missing: - fully connect it to the ui - setup duration in light settings Signed-off-by: Peter Siegmund <developer@mars3142.org>
12063 lines
542 KiB
C++
12063 lines
542 KiB
C++
// dear imgui, v1.92.0 WIP
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// (widgets code)
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/*
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Index of this file:
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// [SECTION] Forward Declarations
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// [SECTION] Widgets: Text, etc.
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// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)
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// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)
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// [SECTION] Widgets: ComboBox
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// [SECTION] Data Type and Data Formatting Helpers
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// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
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// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
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// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
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// [SECTION] Widgets: InputText, InputTextMultiline
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// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
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// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
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// [SECTION] Widgets: Selectable
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// [SECTION] Widgets: Typing-Select support
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// [SECTION] Widgets: Box-Select support
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// [SECTION] Widgets: Multi-Select support
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// [SECTION] Widgets: Multi-Select helpers
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// [SECTION] Widgets: ListBox
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// [SECTION] Widgets: PlotLines, PlotHistogram
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// [SECTION] Widgets: Value helpers
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// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.
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// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
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// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
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// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
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*/
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#ifndef IMGUI_DEFINE_MATH_OPERATORS
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#define IMGUI_DEFINE_MATH_OPERATORS
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#endif
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_internal.h"
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// System includes
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#include <stdint.h> // intptr_t
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//-------------------------------------------------------------------------
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// Warnings
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//-------------------------------------------------------------------------
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// Visual Studio warnings
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#ifdef _MSC_VER
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#pragma warning(disable : 4127) // condition expression is constant
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#pragma warning( \
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disable : 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
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#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
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#pragma warning(disable : 5054) // operator '|': deprecated between enumerations of different types
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#endif
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#pragma warning(disable : 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and
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// then casting the result to a 8 byte value. Cast the value to the wider type before
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// calling operator 'xxx' to avoid overflow(io.2).
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#pragma warning( \
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disable : 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
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#endif
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// Clang/GCC warnings with -Weverything
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#if defined(__clang__)
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#if __has_warning("-Wunknown-warning-option")
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#pragma clang diagnostic ignored \
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"-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are
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// known by all Clang versions and they tend to be rename-happy.. so ignoring warnings
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// triggers new warnings on some configuration. Great!
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#endif
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#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
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#pragma clang diagnostic ignored \
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"-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
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#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing
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// and comparing against same constants (typically 0.0f) is ok.
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#pragma clang diagnostic ignored \
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"-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int'
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#pragma clang diagnostic ignored \
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"-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to
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// vsnformat(). yes, user passing incorrect format strings can crash the code.
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#pragma clang diagnostic ignored \
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"-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on
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// Windows so they are available, but not always used.
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#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some
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// standard header variations use #define NULL 0
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#pragma clang diagnostic ignored \
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"-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function //
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// using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
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#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration
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// types ('XXXFlags_' and 'XXXFlagsPrivate_')
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#pragma clang diagnostic ignored \
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"-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_'
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// and 'XXXFlagsPrivate_') is deprecated
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#pragma clang diagnostic ignored \
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"-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
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#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
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#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to
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// non-trivially copyable type
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#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label
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#elif defined(__GNUC__)
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#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
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#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
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#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X
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// has type 'unsigned int'/'ImGuiWindow*'
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#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
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#pragma GCC diagnostic ignored \
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"-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_'
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// and 'XXXFlagsPrivate_') is deprecated
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#pragma GCC diagnostic ignored \
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"-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
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#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying
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// division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
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#pragma GCC diagnostic ignored \
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"-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no
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// trivial copy-assignment; use assignment or value-initialization instead
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#pragma GCC diagnostic ignored \
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"-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
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#endif
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//-------------------------------------------------------------------------
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// Data
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//-------------------------------------------------------------------------
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// Widgets
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static const float DRAGDROP_HOLD_TO_OPEN_TIMER =
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0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior.
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static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to
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// make DragFloat/DragInt react faster to mouse drags.
