 0, disable_hue_edit ? INT_MIN : hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
}
}
else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
{
// RGB Hexadecimal Input
char buf[64];
if (alpha)
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255));
else
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255));
SetNextItemWidth(w_inputs);
if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))
{
value_changed = true;
const char * p = buf;
while (*p == '#' || ImCharIsBlankA(*p))
p++;
i[0] = i[1] = i[2] = i[3] = 0;
if (alpha)
sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)
else
sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
}
const ImGuiWindow * picker_active_window = NULL;
if (!(flags & ImGuiColorEditFlags_NoSmallPreview))
{
const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x;
window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y);
const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);
if (ColorButton("##ColorButton", col_v4, flags))
{
if (!(flags & ImGuiColorEditFlags_NoPicker))
{
// Store current color and open a picker
g.ColorPickerRef = col_v4;
OpenPopup("picker");
SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y));
}
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
if (BeginPopup("picker"))
{
picker_active_window = g.CurrentWindow;
if (label != label_display_end)
{
TextEx(label, label_display_end);
Spacing();
}
constexpr ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
const ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
EndPopup();
}
}
if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))
{
window->DC.CursorPos = ImVec2(pos.x + w_full + style.ItemInnerSpacing.x, pos.y + style.FramePadding.y);
TextEx(label, label_display_end);
}
// Convert back
if (value_changed && picker_active_window == NULL)
{
if (!value_changed_as_float)
for (int n = 0; n < 4; n++)
f[n] = i[n] / 255.0f;
if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))
{
g.ColorEditLastHue = f[0];
ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
memcpy(g.ColorEditLastColor, f, sizeof(float) * 3);
}
if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
col[0] = f[0];
col[1] = f[1];
col[2] = f[2];
if (alpha)
col[3] = f[3];
}
PopID();
EndGroup();
// Drag and Drop Target
// NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.
if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget())
{
bool accepted_drag_drop = false;
if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
{
memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512
value_changed = accepted_drag_drop = true;
}
if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
{
memcpy((float*)col, payload->Data, sizeof(float) * components);
value_changed = accepted_drag_drop = true;
}
// Drag-drop payloads are always RGB
if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV))
ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]);
EndDragDropTarget();
}
// When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().
if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
window->DC.LastItemId = g.ActiveId;
if (value_changed)
MarkItemEdited(window->DC.LastItemId);
return value_changed;
}
bool ImGui::ColorPicker3(const char* label, float col[3], const ImGuiColorEditFlags flags)
{
float col4[4] = { col[0], col[1], col[2], 1.0f };
if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))
return false;
col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];
return true;
}
static inline ImU32 ImAlphaBlendColor(const ImU32 col_a, const ImU32 col_b)
{
const float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
const int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
const int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
const int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
return IM_COL32(r, g, b, 0xFF);
}
// Helper for ColorPicker4()
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
// I spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether.
void ImGui::RenderColorRectWithAlphaCheckerboard(const ImVec2 p_min, const ImVec2 p_max, const ImU32 col, const float grid_step, const ImVec2 grid_off, const float rounding,
const int rounding_corners_flags)
{
const ImGuiWindow * window = GetCurrentWindow();
if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
{
const ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col));
const ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col));
window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags);
int yi = 0;
for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
{
float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
if (y2 <= y1)
continue;
for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
{
float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
if (x2 <= x1)
continue;
int rounding_corners_flags_cell = 0;
if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; }
if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; }
rounding_corners_flags_cell &= rounding_corners_flags;
window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);
}
}
}
else
{
window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);
}
}
// Helper for ColorPicker4()
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, const ImVec2 pos, const ImVec2 half_sz, const float bar_w, const float alpha)
{
const ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8));
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8));
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8));
}
// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)
// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)
// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)
bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImDrawList* draw_list = window->DrawList;
ImGuiStyle& style = g.Style;
ImGuiIO& io = g.IO;
const float width = CalcItemWidth();
g.NextItemData.ClearFlags();
PushID(label);
BeginGroup();
if (!(flags & ImGuiColorEditFlags_NoSidePreview))
flags |= ImGuiColorEditFlags_NoSmallPreview;
// Context menu: display and store options.
if (!(flags & ImGuiColorEditFlags_NoOptions))
ColorPickerOptionsPopup(col, flags);
// Read stored options
if (!(flags & ImGuiColorEditFlags__PickerMask))
flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask;
if (!(flags & ImGuiColorEditFlags__InputMask))
flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__InputMask;
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check that only 1 is selected
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check that only 1 is selected
if (!(flags & ImGuiColorEditFlags_NoOptions))
flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);
// Setup
int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;
bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);
ImVec2 picker_pos = window->DC.CursorPos;
float square_sz = GetFrameHeight();
float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars
float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f);
float backup_initial_col[4];
memcpy(backup_initial_col, col, components * sizeof(float));
float wheel_thickness = sv_picker_size * 0.08f;
float wheel_r_outer = sv_picker_size * 0.50f;
float wheel_r_inner = wheel_r_outer - wheel_thickness;
ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f);
// Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.
float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);
auto triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.
auto triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.
auto triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.
float H = col[0], S = col[1], V = col[2];
float R = col[0], G = col[1], B = col[2];
if (flags & ImGuiColorEditFlags_InputRGB)
{
// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
ColorConvertRGBtoHSV(R, G, B, H, S, V);
if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)
H = g.ColorEditLastHue;
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
ColorConvertHSVtoRGB(H, S, V, R, G, B);
}
bool value_changed = false, value_changed_h = false, value_changed_sv = false;
PushItemFlag(ImGuiItemFlags_NoNav, true);
if (flags & ImGuiColorEditFlags_PickerHueWheel)
{
// Hue wheel + SV triangle logic
InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));
if (IsItemActive())
{
ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;
ImVec2 current_off = g.IO.MousePos - wheel_center;
float initial_dist2 = ImLengthSqr(initial_off);
if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1))
{
// Interactive with Hue wheel
H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f;
if (H < 0.0f)
H += 1.0f;
value_changed = value_changed_h = true;
}
float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);
float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);
if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))
{
// Interacting with SV triangle
ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);
if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))
current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);
float uu, vv, ww;
ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);
V = ImClamp(1.0f - vv, 0.0001f, 1.0f);
S = ImClamp(uu / V, 0.0001f, 1.0f);
value_changed = value_changed_sv = true;
}
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
}
else if (flags & ImGuiColorEditFlags_PickerHueBar)
{
// SV rectangle logic
InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
if (IsItemActive())
{
S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1));
V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
value_changed = value_changed_sv = true;
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
// Hue bar logic
SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));
if (IsItemActive())
{
H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
value_changed = value_changed_h = true;
}
}
// Alpha bar logic
if (alpha_bar)
{
SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));
InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size));
if (IsItemActive())
{
col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
value_changed = true;
}
}
PopItemFlag(); // ImGuiItemFlags_NoNav
if (!(flags & ImGuiColorEditFlags_NoSidePreview))
{
SameLine(0, style.ItemInnerSpacing.x);
BeginGroup();
}
if (!(flags & ImGuiColorEditFlags_NoLabel))
{
const char* label_display_end = FindRenderedTextEnd(label);
if (label != label_display_end)
{
if ((flags & ImGuiColorEditFlags_NoSidePreview))
SameLine(0, style.ItemInnerSpacing.x);
TextEx(label, label_display_end);
}
}
if (!(flags & ImGuiColorEditFlags_NoSidePreview))
{
PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
if ((flags & ImGuiColorEditFlags_NoLabel))
Text("Current");
ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip;
ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2));
if (ref_col != NULL)
{
Text("Original");
ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);
if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)))
{
memcpy(col, ref_col, components * sizeof(float));
value_changed = true;
}
}
PopItemFlag();
EndGroup();
}
// Convert back color to RGB
if (value_changed_h || value_changed_sv)
{
if (flags & ImGuiColorEditFlags_InputRGB)
{
ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]);
g.ColorEditLastHue = H;
memcpy(g.ColorEditLastColor, col, sizeof(float) * 3);
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
col[0] = H;
col[1] = S;
col[2] = V;
}
}
// R,G,B and H,S,V slider color editor
bool value_changed_fix_hue_wrap = false;
if ((flags & ImGuiColorEditFlags_NoInputs) == 0)
{
PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);
ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;
ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;
if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0)
if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))
{
// FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
// For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)
value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);
value_changed = true;
}
if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags__DisplayMask) == 0)
value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV);
if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags__DisplayMask) == 0)
value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex);
PopItemWidth();
}
// Try to cancel hue wrap (after ColorEdit4 call), if any
if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB))
{
float new_H, new_S, new_V;
ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);
if (new_H <= 0 && H > 0)
{
if (new_V <= 0 && V != new_V)
ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);
else if (new_S <= 0)
ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);
}
}
if (value_changed)
{
if (flags & ImGuiColorEditFlags_InputRGB)
{
R = col[0];
G = col[1];
B = col[2];
ColorConvertRGBtoHSV(R, G, B, H, S, V);
if (S == 0 && memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately.
H = g.ColorEditLastHue;
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
H = col[0];
S = col[1];
V = col[2];
ColorConvertHSVtoRGB(H, S, V, R, G, B);
}
}
const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);
const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);
const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);
const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);
const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };
ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!