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// Those MIN/MAX values are not define because we need to point to them
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static const signed char IM_S8_MIN = -128;
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static const signed char IM_S8_MAX = 127;
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static const unsigned char IM_U8_MIN = 0;
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static const unsigned char IM_U8_MAX = 0xFF;
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static const signed short IM_S16_MIN = -32768;
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static const signed short IM_S16_MAX = 32767;
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static const unsigned short IM_U16_MIN = 0;
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static const unsigned short IM_U16_MAX = 0xFFFF;
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static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000);
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static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF)
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static const ImU32 IM_U32_MIN = 0;
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static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF)
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#ifdef LLONG_MIN
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static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll);
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static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll);
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#else
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static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1;
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static const ImS64 IM_S64_MAX = 9223372036854775807LL;
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#endif
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static const ImU64 IM_U64_MIN = 0;
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#ifdef ULLONG_MAX
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static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);
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#else
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static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
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#endif
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//-------------------------------------------------------------------------
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// [SECTION] Forward Declarations
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//-------------------------------------------------------------------------
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// For InputTextEx()
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static bool InputTextFilterCharacter(ImGuiContext *ctx, unsigned int *p_char, ImGuiInputTextFlags flags,
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ImGuiInputTextCallback callback, void *user_data,
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bool input_source_is_clipboard = false);
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static int InputTextCalcTextLenAndLineCount(const char *text_begin, const char **out_text_end);
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static ImVec2 InputTextCalcTextSize(ImGuiContext *ctx, const char *text_begin, const char *text_end,
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const char **remaining = NULL, ImVec2 *out_offset = NULL,
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bool stop_on_new_line = false);
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//-------------------------------------------------------------------------
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// [SECTION] Widgets: Text, etc.
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//-------------------------------------------------------------------------
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// - TextEx() [Internal]
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// - TextUnformatted()
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// - Text()
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// - TextV()
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// - TextColored()
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// - TextColoredV()
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// - TextDisabled()
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// - TextDisabledV()
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// - TextWrapped()
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// - TextWrappedV()
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// - LabelText()
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// - LabelTextV()
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// - BulletText()
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// - BulletTextV()
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//-------------------------------------------------------------------------
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void ImGui::TextEx(const char *text, const char *text_end, ImGuiTextFlags flags)
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{
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ImGuiWindow *window = GetCurrentWindow();
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if (window->SkipItems)
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return;
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ImGuiContext &g = *GImGui;
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// Accept null ranges
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if (text == text_end)
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text = text_end = "";
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// Calculate length
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const char *text_begin = text;
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if (text_end == NULL)
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text_end = text + ImStrlen(text); // FIXME-OPT
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const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
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const float wrap_pos_x = window->DC.TextWrapPos;
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const bool wrap_enabled = (wrap_pos_x >= 0.0f);
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if (text_end - text <= 2000 || wrap_enabled)
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{
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// Common case
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const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
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const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
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ImRect bb(text_pos, text_pos + text_size);
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ItemSize(text_size, 0.0f);
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if (!ItemAdd(bb, 0))
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return;
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// Render (we don't hide text after ## in this end-user function)
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RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
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}
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else
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{
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// Long text!
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// Perform manual coarse clipping to optimize for long multi-line text
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// - From this point we will only compute the width of lines that are visible. Optimization only available when
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// word-wrapping is disabled.
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// - We also don't vertically center the text within the line full height, which is unlikely to matter because
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// we are likely the biggest and only item on the line.
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// - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than
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// a casually written loop.
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const char *line = text;
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const float line_height = GetTextLineHeight();
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ImVec2 text_size(0, 0);
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// Lines to skip (can't skip when logging text)
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ImVec2 pos = text_pos;
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if (!g.LogEnabled)
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{
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int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height);
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if (lines_skippable > 0)
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{
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int lines_skipped = 0;
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while (line < text_end && lines_skipped < lines_skippable)
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{
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const char *line_end = (const char *)ImMemchr(line, '\n', text_end - line);
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if (!line_end)
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line_end = text_end;
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if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
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text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
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line = line_end + 1;
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lines_skipped++;
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}
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pos.y += lines_skipped * line_height;
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}
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}
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// Lines to render
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if (line < text_end)
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{
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ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
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while (line < text_end)
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{
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if (IsClippedEx(line_rect, 0))
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break;
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const char *line_end = (const char *)ImMemchr(line, '\n', text_end - line);
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if (!line_end)