ImVec2 sv_cursor_pos;
if (flags & ImGuiColorEditFlags_PickerHueWheel)
{
// Render Hue Wheel
const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
for (int n = 0; n < 6; n++)
{
const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps;
const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
const int vert_start_idx = draw_list->VtxBuffer.Size;
draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
draw_list->PathStroke(col_white, false, wheel_thickness);
const int vert_end_idx = draw_list->VtxBuffer.Size;
// Paint colors over existing vertices
ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n+1]);
}
// Render Cursor + preview on Hue Wheel
float cos_hue_angle = ImCos(H * 2.0f * IM_PI);
float sin_hue_angle = ImSin(H * 2.0f * IM_PI);
ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f);
float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, col_midgrey, hue_cursor_segments);
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);
// Render SV triangle (rotated according to hue)
ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);
ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);
ImVec2 uv_white = GetFontTexUvWhitePixel();
draw_list->PrimReserve(6, 6);
draw_list->PrimVtx(tra, uv_white, hue_color32);
draw_list->PrimVtx(trb, uv_white, hue_color32);
draw_list->PrimVtx(trc, uv_white, col_white);
draw_list->PrimVtx(tra, uv_white, 0);
draw_list->PrimVtx(trb, uv_white, col_white);
draw_list->PrimVtx(trc, uv_white, 0);
draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);
sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
}
else if (flags & ImGuiColorEditFlags_PickerHueBar)
{
// Render SV Square
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
// Render Hue Bar
for (int i = 0; i < 6; ++i)
draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);
float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
}
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, col_midgrey, 12);
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12);
// Render alpha bar
if (alpha_bar)
{
float alpha = ImSaturate(col[3]);
ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);
float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
}
EndGroup();
if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)
value_changed = false;
if (value_changed)
MarkItemEdited(window->DC.LastItemId);
PopID();
return value_changed;
}
// A little colored square. Return true when clicked.
// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.
bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiContext & g = *GImGui;
const ImGuiID id = window->GetID(desc_id);
const float default_size = GetFrameHeight();
if (size.x == 0.0f)
size.x = default_size;
if (size.y == 0.0f)
size.y = default_size;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
if (!ItemAdd(bb, id))
return false;
bool hovered, held;
const bool pressed = ButtonBehavior(bb, id, &hovered, &held);
if (flags & ImGuiColorEditFlags_NoAlpha)
flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);
ImVec4 col_rgb = col;
if (flags & ImGuiColorEditFlags_InputHSV)
ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z);
const ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f);
const float grid_step = ImMin(size.x, size.y) / 2.99f;
const float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
ImRect bb_inner = bb;
constexpr float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.
bb_inner.Expand(off);
if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)
{
const float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f);
RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight);
window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft);
}
else
{
// Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
const ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha;
if (col_source.w < 1.0f)
RenderColorRectWithAlphaCheckerboard(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);
else
window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All);
}
RenderNavHighlight(bb, id);
if (g.Style.FrameBorderSize > 0.0f)
RenderFrameBorder(bb.Min, bb.Max, rounding);
else
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border
// Drag and Drop Source
// NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.
if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource())
{
if (flags & ImGuiColorEditFlags_NoAlpha)
SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once);
else
SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once);
ColorButton(desc_id, col, flags);
SameLine();
TextEx("Color");
EndDragDropSource();
}
// Tooltip
if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered)
ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));
return pressed;
}
// Initialize/override default color options
void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)
{
ImGuiContext& g = *GImGui;
if ((flags & ImGuiColorEditFlags__DisplayMask) == 0)
flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask;
if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0)
flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask;
if ((flags & ImGuiColorEditFlags__PickerMask) == 0)
flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask;
if ((flags & ImGuiColorEditFlags__InputMask) == 0)
flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputMask;
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DisplayMask)); // Check only 1 option is selected
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__DataTypeMask)); // Check only 1 option is selected
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__PickerMask)); // Check only 1 option is selected
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags__InputMask)); // Check only 1 option is selected
g.ColorEditOptions = flags;
}
// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
void ImGui::ColorTooltip(const char* text, const float* col, const ImGuiColorEditFlags flags)
{
const ImGuiContext & g = *GImGui;
BeginTooltipEx(0, true);
const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;
if (text_end > text)
{
TextEx(text, text_end);
Separator();
}
const ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);
const ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);
SameLine();
if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags__InputMask))
{
if (flags & ImGuiColorEditFlags_NoAlpha)
Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]);
else
Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]);
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
if (flags & ImGuiColorEditFlags_NoAlpha)
Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]);
else
Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]);
}
EndTooltip();
}
void ImGui::ColorEditOptionsPopup(const float* col, const ImGuiColorEditFlags flags)
{
const bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__DisplayMask);
const bool allow_opt_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask);
if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context"))
return;
ImGuiContext& g = *GImGui;
ImGuiColorEditFlags opts = g.ColorEditOptions;
if (allow_opt_inputs)
{
if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayRGB;
if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHSV;
if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags__DisplayMask) | ImGuiColorEditFlags_DisplayHex;
}
if (allow_opt_datatype)
{
if (allow_opt_inputs) Separator();
if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Uint8;
if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags__DataTypeMask) | ImGuiColorEditFlags_Float;
}
if (allow_opt_inputs || allow_opt_datatype)
Separator();
if (Button("Copy as..", ImVec2(-1,0)))
OpenPopup("Copy");
if (BeginPopup("Copy"))
{
int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
char buf[64];
ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
if (Selectable(buf))
SetClipboardText(buf);
ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca);
if (Selectable(buf))
SetClipboardText(buf);
if (flags & ImGuiColorEditFlags_NoAlpha)
ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb);
else
ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca);
if (Selectable(buf))
SetClipboardText(buf);
EndPopup();
}
g.ColorEditOptions = opts;
EndPopup();
}
void ImGui::ColorPickerOptionsPopup(const float* ref_col, const ImGuiColorEditFlags flags)
{
const bool allow_opt_picker = !(flags & ImGuiColorEditFlags__PickerMask);
const bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);
if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context"))
return;
ImGuiContext& g = *GImGui;
if (allow_opt_picker)
{
const ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function
PushItemWidth(picker_size.x);
for (int picker_type = 0; picker_type < 2; picker_type++)
{
// Draw small/thumbnail version of each picker type (over an invisible button for selection)
if (picker_type > 0) Separator();
PushID(picker_type);
ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha);
if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;
if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;
ImVec2 backup_pos = GetCursorScreenPos();
if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup
g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask);
SetCursorScreenPos(backup_pos);
ImVec4 dummy_ref_col;
memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));
ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags);
PopID();
}
PopItemWidth();
}
if (allow_opt_alpha_bar)
{
if (allow_opt_picker) Separator();
CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
}
EndPopup();
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
//-------------------------------------------------------------------------
// - TreeNode()
// - TreeNodeV()
// - TreeNodeEx()
// - TreeNodeExV()
// - TreeNodeBehavior() [Internal]
// - TreePush()
// - TreePop()
// - GetTreeNodeToLabelSpacing()
// - SetNextItemOpen()
// - CollapsingHeader()
//-------------------------------------------------------------------------
bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
const bool is_open = TreeNodeExV(str_id, 0, fmt, args);
va_end(args);
return is_open;
}
bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
const bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);
va_end(args);
return is_open;
}
bool ImGui::TreeNode(const char* label)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
return TreeNodeBehavior(window->GetID(label), 0, label, NULL);
}
bool ImGui::TreeNodeV(const char* str_id, const char* fmt, const va_list args)
{
return TreeNodeExV(str_id, 0, fmt, args);
}
bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, const va_list args)
{
return TreeNodeExV(ptr_id, 0, fmt, args);
}
bool ImGui::TreeNodeEx(const char* label, const ImGuiTreeNodeFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
return TreeNodeBehavior(window->GetID(label), flags, label, NULL);
}
bool ImGui::TreeNodeEx(const char* str_id, const ImGuiTreeNodeFlags flags, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
const bool is_open = TreeNodeExV(str_id, flags, fmt, args);
va_end(args);
return is_open;
}
bool ImGui::TreeNodeEx(const void* ptr_id, const ImGuiTreeNodeFlags flags, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
const bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);
va_end(args);
return is_open;
}
bool ImGui::TreeNodeExV(const char* str_id, const ImGuiTreeNodeFlags flags, const char* fmt, const va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end);
}
bool ImGui::TreeNodeExV(const void* ptr_id, const ImGuiTreeNodeFlags flags, const char* fmt, const va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end);
}
bool ImGui::TreeNodeBehaviorIsOpen(const ImGuiID id, const ImGuiTreeNodeFlags flags)
{
if (flags & ImGuiTreeNodeFlags_Leaf)
return true;
// We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function)
const ImGuiContext & g = *GImGui;
const ImGuiWindow * window = g.CurrentWindow;
ImGuiStorage* storage = window->DC.StateStorage;
bool is_open;
if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen)
{
if (g.NextItemData.OpenCond & ImGuiCond_Always)
{
is_open = g.NextItemData.OpenVal;
storage->SetInt(id, is_open);
}
else
{
// We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.
const int stored_value = storage->GetInt(id, -1);
if (stored_value == -1)
{
is_open = g.NextItemData.OpenVal;
storage->SetInt(id, is_open);
}
else
{
is_open = stored_value != 0;
}
}
}
else
{
is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
}
// When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
// NB- If we are above max depth we still allow manually opened nodes to be logged.
if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand)
is_open = true;
return is_open;
}
bool ImGui::TreeNodeBehavior(const ImGuiID id, const ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiContext & g = *GImGui;
const ImGuiStyle& style = g.Style;
const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f);
if (!label_end)
label_end = FindRenderedTextEnd(label);
const ImVec2 label_size = CalcTextSize(label, label_end, false);
// We vertically grow up to current line height up the typical widget height.
const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2);
ImRect frame_bb;
frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;
frame_bb.Min.y = window->DC.CursorPos.y;
frame_bb.Max.x = window->WorkRect.Max.x;
frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
if (display_frame)
{
// Framed header expand a little outside the default padding, to the edge of InnerClipRect
// (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f)
frame_bb.Min.x -= (float)(int)(window->WindowPadding.x * 0.5f - 1.0f);
frame_bb.Max.x += (float)(int)(window->WindowPadding.x * 0.5f);
}
const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing
const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser
ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
ItemSize(ImVec2(text_width, frame_height), text_offset_y);
// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
ImRect interact_bb = frame_bb;
if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)
interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;
// Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
// This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
bool is_open = TreeNodeBehaviorIsOpen(id, flags);
if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
window->DC.TreeMayJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
const bool item_add = ItemAdd(interact_bb, id);
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
window->DC.LastItemDisplayRect = frame_bb;
if (!item_add)
{
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
TreePushOverrideID(id);
IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
return is_open;
}
// Flags that affects opening behavior:
// - 0 (default) .................... single-click anywhere to open
// - OpenOnDoubleClick .............. double-click anywhere to open
// - OpenOnArrow .................... single-click on arrow to open
// - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers;
if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
button_flags |= ImGuiButtonFlags_AllowItemOverlap;
if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
if (!is_leaf)
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
const bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
const bool was_selected = selected;
bool hovered, held;
const bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
bool toggled = false;
if (!is_leaf)
{
if (pressed)
{
toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id);
if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover);
if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
toggled |= g.IO.MouseDoubleClicked[0];
if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
toggled = false;
}
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open)
{
toggled = true;
NavMoveRequestCancel();
}
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
{
toggled = true;
NavMoveRequestCancel();
}
if (toggled)
{
is_open = !is_open;
window->DC.StateStorage->SetInt(id, is_open);
}
}
if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
SetItemAllowOverlap();
// In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger.
if (selected != was_selected) //-V547
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
// Render
const ImU32 text_col = GetColorU32(ImGuiCol_Text);
constexpr ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin;
if (display_frame)
{
// Framed type
const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding);
RenderNavHighlight(frame_bb, id, nav_highlight_flags);
if (flags & ImGuiTreeNodeFlags_Bullet)
RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col);
else if (!is_leaf)
RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
else // Leaf without bullet, left-adjusted text
text_pos.x -= text_offset_x;
if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton)
frame_bb.Max.x -= g.FontSize + style.FramePadding.x;
if (g.LogEnabled)
{
// NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
constexpr char log_prefix[] = "\n##";
constexpr char log_suffix[] = "##";
LogRenderedText(&text_pos, log_prefix, log_prefix+3);
RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
LogRenderedText(&text_pos, log_suffix, log_suffix+2);
}
else
{
RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
}
}
else
{
// Unframed typed for tree nodes
if (hovered || selected)
{
const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false);
RenderNavHighlight(frame_bb, id, nav_highlight_flags);
}
if (flags & ImGuiTreeNodeFlags_Bullet)
RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);
else if (!is_leaf)
RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
if (g.LogEnabled)
LogRenderedText(&text_pos, ">");
RenderText(text_pos, label, label_end, false);
}
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
TreePushOverrideID(id);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));
return is_open;
}
void ImGui::TreePush(const char* str_id)
{
ImGuiWindow* window = GetCurrentWindow();
Indent();
window->DC.TreeDepth++;
PushID(str_id ? str_id : "#TreePush");
}
void ImGui::TreePush(const void* ptr_id)
{
ImGuiWindow* window = GetCurrentWindow();
Indent();
window->DC.TreeDepth++;
PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
}
void ImGui::TreePushOverrideID(const ImGuiID id)
{
ImGuiWindow* window = GetCurrentWindow();
Indent();
window->DC.TreeDepth++;
window->IDStack.push_back(id);
}
void ImGui::TreePop()
{
const ImGuiContext & g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
Unindent();
window->DC.TreeDepth--;
const ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);
// Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)
if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
if (g.NavIdIsAlive && (window->DC.TreeMayJumpToParentOnPopMask & tree_depth_mask))
{
SetNavID(window->IDStack.back(), g.NavLayer);
NavMoveRequestCancel();
}
window->DC.TreeMayJumpToParentOnPopMask &= tree_depth_mask - 1;
IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
PopID();
}
// Horizontal distance preceding label when using TreeNode() or Bullet()
float ImGui::GetTreeNodeToLabelSpacing()
{
const ImGuiContext & g = *GImGui;
return g.FontSize + (g.Style.FramePadding.x * 2.0f);
}
// Set next TreeNode/CollapsingHeader open state.
void ImGui::SetNextItemOpen(const bool is_open, const ImGuiCond cond)
{
ImGuiContext& g = *GImGui;
if (g.CurrentWindow->SkipItems)
return;
g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen;
g.NextItemData.OpenVal = is_open;
g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always;
}
// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).
// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().
bool ImGui::CollapsingHeader(const char* label, const ImGuiTreeNodeFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label);
}
bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
if (p_open && !*p_open)
return false;
const ImGuiID id = window->GetID(label);
flags |= ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton : 0);
const bool is_open = TreeNodeBehavior(id, flags, label);
if (p_open)
{
// Create a small overlapping close button
// FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
// FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.
const ImGuiContext & g = *GImGui;
const ImGuiItemHoveredDataBackup last_item_backup;
const float button_size = g.FontSize;
const float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size);
const float button_y = window->DC.LastItemRect.Min.y;
if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y)))
*p_open = false;
last_item_backup.Restore();
}
return is_open;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Selectable
//-------------------------------------------------------------------------
// - Selectable()
//-------------------------------------------------------------------------
// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image.
// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.
bool ImGui::Selectable(const char* label, bool selected, const ImGuiSelectableFlags flags, const ImVec2& size_arg)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped.
PushColumnsBackground();
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
ImVec2 pos = window->DC.CursorPos;
pos.y += window->DC.CurrLineTextBaseOffset;
const ImRect bb_inner(pos, pos + size);
ItemSize(size);
// Fill horizontal space.
const ImVec2 window_padding = window->WindowPadding;
const float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;
const float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x);
const ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
ImRect bb(pos, pos + size_draw);
if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
bb.Max.x += window_padding.x;
// Selectables are tightly packed together so we extend the box to cover spacing between selectable.
const float spacing_x = style.ItemSpacing.x;
const float spacing_y = style.ItemSpacing.y;
const float spacing_L = (float)(int)(spacing_x * 0.50f);
const float spacing_U = (float)(int)(spacing_y * 0.50f);
bb.Min.x -= spacing_L;
bb.Min.y -= spacing_U;
bb.Max.x += (spacing_x - spacing_L);
bb.Max.y += (spacing_y - spacing_U);
bool item_add;
if (flags & ImGuiSelectableFlags_Disabled)
{
const ImGuiItemFlags backup_item_flags = window->DC.ItemFlags;
window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus;
item_add = ItemAdd(bb, id);
window->DC.ItemFlags = backup_item_flags;
}
else
{
item_add = ItemAdd(bb, id);
}
if (!item_add)
{
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
PopColumnsBackground();
return false;
}
// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
ImGuiButtonFlags button_flags = 0;
if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID;
if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick;
if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease;
if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
if (flags & ImGuiSelectableFlags_AllowItemOverlap) button_flags |= ImGuiButtonFlags_AllowItemOverlap;
if (flags & ImGuiSelectableFlags_Disabled)
selected = false;
const bool was_selected = selected;
bool hovered, held;
const bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard
if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
{
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{
g.NavDisableHighlight = true;
SetNavID(id, window->DC.NavLayerCurrent);
}
}
if (pressed)
MarkItemEdited(id);
if (flags & ImGuiSelectableFlags_AllowItemOverlap)
SetItemAllowOverlap();
// In this branch, Selectable() cannot toggle the selection so this will never trigger.
if (selected != was_selected) //-V547
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
// Render
if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld))
hovered = true;
if (hovered || selected)
{
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);
}
if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns)
{
PopColumnsBackground();
bb.Max.x -= (GetContentRegionMax().x - max_x);
}
if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb);
if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
// Automatically close popups
if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup))
CloseCurrentPopup();
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
return pressed;
}
bool ImGui::Selectable(const char* label, bool* p_selected, const ImGuiSelectableFlags flags, const ImVec2& size_arg)
{
if (Selectable(label, *p_selected, flags, size_arg))
{
*p_selected = !*p_selected;
return true;
}
return false;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: ListBox
//-------------------------------------------------------------------------
// - ListBox()
// - ListBoxHeader()
// - ListBoxFooter()
//-------------------------------------------------------------------------
// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox
// and promote using them over existing ListBox() functions, similarly to change with combo boxes.
//-------------------------------------------------------------------------
// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature.
// Helper to calculate the size of a listbox and display a label on the right.
// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty"
bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
const ImGuiID id = GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
// Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
const ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
const auto frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.
g.NextItemData.ClearFlags();
if (!IsRectVisible(bb.Min, bb.Max))
{
ItemSize(bb.GetSize(), style.FramePadding.y);
ItemAdd(bb, 0, &frame_bb);
return false;
}
BeginGroup();
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
BeginChildFrame(id, frame_bb.GetSize());
return true;
}
// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.
bool ImGui::ListBoxHeader(const char* label, const int items_count, int height_in_items)
{
// Size default to hold ~7.25 items.
// We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar.
// We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
// I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.
if (height_in_items < 0)
height_in_items = ImMin(items_count, 7);
const ImGuiStyle& style = GetStyle();
const float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f);
// We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild().