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line_end = text_end;
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text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
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RenderText(pos, line, line_end, false);
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line = line_end + 1;
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line_rect.Min.y += line_height;
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line_rect.Max.y += line_height;
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pos.y += line_height;
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}
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// Count remaining lines
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int lines_skipped = 0;
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while (line < text_end)
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{
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const char *line_end = (const char *)ImMemchr(line, '\n', text_end - line);
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if (!line_end)
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line_end = text_end;
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if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
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text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
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line = line_end + 1;
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lines_skipped++;
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}
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pos.y += lines_skipped * line_height;
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}
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text_size.y = (pos - text_pos).y;
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ImRect bb(text_pos, text_pos + text_size);
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ItemSize(text_size, 0.0f);
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ItemAdd(bb, 0);
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}
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}
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void ImGui::TextUnformatted(const char *text, const char *text_end)
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{
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TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
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}
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void ImGui::Text(const char *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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TextV(fmt, args);
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va_end(args);
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}
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void ImGui::TextV(const char *fmt, va_list args)
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{
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ImGuiWindow *window = GetCurrentWindow();
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if (window->SkipItems)
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return;
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const char *text, *text_end;
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ImFormatStringToTempBufferV(&text, &text_end, fmt, args);
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TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
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}
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void ImGui::TextColored(const ImVec4 &col, const char *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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TextColoredV(col, fmt, args);
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va_end(args);
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}
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void ImGui::TextColoredV(const ImVec4 &col, const char *fmt, va_list args)
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{
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PushStyleColor(ImGuiCol_Text, col);
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TextV(fmt, args);
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PopStyleColor();
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}
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void ImGui::TextDisabled(const char *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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TextDisabledV(fmt, args);
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va_end(args);
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}
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void ImGui::TextDisabledV(const char *fmt, va_list args)
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{
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ImGuiContext &g = *GImGui;
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PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
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TextV(fmt, args);
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PopStyleColor();
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}
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void ImGui::TextWrapped(const char *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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TextWrappedV(fmt, args);
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va_end(args);
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}
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void ImGui::TextWrappedV(const char *fmt, va_list args)
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{
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ImGuiContext &g = *GImGui;
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const bool need_backup =
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(g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set
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if (need_backup)
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PushTextWrapPos(0.0f);
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TextV(fmt, args);
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if (need_backup)
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PopTextWrapPos();
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}
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void ImGui::TextAligned(float align_x, float size_x, const char *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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TextAlignedV(align_x, size_x, fmt, args);
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va_end(args);
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}
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// align_x: 0.0f = left, 0.5f = center, 1.0f = right.
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// size_x : 0.0f = shortcut for GetContentRegionAvail().x
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// FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024)
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void ImGui::TextAlignedV(float align_x, float size_x, const char *fmt, va_list args)
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{
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ImGuiWindow *window = GetCurrentWindow();
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if (window->SkipItems)
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return;
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const char *text, *text_end;
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ImFormatStringToTempBufferV(&text, &text_end, fmt, args);
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const ImVec2 text_size = CalcTextSize(text, text_end);
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size_x = CalcItemSize(ImVec2(size_x, 0.0f), 0.0f, text_size.y).x;
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ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
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ImVec2 pos_max(pos.x + size_x, window->ClipRect.Max.y);
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ImVec2 size(ImMin(size_x, text_size.x), text_size.y);
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window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, pos.x + text_size.x);
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window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, pos.x + text_size.x);
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if (align_x > 0.0f && text_size.x < size_x)
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pos.x += ImTrunc((size_x - text_size.x) * align_x);
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RenderTextEllipsis(window->DrawList, pos, pos_max, pos_max.x, text, text_end, &text_size);
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const ImVec2 backup_max_pos = window->DC.CursorMaxPos;
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ItemSize(size);
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ItemAdd(ImRect(pos, pos + size), 0);
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window->DC.CursorMaxPos.x =
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backup_max_pos.x; // Cancel out extending content size because right-aligned text would otherwise mess it up.
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if (size_x < text_size.x && IsItemHovered(ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_AllowWhenDisabled |
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ImGuiHoveredFlags_ForTooltip))
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SetTooltip("%.*s", (int)(text_end - text), text);
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}
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void ImGui::LabelText(const char *label, const char *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
|
|
LabelTextV(label, fmt, args);
|
|
va_end(args);
|
|
}
|
|
|
|
// Add a label+text combo aligned to other label+value widgets
|
|
void ImGui::LabelTextV(const char *label, const char *fmt, va_list args)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
const float w = CalcItemWidth();
|
|
|
|
const char *value_text_begin, *value_text_end;
|
|
ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args);
|
|
const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false);
|
|
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
|
|
const ImVec2 pos = window->DC.CursorPos;
|
|
const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2));
|
|
const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f),
|
|
ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2));
|
|
ItemSize(total_bb, style.FramePadding.y);
|
|
if (!ItemAdd(total_bb, 0))
|
|
return;
|
|
|
|
// Render
|
|
RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size,
|
|
ImVec2(0.0f, 0.0f));
|
|
if (label_size.x > 0.0f)
|
|
RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
|
|
}
|
|
|
|
void ImGui::BulletText(const char *fmt, ...)
|
|
{
|
|
va_list args;
|
|
va_start(args, fmt);
|
|
BulletTextV(fmt, args);
|
|
va_end(args);
|
|
}
|
|
|
|
// Text with a little bullet aligned to the typical tree node.