ImVec2 size;
size.x = 0.0f;
size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f);
return ListBoxHeader(label, size);
}
// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature.
void ImGui::ListBoxFooter()
{
ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow;
const ImRect bb = parent_window->DC.LastItemRect;
const ImGuiStyle& style = GetStyle();
EndChildFrame();
// Redeclare item size so that it includes the label (we have stored the full size in LastItemRect)
// We call SameLine() to restore DC.CurrentLine* data
SameLine();
parent_window->DC.CursorPos = bb.Min;
ItemSize(bb, style.FramePadding.y);
EndGroup();
}
bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], const int items_count, const int height_items)
{
const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
return value_changed;
}
bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, const int items_count, const int height_in_items)
{
if (!ListBoxHeader(label, items_count, height_in_items))
return false;
// Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
const ImGuiContext & g = *GImGui;
bool value_changed = false;
ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
while (clipper.Step())
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
{
const bool item_selected = (i == *current_item);
const char* item_text;
if (!items_getter(data, i, &item_text))
item_text = "*Unknown item*";
PushID(i);
if (Selectable(item_text, item_selected))
{
*current_item = i;
value_changed = true;
}
if (item_selected)
SetItemDefaultFocus();
PopID();
}
ListBoxFooter();
if (value_changed)
MarkItemEdited(g.CurrentWindow->DC.LastItemId);
return value_changed;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: PlotLines, PlotHistogram
//-------------------------------------------------------------------------
// - PlotEx() [Internal]
// - PlotLines()
// - PlotHistogram()
//-------------------------------------------------------------------------
void ImGui::PlotEx(const ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, const int values_count, const int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
const ImGuiContext & g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
if (frame_size.x == 0.0f)
frame_size.x = CalcItemWidth();
if (frame_size.y == 0.0f)
frame_size.y = label_size.y + (style.FramePadding.y * 2);
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, 0, &frame_bb))
return;
const bool hovered = ItemHoverable(frame_bb, id);
// Determine scale from values if not specified
if (scale_min == FLT_MAX || scale_max == FLT_MAX)
{
float v_min = FLT_MAX;
float v_max = -FLT_MAX;
for (int i = 0; i < values_count; i++)
{
const float v = values_getter(data, i);
if (v != v) // Ignore NaN values
continue;
v_min = ImMin(v_min, v);
v_max = ImMax(v_max, v);
}
if (scale_min == FLT_MAX)
scale_min = v_min;
if (scale_max == FLT_MAX)
scale_max = v_max;
}
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1;
if (values_count >= values_count_min)
{
const int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
const int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
// Tooltip on hover
int v_hovered = -1;
if (hovered && inner_bb.Contains(g.IO.MousePos))
{
const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
const int v_idx = (int)(t * item_count);
IM_ASSERT(v_idx >= 0 && v_idx < values_count);
const float v0 = values_getter(data, (v_idx + values_offset) % values_count);
const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);
if (plot_type == ImGuiPlotType_Lines)
SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1);
else if (plot_type == ImGuiPlotType_Histogram)
SetTooltip("%d: %8.4g", v_idx, v0);
v_hovered = v_idx;
}
const float t_step = 1.0f / (float)res_w;
const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));
const float v0 = values_getter(data, (0 + values_offset) % values_count);
float t0 = 0.0f;
auto tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle
const float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands
const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
for (int n = 0; n < res_w; n++)
{
const float t1 = t0 + t_step;
const int v1_idx = (int)(t0 * item_count + 0.5f);
IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);
const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);
const auto tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) );
// NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.
ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);
ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));
if (plot_type == ImGuiPlotType_Lines)
{
window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);
}
else if (plot_type == ImGuiPlotType_Histogram)
{
if (pos1.x >= pos0.x + 2.0f)
pos1.x -= 1.0f;
window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);
}
t0 = t1;
tp0 = tp1;
}
}
// Text overlay
if (overlay_text)
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f));
if (label_size.x > 0.0f)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
}
struct ImGuiPlotArrayGetterData
{
const float* Values;
int Stride;
ImGuiPlotArrayGetterData(const float* values, const int stride) { Values = values; Stride = stride; }
};
static float Plot_ArrayGetter(void* data, const int idx)
{
const auto plot_data = (ImGuiPlotArrayGetterData*)data;
const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);
return v;
}
void ImGui::PlotLines(const char* label, const float* values, const int values_count, const int values_offset, const char* overlay_text, const float scale_min, const float scale_max,
const ImVec2 graph_size, const int stride)
{
ImGuiPlotArrayGetterData data(values, stride);
PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}
void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, const int values_count, const int values_offset, const char* overlay_text, const float scale_min,
const float scale_max, const ImVec2 graph_size)
{
PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}
void ImGui::PlotHistogram(const char* label, const float* values, const int values_count, const int values_offset, const char* overlay_text, const float scale_min, const float scale_max,
const ImVec2 graph_size, const int stride)
{
ImGuiPlotArrayGetterData data(values, stride);
PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}
void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, const int values_count, const int values_offset, const char* overlay_text, const float scale_min,
const float scale_max, const ImVec2 graph_size)
{
PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Value helpers
// Those is not very useful, legacy API.
//-------------------------------------------------------------------------
// - Value()
//-------------------------------------------------------------------------
void ImGui::Value(const char* prefix, const bool b)
{
Text("%s: %s", prefix, (b ? "true" : "false"));
}
void ImGui::Value(const char* prefix, const int v)
{
Text("%s: %d", prefix, v);
}
void ImGui::Value(const char* prefix, const unsigned int v)
{
Text("%s: %d", prefix, v);
}
void ImGui::Value(const char* prefix, const float v, const char* float_format)
{
if (float_format)
{
char fmt[64];
ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);
Text(fmt, prefix, v);
}
else
{
Text("%s: %.3f", prefix, v);
}
}
//-------------------------------------------------------------------------
// [SECTION] MenuItem, BeginMenu, EndMenu, etc.
//-------------------------------------------------------------------------
// - ImGuiMenuColumns [Internal]
// - BeginMainMenuBar()
// - EndMainMenuBar()
// - BeginMenuBar()
// - EndMenuBar()
// - BeginMenu()
// - EndMenu()
// - MenuItem()
//-------------------------------------------------------------------------
// Helpers for internal use
ImGuiMenuColumns::ImGuiMenuColumns()
{
Spacing = Width = NextWidth = 0.0f;
memset(Pos, 0, sizeof(Pos));
memset(NextWidths, 0, sizeof(NextWidths));
}
void ImGuiMenuColumns::Update(const int count, const float spacing, const bool clear)
{
IM_ASSERT(count == IM_ARRAYSIZE(Pos));
IM_UNUSED(count);
Width = NextWidth = 0.0f;
Spacing = spacing;
if (clear)
memset(NextWidths, 0, sizeof(NextWidths));
for (int i = 0; i < IM_ARRAYSIZE(Pos); i++)
{
if (i > 0 && NextWidths[i] > 0.0f)
Width += Spacing;
Pos[i] = (float)(int)Width;
Width += NextWidths[i];
NextWidths[i] = 0.0f;
}
}
float ImGuiMenuColumns::DeclColumns(const float w0, const float w1, const float w2) // not using va_arg because they promote float to double
{
NextWidth = 0.0f;
NextWidths[0] = ImMax(NextWidths[0], w0);
NextWidths[1] = ImMax(NextWidths[1], w1);
NextWidths[2] = ImMax(NextWidths[2], w2);
for (int i = 0; i < IM_ARRAYSIZE(Pos); i++)
NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
return ImMax(Width, NextWidth);
}
float ImGuiMenuColumns::CalcExtraSpace(const float avail_w)
{
return ImMax(0.0f, avail_w - Width);
}
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
bool ImGui::BeginMainMenuBar()
{
ImGuiContext& g = *GImGui;
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
SetNextWindowPos(ImVec2(0.0f, 0.0f));
SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
constexpr ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
const bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
PopStyleVar(2);
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
if (!is_open)
{
End();
return false;
}
return true; //-V1020
}
void ImGui::EndMainMenuBar()
{
EndMenuBar();
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
// FIXME: With this strategy we won't be able to restore a NULL focus.
const ImGuiContext & g = *GImGui;
if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0 && !g.NavAnyRequest)
FocusTopMostWindowUnderOne(g.NavWindow, NULL);
End();
}
// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..
// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.
// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary.
// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars.
bool ImGui::BeginMenuBar()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
if (!(window->Flags & ImGuiWindowFlags_MenuBar))
return false;
IM_ASSERT(!window->DC.MenuBarAppending);
BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore
PushID("##menubar");
// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
const ImRect bar_rect = window->MenuBarRect();
ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
clip_rect.ClipWith(window->OuterRectClipped);
PushClipRect(clip_rect.Min, clip_rect.Max, false);
window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
window->DC.MenuBarAppending = true;
AlignTextToFramePadding();
return true;
}
void ImGui::EndMenuBar()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
{
const ImGuiWindow * nav_earliest_child = g.NavWindow;
while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
nav_earliest_child = nav_earliest_child->ParentWindow;
if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
{
// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
constexpr ImGuiNavLayer layer = ImGuiNavLayer_Menu;
IM_ASSERT(window->DC.NavLayerActiveMaskNext & (1 << layer)); // Sanity check
FocusWindow(window);
SetNavIDWithRectRel(window->NavLastIds[layer], layer, window->NavRectRel[layer]);
g.NavLayer = layer;
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
NavMoveRequestCancel();
}
}
IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
IM_ASSERT(window->DC.MenuBarAppending);
PopClipRect();
PopID();
window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
window->DC.GroupStack.back().EmitItem = false;
EndGroup(); // Restore position on layer 0
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
window->DC.MenuBarAppending = false;
}
bool ImGui::BeginMenu(const char* label, const bool enabled)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
bool pressed;
bool menu_is_open = IsPopupOpen(id);
const bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back());
ImGuiWindow* backed_nav_window = g.NavWindow;
if (menuset_is_open)
g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
// However the final position is going to be different! It is choosen by FindBestWindowPosForPopup().
// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
ImVec2 popup_pos, pos = window->DC.CursorPos;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
// Menu inside an horizontal menu bar
// Selectable extend their highlight by half ItemSpacing in each direction.
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
popup_pos = ImVec2(pos.x - 1.0f - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
const float w = label_size.x;
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
PopStyleVar();
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
{
// Menu inside a menu
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
const float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
const float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
const ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled);
RenderArrow(window->DrawList, pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right);
}
const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
if (menuset_is_open)
g.NavWindow = backed_nav_window;
bool want_open = false;
bool want_close = false;
if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
{
// Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
bool moving_toward_other_child_menu = false;
const ImGuiWindow * child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL;
if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar))
{
// FIXME-DPI: Values should be derived from a master "scale" factor.
const ImRect next_window_rect = child_menu_window->Rect();
ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
const float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
}
if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu)
want_close = true;
if (!menu_is_open && hovered && pressed) // Click to open
want_open = true;
else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open
want_open = true;
if (g.NavActivateId == id)
{
want_close = menu_is_open;
want_open = !menu_is_open;
}
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
{
want_open = true;
NavMoveRequestCancel();
}
}
else
{
// Menu bar
if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
{
want_close = true;
want_open = menu_is_open = false;
}
else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
{
want_open = true;
}
else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
{
want_open = true;
NavMoveRequestCancel();
}
}
if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
want_close = true;
if (want_close && IsPopupOpen(id))
ClosePopupToLevel(g.BeginPopupStack.Size, true);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
{
// Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
OpenPopup(label);
return false;
}
menu_is_open |= want_open;
if (want_open)
OpenPopup(label);
if (menu_is_open)
{
// 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)
SetNextWindowPos(popup_pos, ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
flags |= ImGuiWindowFlags_ChildWindow;
menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
}
return menu_is_open;
}
void ImGui::EndMenu()
{
// Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu).
// A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
// However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
const ImGuiContext & g = *GImGui;
const ImGuiWindow * window = g.CurrentWindow;
if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
{
ClosePopupToLevel(g.BeginPopupStack.Size, true);
NavMoveRequestCancel();
}
EndPopup();
}
bool ImGui::MenuItem(const char* label, const char* shortcut, const bool selected, const bool enabled)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle & style = g.Style;
const ImVec2 pos = window->DC.CursorPos;
const ImVec2 label_size = CalcTextSize(label, NULL, true);
// We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),
// but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.
const ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
bool pressed;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
// Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
// Note that in this situation we render neither the shortcut neither the selected tick mark
const float w = label_size.x;
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
PopStyleVar();
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
{
const ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
const float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
const float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
if (shortcut_size.x > 0.0f)
{
PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
PopStyleColor();
}
if (selected)
RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
}
IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
return pressed;
}
bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, const bool enabled)
{
if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
{
if (p_selected)
*p_selected = !*p_selected;
return true;
}
return false;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
//-------------------------------------------------------------------------
// [BETA API] API may evolve! This code has been extracted out of the Docking branch,
// and some of the construct which are not used in Master may be left here to facilitate merging.
//-------------------------------------------------------------------------
// - BeginTabBar()
// - BeginTabBarEx() [Internal]
// - EndTabBar()
// - TabBarLayout() [Internal]
// - TabBarCalcTabID() [Internal]
// - TabBarCalcMaxTabWidth() [Internal]
// - TabBarFindTabById() [Internal]
// - TabBarRemoveTab() [Internal]
// - TabBarCloseTab() [Internal]
// - TabBarScrollClamp()v
// - TabBarScrollToTab() [Internal]
// - TabBarQueueChangeTabOrder() [Internal]
// - TabBarScrollingButtons() [Internal]
// - TabBarTabListPopupButton() [Internal]
//-------------------------------------------------------------------------
namespace ImGui
{
static void TabBarLayout(ImGuiTabBar* tab_bar);
static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label);
static float TabBarCalcMaxTabWidth();
static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar);
static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar);
}
ImGuiTabBar::ImGuiTabBar()
{
ID = 0;
SelectedTabId = NextSelectedTabId = VisibleTabId = 0;
CurrFrameVisible = PrevFrameVisible = -1;
LastTabContentHeight = 0.0f;
OffsetMax = OffsetMaxIdeal = OffsetNextTab = 0.0f;
ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f;
Flags = ImGuiTabBarFlags_None;
ReorderRequestTabId = 0;
ReorderRequestDir = 0;
WantLayout = VisibleTabWasSubmitted = false;
LastTabItemIdx = -1;
}
static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs)
{
const auto a = (const ImGuiTabItem*)lhs;
const auto b = (const ImGuiTabItem*)rhs;
return (int)(a->Offset - b->Offset);
}
static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref)
{
ImGuiContext& g = *GImGui;
return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index);
}
static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)
{
const ImGuiContext & g = *GImGui;
if (g.TabBars.Contains(tab_bar))
return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar));
return ImGuiPtrOrIndex(tab_bar);
}
bool ImGui::BeginTabBar(const char* str_id, const ImGuiTabBarFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
const ImGuiID id = window->GetID(str_id);
ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);
const auto tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);
tab_bar->ID = id;
return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused);
}
bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
if ((flags & ImGuiTabBarFlags_DockNode) == 0)
PushOverrideID(tab_bar->ID);
// Add to stack
g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));
g.CurrentTabBar = tab_bar;
if (tab_bar->CurrFrameVisible == g.FrameCount)
{
//IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount);
IM_ASSERT(0);
return true;
}
// When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order.
// Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user.
if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1)
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset);
// Flags
if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
tab_bar->Flags = flags;
tab_bar->BarRect = tab_bar_bb;
tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()
tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;
tab_bar->CurrFrameVisible = g.FrameCount;
tab_bar->FramePadding = g.Style.FramePadding;
// Layout
ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()));
window->DC.CursorPos.x = tab_bar->BarRect.Min.x;
// Draw separator
const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);
const float y = tab_bar->BarRect.Max.y - 1.0f;
{
const float separator_min_x = tab_bar->BarRect.Min.x - ImFloor(window->WindowPadding.x * 0.5f);
const float separator_max_x = tab_bar->BarRect.Max.x + ImFloor(window->WindowPadding.x * 0.5f);
window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f);
}
return true;
}
void ImGui::EndTabBar()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
ImGuiTabBar* tab_bar = g.CurrentTabBar;
if (tab_bar == NULL)
{
IM_ASSERT(tab_bar != NULL && "Mismatched BeginTabBar()/EndTabBar()!");
return; // FIXME-ERRORHANDLING
}
if (tab_bar->WantLayout)
TabBarLayout(tab_bar);
// Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().
const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)
tab_bar->LastTabContentHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, 0.0f);
else
window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->LastTabContentHeight;
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
PopID();
g.CurrentTabBarStack.pop_back();
g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());
}
// This is called only once a frame before by the first call to ItemTab()
// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.
static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
{
ImGuiContext& g = *GImGui;
tab_bar->WantLayout = false;
// Garbage collect
int tab_dst_n = 0;
for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)
{
const ImGuiTabItem * tab = &tab_bar->Tabs[tab_src_n];
if (tab->LastFrameVisible < tab_bar->PrevFrameVisible)
{
if (tab->ID == tab_bar->SelectedTabId)
tab_bar->SelectedTabId = 0;
continue;
}
if (tab_dst_n != tab_src_n)
tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];
tab_dst_n++;
}
if (tab_bar->Tabs.Size != tab_dst_n)
tab_bar->Tabs.resize(tab_dst_n);
// Setup next selected tab
ImGuiID scroll_track_selected_tab_id = 0;
if (tab_bar->NextSelectedTabId)
{
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;
tab_bar->NextSelectedTabId = 0;
scroll_track_selected_tab_id = tab_bar->SelectedTabId;
}
// Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).
if (tab_bar->ReorderRequestTabId != 0)
{
if (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId))
{
// IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools
const int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir;
if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size)
{
ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];
const ImGuiTabItem item_tmp = *tab1;
*tab1 = *tab2;
*tab2 = item_tmp;
if (tab2->ID == tab_bar->SelectedTabId)
scroll_track_selected_tab_id = tab2->ID;
tab1 = tab2 = NULL;
}
if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)
MarkIniSettingsDirty();
}
tab_bar->ReorderRequestTabId = 0;
}
// Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)
const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;
if (tab_list_popup_button)
if (const ImGuiTabItem * tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x!
scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
// Compute ideal widths
g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);
float width_total_contents = 0.0f;
const ImGuiTabItem * most_recently_selected_tab = NULL;
bool found_selected_tab_id = false;
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);
if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected)
most_recently_selected_tab = tab;
if (tab->ID == tab_bar->SelectedTabId)
found_selected_tab_id = true;
// Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.
// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
// and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
const char* tab_name = tab_bar->GetTabName(tab);
const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true;
tab->WidthContents = TabItemCalcSize(tab_name, has_close_button).x;
width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents;
// Store data so we can build an array sorted by width if we need to shrink tabs down
g.ShrinkWidthBuffer[tab_n].Index = tab_n;
g.ShrinkWidthBuffer[tab_n].Width = tab->WidthContents;
}
// Compute width
constexpr float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x;
const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f);
const float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f;
if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown))
{
// If we don't have enough room, resize down the largest tabs first
ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess);
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = (float)(int)g.ShrinkWidthBuffer[tab_n].Width;
}
else
{
const float tab_max_width = TabBarCalcMaxTabWidth();
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
tab->Width = ImMin(tab->WidthContents, tab_max_width);
IM_ASSERT(tab->Width > 0.0f);
}
}
// Layout all active tabs
float offset_x = initial_offset_x;
float offset_x_ideal = offset_x;
tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored.
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
tab->Offset = offset_x;
if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID)
scroll_track_selected_tab_id = tab->ID;
offset_x += tab->Width + g.Style.ItemInnerSpacing.x;
offset_x_ideal += tab->WidthContents + g.Style.ItemInnerSpacing.x;
}
tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f);
tab_bar->OffsetMaxIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f);
// Horizontal scrolling buttons
const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll);
if (scrolling_buttons)
if (const ImGuiTabItem * tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x!
scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
// If we have lost the selected tab, select the next most recently active one
if (found_selected_tab_id == false)
tab_bar->SelectedTabId = 0;
if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)
scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
// Lock in visible tab
tab_bar->VisibleTabId = tab_bar->SelectedTabId;
tab_bar->VisibleTabWasSubmitted = false;
// Update scrolling
if (scroll_track_selected_tab_id)
if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id))
TabBarScrollToTab(tab_bar, scroll_track_selected_tab);
tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);
tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);
if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
{
// Scrolling speed adjust itself so we can always reach our target in 1/3 seconds.
// Teleport if we are aiming far off the visible line
tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize);
tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f);
const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize);
tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed);
}
else
{
tab_bar->ScrollingSpeed = 0.0f;
}
// Clear name buffers
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
tab_bar->TabsNames.Buf.resize(0);
}
// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack.
static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label)
{
if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
{
const ImGuiID id = ImHashStr(label);
KeepAliveID(id);
return id;
}
else
{
ImGuiWindow* window = GImGui->CurrentWindow;
return window->GetID(label);
}
}
static float ImGui::TabBarCalcMaxTabWidth()
{
const ImGuiContext & g = *GImGui;
return g.FontSize * 20.0f;
}
ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, const ImGuiID tab_id)
{
if (tab_id != 0)
for (int n = 0; n < tab_bar->Tabs.Size; n++)
if (tab_bar->Tabs[n].ID == tab_id)
return &tab_bar->Tabs[n];
return NULL;
}
// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.
void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, const ImGuiID tab_id)
{
if (const ImGuiTabItem * tab = TabBarFindTabByID(tab_bar, tab_id))
tab_bar->Tabs.erase(tab);
if (tab_bar->VisibleTabId == tab_id) { tab_bar->VisibleTabId = 0; }
if (tab_bar->SelectedTabId == tab_id) { tab_bar->SelectedTabId = 0; }
if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }
}
// Called on manual closure attempt
void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
{
if ((tab_bar->VisibleTabId == tab->ID) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
{
// This will remove a frame of lag for selecting another tab on closure.
// However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure
tab->LastFrameVisible = -1;
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
}
else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
{
// Actually select before expecting closure
tab_bar->NextSelectedTabId = tab->ID;
}
}
static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)
{
scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth());
return ImMax(scrolling, 0.0f);
}
static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
{
const ImGuiContext & g = *GImGui;
const float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)
const int order = tab_bar->GetTabOrder(tab);
const float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f);
const float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f);
tab_bar->ScrollingTargetDistToVisibility = 0.0f;
if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= tab_bar->BarRect.GetWidth()))
{
tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);
tab_bar->ScrollingTarget = tab_x1;
}
else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth())
{
tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f);
tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth();
}
}
void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, const int dir)
{
IM_ASSERT(dir == -1 || dir == +1);
IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
tab_bar->ReorderRequestTabId = tab->ID;
tab_bar->ReorderRequestDir = (ImS8)dir;
}
static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);
const float scrolling_buttons_width = arrow_button_size.x * 2.0f;
const ImVec2 backup_cursor_pos = window->DC.CursorPos;
//window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255));
const ImRect avail_bar_rect = tab_bar->BarRect;
const bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f)));
if (want_clip_rect)
PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true);
ImGuiTabItem* tab_to_select = NULL;
int select_dir = 0;
ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
arrow_col.w *= 0.5f;
PushStyleColor(ImGuiCol_Text, arrow_col);
PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
const float backup_repeat_delay = g.IO.KeyRepeatDelay;
const float backup_repeat_rate = g.IO.KeyRepeatRate;
g.IO.KeyRepeatDelay = 0.250f;
g.IO.KeyRepeatRate = 0.200f;
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y);
if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))
select_dir = -1;
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + arrow_button_size.x, tab_bar->BarRect.Min.y);
if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))
select_dir = +1;
PopStyleColor(2);
g.IO.KeyRepeatRate = backup_repeat_rate;
g.IO.KeyRepeatDelay = backup_repeat_delay;
if (want_clip_rect)
PopClipRect();
if (select_dir != 0)
if (const ImGuiTabItem * tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
{
const int selected_order = tab_bar->GetTabOrder(tab_item);
const int target_order = selected_order + select_dir;
tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible
}
window->DC.CursorPos = backup_cursor_pos;
tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;
return tab_to_select;
}
static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
{
const ImGuiContext & g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
// We use g.Style.FramePadding.y to match the square ArrowButton size
const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y;
const ImVec2 backup_cursor_pos = window->DC.CursorPos;
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y);
tab_bar->BarRect.Min.x += tab_list_popup_button_width;
ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
arrow_col.w *= 0.5f;
PushStyleColor(ImGuiCol_Text, arrow_col);
PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
const bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview);
PopStyleColor(2);
ImGuiTabItem* tab_to_select = NULL;
if (open)
{
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
const char* tab_name = tab_bar->GetTabName(tab);
if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))
tab_to_select = tab;
}
EndCombo();
}
window->DC.CursorPos = backup_cursor_pos;
return tab_to_select;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
//-------------------------------------------------------------------------
// [BETA API] API may evolve! This code has been extracted out of the Docking branch,
// and some of the construct which are not used in Master may be left here to facilitate merging.
//-------------------------------------------------------------------------
// - BeginTabItem()
// - EndTabItem()
// - TabItemEx() [Internal]
// - SetTabItemClosed()
// - TabItemCalcSize() [Internal]
// - TabItemBackground() [Internal]
// - TabItemLabelAndCloseButton() [Internal]
//-------------------------------------------------------------------------
bool ImGui::BeginTabItem(const char* label, bool* p_open, const ImGuiTabItemFlags flags)
{
const ImGuiContext & g = *GImGui;
const ImGuiWindow * window = g.CurrentWindow;
if (window->SkipItems)
return false;
ImGuiTabBar* tab_bar = g.CurrentTabBar;
if (tab_bar == NULL)
{
IM_ASSERT(tab_bar && "Needs to be called between BeginTabBar() and EndTabBar()!");
return false; // FIXME-ERRORHANDLING
}
const bool ret = TabItemEx(tab_bar, label, p_open, flags);
if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
{
const ImGuiTabItem * tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label)
}
return ret;
}
void ImGui::EndTabItem()
{
const ImGuiContext & g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
ImGuiTabBar* tab_bar = g.CurrentTabBar;
if (tab_bar == NULL)
{
IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!");
return;
}
IM_ASSERT(tab_bar->LastTabItemIdx >= 0);
const ImGuiTabItem * tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))
window->IDStack.pop_back();
}
bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags)
{
// Layout whole tab bar if not already done
if (tab_bar->WantLayout)
TabBarLayout(tab_bar);
const ImGuiContext & g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
const ImGuiID id = TabBarCalcTabID(tab_bar, label);
// If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.
if (p_open && !*p_open)
{
PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
ItemAdd(ImRect(), id);
PopItemFlag();
return false;
}
// Calculate tab contents size
ImVec2 size = TabItemCalcSize(label, p_open != NULL);
// Acquire tab data
ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id);
bool tab_is_new = false;
if (tab == NULL)
{
tab_bar->Tabs.push_back(ImGuiTabItem());
tab = &tab_bar->Tabs.back();
tab->ID = id;
tab->Width = size.x;
tab_is_new = true;
}
tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab);
tab->WidthContents = size.x;
if (p_open == NULL)
flags |= ImGuiTabItemFlags_NoCloseButton;
const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;
const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);
tab->LastFrameVisible = g.FrameCount;
tab->Flags = flags;
// Append name with zero-terminator
tab->NameOffset = tab_bar->TabsNames.size();
tab_bar->TabsNames.append(label, label + strlen(label) + 1);
// If we are not reorderable, always reset offset based on submission order.