|
|
void ImGui::BulletTextV(const char *fmt, va_list args)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
|
|
const char *text_begin, *text_end;
|
|
ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args);
|
|
const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
|
|
const ImVec2 total_size =
|
|
ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f),
|
|
label_size.y); // Empty text doesn't add padding
|
|
ImVec2 pos = window->DC.CursorPos;
|
|
pos.y += window->DC.CurrLineTextBaseOffset;
|
|
ItemSize(total_size, 0.0f);
|
|
const ImRect bb(pos, pos + total_size);
|
|
if (!ItemAdd(bb, 0))
|
|
return;
|
|
|
|
// Render
|
|
ImU32 text_col = GetColorU32(ImGuiCol_Text);
|
|
RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f),
|
|
text_col);
|
|
RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false);
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: Main
|
|
//-------------------------------------------------------------------------
|
|
// - ButtonBehavior() [Internal]
|
|
// - Button()
|
|
// - SmallButton()
|
|
// - InvisibleButton()
|
|
// - ArrowButton()
|
|
// - CloseButton() [Internal]
|
|
// - CollapseButton() [Internal]
|
|
// - GetWindowScrollbarID() [Internal]
|
|
// - GetWindowScrollbarRect() [Internal]
|
|
// - Scrollbar() [Internal]
|
|
// - ScrollbarEx() [Internal]
|
|
// - Image()
|
|
// - ImageButton()
|
|
// - Checkbox()
|
|
// - CheckboxFlagsT() [Internal]
|
|
// - CheckboxFlags()
|
|
// - RadioButton()
|
|
// - ProgressBar()
|
|
// - Bullet()
|
|
// - Hyperlink()
|
|
//-------------------------------------------------------------------------
|
|
|
|
// The ButtonBehavior() function is key to many interactions and used by many/most widgets.
|
|
// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via
|
|
// ImGuiButtonFlags_), this code is a little complex. By far the most common path is interacting with the Mouse using
|
|
// the default ImGuiButtonFlags_PressedOnClickRelease button behavior. See the series of events below and the
|
|
// corresponding state reported by dear imgui:
|
|
//------------------------------------------------------------------------------------------------------------------------------------------------
|
|
// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated()
|
|
// IsItemDeactivated() IsItemClicked()
|
|
// Frame N+0 (mouse is outside bb) - - - - - - Frame
|
|
// N+1 (mouse moves inside bb) - true - - - - Frame N+2
|
|
// (mouse button is down) - true true true - true Frame N+3
|
|
// (mouse button is down) - true true - - - Frame N+4 (mouse
|
|
// moves outside bb) - - true - - -
|
|
// Frame N+5 (mouse moves inside bb) - true true - - - Frame
|
|
// N+6 (mouse button is released) true true - - true - Frame N+7
|
|
// (mouse button is released) - true - - - - Frame N+8 (mouse
|
|
// moves outside bb) - - - - - -
|
|
//------------------------------------------------------------------------------------------------------------------------------------------------
|
|
// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated()
|
|
// IsItemDeactivated() IsItemClicked()
|
|
// Frame N+2 (mouse button is down) true true true true - true
|
|
// Frame N+3 (mouse button is down) - true true - - - Frame
|
|
// N+6 (mouse button is released) - true - - true - Frame N+7
|
|
// (mouse button is released) - true - - - -
|
|
//------------------------------------------------------------------------------------------------------------------------------------------------
|
|
// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated()
|
|
// IsItemDeactivated() IsItemClicked()
|
|
// Frame N+2 (mouse button is down) - true - - - true
|
|
// Frame N+3 (mouse button is down) - true - - - - Frame
|
|
// N+6 (mouse button is released) true true - - - - Frame N+7
|
|
// (mouse button is released) - true - - - -
|
|
//------------------------------------------------------------------------------------------------------------------------------------------------
|
|
// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated()
|
|
// IsItemDeactivated() IsItemClicked()
|
|
// Frame N+0 (mouse button is down) - true - - - true
|
|
// Frame N+1 (mouse button is down) - true - - - - Frame
|
|
// N+2 (mouse button is released) - true - - - - Frame N+3
|
|
// (mouse button is released) - true - - - - Frame N+4 (mouse
|
|
// button is down) true true true true - true
|
|
// Frame N+5 (mouse button is down) - true true - - - Frame
|
|
// N+6 (mouse button is released) - true - - true - Frame N+7
|
|
// (mouse button is released) - true - - - -
|
|
//------------------------------------------------------------------------------------------------------------------------------------------------
|
|
// Note that some combinations are supported,
|
|
// - PressedOnDragDropHold can generally be associated with any flag.