// (We already handled layout and sizing using the previous known order, but sizing is not affected by order!)
if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
{
tab->Offset = tab_bar->OffsetNextTab;
tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x;
}
// Update selected tab
if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)
tab_bar->NextSelectedTabId = id; // New tabs gets activated
if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar
tab_bar->NextSelectedTabId = id;
// Lock visibility
bool tab_contents_visible = (tab_bar->VisibleTabId == id);
if (tab_contents_visible)
tab_bar->VisibleTabWasSubmitted = true;
// On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)
if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
tab_contents_visible = true;
if (tab_appearing && !(tab_bar_appearing && !tab_is_new))
{
PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
ItemAdd(ImRect(), id);
PopItemFlag();
return tab_contents_visible;
}
if (tab_bar->SelectedTabId == id)
tab->LastFrameSelected = g.FrameCount;
// Backup current layout position
const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;
// Layout
size.x = tab->Width;
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2((float)(int)tab->Offset - tab_bar->ScrollingAnim, 0.0f);
const ImVec2 pos = window->DC.CursorPos;
ImRect bb(pos, pos + size);
// We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)
const bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x > tab_bar->BarRect.Max.x);
if (want_clip_rect)
PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true);
const ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
ItemSize(bb.GetSize(), style.FramePadding.y);
window->DC.CursorMaxPos = backup_cursor_max_pos;
if (!ItemAdd(bb, id))
{
if (want_clip_rect)
PopClipRect();
window->DC.CursorPos = backup_main_cursor_pos;
return tab_contents_visible;
}
// Click to Select a tab
ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap);
if (g.DragDropActive)
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
bool hovered, held;
const bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
if (pressed)
tab_bar->NextSelectedTabId = id;
hovered |= (g.HoveredId == id);
// Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered)
if (!held)
SetItemAllowOverlap();
// Drag and drop: re-order tabs
if (held && !tab_appearing && IsMouseDragging(0))
{
if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
{
// While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x
if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)
{
if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)
TabBarQueueChangeTabOrder(tab_bar, tab, -1);
}
else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
{
if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable)
TabBarQueueChangeTabOrder(tab_bar, tab, +1);
}
}
}
#if 0
if (hovered && g.HoveredIdNotActiveTimer > 0.50f && bb.GetWidth() < tab->WidthContents)
{
// Enlarge tab display when hovering
bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f));
display_draw_list = GetForegroundDrawList(window);
TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
}
#endif
// Render tab shape
ImDrawList* display_draw_list = window->DrawList;
const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused));
TabItemBackground(display_draw_list, bb, flags, tab_col);
RenderNavHighlight(bb, id);
// Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.
const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);
if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)))
tab_bar->NextSelectedTabId = id;
if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
// Render tab label, process close button
const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0;
const bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id);
if (just_closed && p_open != NULL)
{
*p_open = false;
TabBarCloseTab(tab_bar, tab);
}
// Restore main window position so user can draw there
if (want_clip_rect)
PopClipRect();
window->DC.CursorPos = backup_main_cursor_pos;
// 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)
if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered())
if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip))
SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
return tab_contents_visible;
}
// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.
// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem()
void ImGui::SetTabItemClosed(const char* label)
{
const ImGuiContext & g = *GImGui;
const bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);
if (is_within_manual_tab_bar)
{
ImGuiTabBar* tab_bar = g.CurrentTabBar;
IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem()
const ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);
TabBarRemoveTab(tab_bar, tab_id);
}
}
ImVec2 ImGui::TabItemCalcSize(const char* label, const bool has_close_button)
{
const ImGuiContext & g = *GImGui;
const ImVec2 label_size = CalcTextSize(label, NULL, true);
auto size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);
if (has_close_button)
size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.
else
size.x += g.Style.FramePadding.x + 1.0f;
return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);
}
void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, const ImGuiTabItemFlags flags, const ImU32 col)
{
// While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it.
const ImGuiContext & g = *GImGui;
const float width = bb.GetWidth();
IM_UNUSED(flags);
IM_ASSERT(width > 0.0f);
const float rounding = ImMax(0.0f, ImMin(g.Style.TabRounding, width * 0.5f - 1.0f));
const float y1 = bb.Min.y + 1.0f;
const float y2 = bb.Max.y - 1.0f;
draw_list->PathLineTo(ImVec2(bb.Min.x, y2));
draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);
draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);
draw_list->PathLineTo(ImVec2(bb.Max.x, y2));
draw_list->PathFillConvex(col);
if (g.Style.TabBorderSize > 0.0f)
{
draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));
draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);
draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);
draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));
draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize);
}
}
// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic
// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.
bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, const ImGuiTabItemFlags flags, const ImVec2 frame_padding, const char* label, const ImGuiID tab_id,
const ImGuiID close_button_id)
{
const ImGuiContext & g = *GImGui;
const ImVec2 label_size = CalcTextSize(label, NULL, true);
if (bb.GetWidth() <= 1.0f)
return false;
// Render text label (with clipping + alpha gradient) + unsaved marker
const auto TAB_UNSAVED_MARKER = "*";
ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);
if (flags & ImGuiTabItemFlags_UnsavedDocument)
{
text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x;
const ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f));
RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL);
}
const ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;
// Close Button
// We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()
// 'hovered' will be true when hovering the Tab but NOT when hovering the close button
// 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button
// 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false
bool close_button_pressed = false;
bool close_button_visible = false;
if (close_button_id != 0)
if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id)
close_button_visible = true;
if (close_button_visible)
{
const ImGuiItemHoveredDataBackup last_item_backup;
const float close_button_sz = g.FontSize;
PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding);
if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y)))
close_button_pressed = true;
PopStyleVar();
last_item_backup.Restore();
// Close with middle mouse button
if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))
close_button_pressed = true;
text_pixel_clip_bb.Max.x -= close_button_sz;
}
const float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f;
RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size);
return close_button_pressed;
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
//-------------------------------------------------------------------------
// - GetColumnIndex()
// - GetColumnCount()
// - GetColumnOffset()
// - GetColumnWidth()
// - SetColumnOffset()
// - SetColumnWidth()
// - PushColumnClipRect() [Internal]
// - PushColumnsBackground() [Internal]
// - PopColumnsBackground() [Internal]
// - FindOrCreateColumns() [Internal]
// - GetColumnsID() [Internal]
// - BeginColumns()
// - NextColumn()
// - EndColumns()
// - Columns()
//-------------------------------------------------------------------------
int ImGui::GetColumnIndex()
{
const ImGuiWindow * window = GetCurrentWindowRead();
return window->DC.CurrentColumns ? window->DC.CurrentColumns->Current : 0;
}
int ImGui::GetColumnsCount()
{
const ImGuiWindow * window = GetCurrentWindowRead();
return window->DC.CurrentColumns ? window->DC.CurrentColumns->Count : 1;
}
float ImGui::GetColumnOffsetFromNorm(const ImGuiColumns* columns, const float offset_norm)
{
return offset_norm * (columns->OffMaxX - columns->OffMinX);
}
float ImGui::GetColumnNormFromOffset(const ImGuiColumns* columns, const float offset)
{
return offset / (columns->OffMaxX - columns->OffMinX);
}
static constexpr float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f;
static float GetDraggedColumnOffset(ImGuiColumns* columns, const int column_index)
{
// Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
// window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning.
const ImGuiContext & g = *GImGui;
const ImGuiWindow * window = g.CurrentWindow;
IM_ASSERT(column_index > 0); // We are not supposed to drag column 0.
IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x;
x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing);
if ((columns->Flags & ImGuiColumnsFlags_NoPreserveWidths))
x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing);
return x;
}
float ImGui::GetColumnOffset(int column_index)
{
const ImGuiWindow * window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns == NULL)
return 0.0f;
if (column_index < 0)
column_index = columns->Current;
IM_ASSERT(column_index < columns->Columns.Size);
const float t = columns->Columns[column_index].OffsetNorm;
const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t);
return x_offset;
}
static float GetColumnWidthEx(ImGuiColumns* columns, int column_index, const bool before_resize = false)
{
if (column_index < 0)
column_index = columns->Current;
float offset_norm;
if (before_resize)
offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize;
else
offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm;
return ImGui::GetColumnOffsetFromNorm(columns, offset_norm);
}
float ImGui::GetColumnWidth(int column_index)
{
const ImGuiContext & g = *GImGui;
const ImGuiWindow * window = g.CurrentWindow;
ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns == NULL)
return GetContentRegionAvail().x;
if (column_index < 0)
column_index = columns->Current;
return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm);
}
void ImGui::SetColumnOffset(int column_index, float offset)
{
const ImGuiContext & g = *GImGui;
const ImGuiWindow * window = g.CurrentWindow;
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
if (column_index < 0)
column_index = columns->Current;
IM_ASSERT(column_index < columns->Columns.Size);
const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1);
const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f;
if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow))
offset = ImMin(offset, columns->OffMaxX - g.Style.ColumnsMinSpacing * (columns->Count - column_index));
columns->Columns[column_index].OffsetNorm = GetColumnNormFromOffset(columns, offset - columns->OffMinX);
if (preserve_width)
SetColumnOffset(column_index + 1, offset + ImMax(g.Style.ColumnsMinSpacing, width));
}
void ImGui::SetColumnWidth(int column_index, const float width)
{
const ImGuiWindow * window = GetCurrentWindowRead();
const ImGuiColumns * columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
if (column_index < 0)
column_index = columns->Current;
SetColumnOffset(column_index + 1, GetColumnOffset(column_index) + width);
}
void ImGui::PushColumnClipRect(int column_index)
{
const ImGuiWindow * window = GetCurrentWindowRead();
ImGuiColumns* columns = window->DC.CurrentColumns;
if (column_index < 0)
column_index = columns->Current;
const ImGuiColumnData * column = &columns->Columns[column_index];
PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false);
}
// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns)
void ImGui::PushColumnsBackground()
{
const ImGuiWindow * window = GetCurrentWindowRead();
const ImGuiColumns * columns = window->DC.CurrentColumns;
if (columns->Count == 1)
return;
window->DrawList->ChannelsSetCurrent(0);
const 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()
{
const ImGuiWindow * window = GetCurrentWindowRead();
const ImGuiColumns * columns = window->DC.CurrentColumns;
if (columns->Count == 1)
return;
window->DrawList->ChannelsSetCurrent(columns->Current + 1);
PopClipRect();
}
ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, const ImGuiID id)
{
// We have few columns per window so for now we don't need bother much with turning this into a faster lookup.
for (int n = 0; n < window->ColumnsStorage.Size; n++)
if (window->ColumnsStorage[n].ID == id)
return &window->ColumnsStorage[n];
window->ColumnsStorage.push_back(ImGuiColumns());
ImGuiColumns* columns = &window->ColumnsStorage.back();
columns->ID = id;
return columns;
}
ImGuiID ImGui::GetColumnsID(const char* str_id, const int columns_count)
{
ImGuiWindow* window = GetCurrentWindow();
// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
PushID(0x11223347 + (str_id ? 0 : columns_count));
const ImGuiID id = window->GetID(str_id ? str_id : "columns");
PopID();
return id;
}
void ImGui::BeginColumns(const char* str_id, const int columns_count, const ImGuiColumnsFlags flags)
{
const ImGuiContext & g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported
// Acquire storage for the columns set
const ImGuiID id = GetColumnsID(str_id, columns_count);
ImGuiColumns* columns = FindOrCreateColumns(window, id);
IM_ASSERT(columns->ID == id);
columns->Current = 0;
columns->Count = columns_count;
columns->Flags = flags;
window->DC.CurrentColumns = columns;
columns->HostCursorPosY = window->DC.CursorPos.y;
columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
columns->HostClipRect = window->ClipRect;
columns->HostWorkRect = window->WorkRect;
// Set state for first column
// We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
const float column_padding = g.Style.ItemSpacing.x;
const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f);
columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
// Clear data if columns count changed
if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
columns->Columns.resize(0);
// Initialize default widths
columns->IsFirstFrame = (columns->Columns.Size == 0);
if (columns->Columns.Size == 0)
{
columns->Columns.reserve(columns_count + 1);
for (int n = 0; n < columns_count + 1; n++)
{
ImGuiColumnData column;
column.OffsetNorm = n / (float)columns_count;
columns->Columns.push_back(column);
}
}
for (int n = 0; n < columns_count; n++)
{
// Compute clipping rectangle
ImGuiColumnData* column = &columns->Columns[n];
const float clip_x1 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n));
const float clip_x2 = ImFloor(0.5f + window->Pos.x + GetColumnOffset(n + 1) - 1.0f);
column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX);
column->ClipRect.ClipWith(window->ClipRect);
}
if (columns->Count > 1)
{
window->DrawList->ChannelsSplit(1 + columns->Count);
window->DrawList->ChannelsSetCurrent(1);
PushColumnClipRect(0);
}
// We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user.
const float offset_0 = GetColumnOffset(columns->Current);
const float offset_1 = GetColumnOffset(columns->Current + 1);
const float width = offset_1 - offset_0;
PushItemWidth(width * 0.65f);
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
}
void ImGui::NextColumn()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems || window->DC.CurrentColumns == NULL)
return;
const ImGuiContext & g = *GImGui;
ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1)
{
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
IM_ASSERT(columns->Current == 0);
return;
}
PopItemWidth();
PopClipRect();
const float column_padding = g.Style.ItemSpacing.x;
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
if (++columns->Current < columns->Count)
{
// Columns 1+ ignore IndentX (by canceling it out)
// FIXME-COLUMNS: Unnecessary, could be locked?
window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
window->DrawList->ChannelsSetCurrent(columns->Current + 1);
}
else
{
// New row/line
// Column 0 honor IndentX
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DrawList->ChannelsSetCurrent(1);
columns->Current = 0;
columns->LineMinY = columns->LineMaxY;
}
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
window->DC.CursorPos.y = columns->LineMinY;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = 0.0f;
PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite?
// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
const float offset_0 = GetColumnOffset(columns->Current);
const float offset_1 = GetColumnOffset(columns->Current + 1);
const float width = offset_1 - offset_0;
PushItemWidth(width * 0.65f);
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
}
void ImGui::EndColumns()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
ImGuiColumns* columns = window->DC.CurrentColumns;
IM_ASSERT(columns != NULL);
PopItemWidth();
if (columns->Count > 1)
{
PopClipRect();
window->DrawList->ChannelsMerge();
}
const ImGuiColumnsFlags flags = columns->Flags;
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
window->DC.CursorPos.y = columns->LineMaxY;
if (!(flags & ImGuiColumnsFlags_GrowParentContentsSize))
window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent
// Draw columns borders and handle resize
// The IsBeingResized flag ensure we preserve pre-resize columns width so back-and-forth are not lossy
bool is_being_resized = false;
if (!(flags & ImGuiColumnsFlags_NoBorder) && !window->SkipItems)
{
// We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y);
const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y);
int dragging_column = -1;
for (int n = 1; n < columns->Count; n++)
{
const ImGuiColumnData * column = &columns->Columns[n];
const float x = window->Pos.x + GetColumnOffset(n);
const ImGuiID column_id = columns->ID + ImGuiID(n);
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
KeepAliveID(column_id);
if (IsClippedEx(column_hit_rect, column_id, false))
continue;
bool hovered = false, held = false;
if (!(flags & ImGuiColumnsFlags_NoResize))
{
ButtonBehavior(column_hit_rect, column_id, &hovered, &held);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeEW;
if (held && !(column->Flags & ImGuiColumnsFlags_NoResize))
dragging_column = n;
}
// Draw column
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
const float xi = (float)(int)x;
window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
}
// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
if (dragging_column != -1)
{
if (!columns->IsBeingResized)
for (int n = 0; n < columns->Count + 1; n++)
columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm;
columns->IsBeingResized = is_being_resized = true;
const float x = GetDraggedColumnOffset(columns, dragging_column);
SetColumnOffset(dragging_column, x);
}
}
columns->IsBeingResized = is_being_resized;
window->WorkRect = columns->HostWorkRect;
window->DC.CurrentColumns = NULL;
window->DC.ColumnsOffset.x = 0.0f;
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
}
// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
void ImGui::Columns(const int columns_count, const char* id, const bool border)
{
const ImGuiWindow * window = GetCurrentWindow();
IM_ASSERT(columns_count >= 1);
const ImGuiColumnsFlags flags = (border ? 0 : ImGuiColumnsFlags_NoBorder);
// flags |= ImGuiColumnsFlags_NoPreserveWidths; // NB: Legacy behavior
const ImGuiColumns * columns = window->DC.CurrentColumns;
if (columns != NULL && columns->Count == columns_count && columns->Flags == flags)
return;
if (columns != NULL)
EndColumns();
if (columns_count != 1)
BeginColumns(id, columns_count, flags);
}
//-------------------------------------------------------------------------
// by zfedoran, https://github.com/ocornut/imgui/issues/1901
bool ImGui::BufferingBar( const char* label, const float value, const ImVec2& size_arg, const ImU32& bg_col, const ImU32& fg_col ) {
ImGuiWindow* window = GetCurrentWindow();
if( window->SkipItems )
return false;
const ImGuiContext & g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID( label );
const ImVec2 pos = window->DC.CursorPos;
ImVec2 size = size_arg;
size.x -= style.FramePadding.x * 2;
const ImRect bb( pos, ImVec2( pos.x + size.x, pos.y + size.y ) );
ItemSize( bb, style.FramePadding.y );
if( !ItemAdd( bb, id ) )
return false;
// Render
const float circleStart = std::max( size.x * 0.7f, size.x - 30.f );
const float circleEnd = size.x;
const float circleWidth = circleEnd - circleStart;
window->DrawList->AddRectFilled( bb.Min, ImVec2( pos.x + circleStart, bb.Max.y ), bg_col );
window->DrawList->AddRectFilled( bb.Min, ImVec2( pos.x + circleStart * value, bb.Max.y ), fg_col );
const float t = g.FrameCount * 0.1f; // g.Time;
const float r = size.y / 2;
constexpr float speed = 1.5f;
const float a = speed * 0;
const float b = speed * 0.333f;
const float c = speed * 0.666f;
const float o1 = ( circleWidth + r ) * ( t + a - speed * (int)( ( t + a ) / speed ) ) / speed;
const float o2 = ( circleWidth + r ) * ( t + b - speed * (int)( ( t + b ) / speed ) ) / speed;
const float o3 = ( circleWidth + r ) * ( t + c - speed * (int)( ( t + c ) / speed ) ) / speed;
window->DrawList->AddCircleFilled( ImVec2( pos.x + circleEnd - o1, bb.Min.y + r ), r, bg_col );
window->DrawList->AddCircleFilled( ImVec2( pos.x + circleEnd - o2, bb.Min.y + r ), r, bg_col );
window->DrawList->AddCircleFilled( ImVec2( pos.x + circleEnd - o3, bb.Min.y + r ), r, bg_col );
return true;
}
bool ImGui::Spinner( const char* label, const float radius, const int thickness, const ImU32& color ) {
ImGuiWindow* window = GetCurrentWindow();
if( window->SkipItems )
return false;
const ImGuiContext & g = *GImGui;
const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID( label );
const ImVec2 pos = window->DC.CursorPos;
const ImVec2 size( ( radius ) * 2, ( radius + style.FramePadding.y ) * 2 );
const ImRect bb( pos, ImVec2( pos.x + size.x, pos.y + size.y ) );
ItemSize( bb, style.FramePadding.y );
if( !ItemAdd( bb, id ) )
return false;
// Render
window->DrawList->PathClear();
const auto progress { g.FrameCount * 0.1f };
constexpr int num_segments = 30;
const int start = abs( ImSin( progress * 1.8f )*( num_segments - 5 ) );
const float a_min = IM_PI * 2.0f * ( (float)start ) / (float)num_segments;
constexpr float a_max = IM_PI * 2.0f * ( (float)num_segments - 3 ) / (float)num_segments;
const auto centre = ImVec2( pos.x + radius, pos.y + radius + style.FramePadding.y );
for( int i = 0; i < num_segments; i++ ) {
const float a = a_min + ( (float)i / (float)num_segments ) * ( a_max - a_min );
window->DrawList->PathLineTo( ImVec2( centre.x + ImCos( a + progress * 8 ) * radius,
centre.y + ImSin( a + progress * 8 ) * radius ) );
}
window->DrawList->PathStroke( color, false, thickness );
return true;
}