|
|
// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release
|
|
// event won't be reported.
|
|
//------------------------------------------------------------------------------------------------------------------------------------------------
|
|
// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set:
|
|
// Repeat+ Repeat+ Repeat+ Repeat+
|
|
// PressedOnClickRelease PressedOnClick PressedOnRelease
|
|
// PressedOnDoubleClick
|
|
//-------------------------------------------------------------------------------------------------------------------------------------------------
|
|
// Frame N+0 (mouse button is down) - true - true
|
|
// ... - - - -
|
|
// Frame N + RepeatDelay true true - true
|
|
// ... - - - -
|
|
// Frame N + RepeatDelay + RepeatRate*N true true - true
|
|
//-------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc.
|
|
// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ?
|
|
// ... : hovered ? ...);' For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not
|
|
// always. Outputting hovered=true on Activation may be misleading.
|
|
// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature.
|
|
// One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior()
|
|
// with same ID and different MouseButton (see #8030). You can fix it by:
|
|
// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags.
|
|
// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
|
|
bool ImGui::ButtonBehavior(const ImRect &bb, ImGuiID id, bool *out_hovered, bool *out_held, ImGuiButtonFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
|
|
// Default behavior inherited from item flags
|
|
// Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check
|
|
// that.
|
|
ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags);
|
|
if (flags & ImGuiButtonFlags_AllowOverlap)
|
|
item_flags |= ImGuiItemFlags_AllowOverlap;
|
|
if (item_flags & ImGuiItemFlags_NoFocus)
|
|
flags |= ImGuiButtonFlags_NoFocus | ImGuiButtonFlags_NoNavFocus;
|
|
|
|
// Default only reacts to left mouse button
|
|
if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)
|
|
flags |= ImGuiButtonFlags_MouseButtonLeft;
|
|
|
|
// Default behavior requires click + release inside bounding box
|
|
if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)
|
|
flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick
|
|
: ImGuiButtonFlags_PressedOnDefault_;
|
|
|
|
ImGuiWindow *backup_hovered_window = g.HoveredWindow;
|
|
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow &&
|
|
g.HoveredWindow->RootWindow == window->RootWindow;
|
|
if (flatten_hovered_children)
|
|
g.HoveredWindow = window;
|
|
|
|
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
|
// Alternate registration spot, for when caller didn't use ItemAdd()
|
|
if (g.LastItemData.ID != id)
|
|
IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL);
|
|
#endif
|
|
|
|
bool pressed = false;
|
|
bool hovered = ItemHoverable(bb, id, item_flags);
|
|
|
|
// Special mode for Drag and Drop 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 (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER &&
|
|
g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER)
|
|
{
|
|
pressed = true;
|
|
g.DragDropHoldJustPressedId = id;
|
|
FocusWindow(window);
|
|
}
|
|
}
|
|
|
|
if (flatten_hovered_children)
|
|
g.HoveredWindow = backup_hovered_window;
|
|
|
|
// Mouse handling
|
|
const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;
|
|
if (hovered)
|
|
{
|
|
IM_ASSERT(id != 0); // Lazily check inside rare path.
|
|
|
|
// Poll mouse buttons
|
|
// - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId.
|
|
// - Technically we only need some values in one code path, but since this is gated by hovered test this is
|
|
// fine.
|
|
int mouse_button_clicked = -1;
|
|
int mouse_button_released = -1;
|
|
for (int button = 0; button < 3; button++)
|
|
if (flags &
|
|
(ImGuiButtonFlags_MouseButtonLeft
|
|
<< button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here.
|
|
{
|
|
if (IsMouseClicked(button, ImGuiInputFlags_None, test_owner_id) && mouse_button_clicked == -1)
|
|
{
|
|
mouse_button_clicked = button;
|
|
}
|
|
if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1)
|
|
{
|
|
mouse_button_released = button;
|
|
}
|
|
}
|
|
|
|
// Process initial action
|
|
const bool mods_ok =
|
|
!(flags & ImGuiButtonFlags_NoKeyModsAllowed) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt);
|
|
if (mods_ok)
|
|
{
|
|
if (mouse_button_clicked != -1 && g.ActiveId != id)
|
|
{
|
|
if (!(flags & ImGuiButtonFlags_NoSetKeyOwner))
|
|
SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id);
|
|
if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
|
|
{
|
|
SetActiveID(id, window);
|
|
g.ActiveIdMouseButton = mouse_button_clicked;
|
|
if (!(flags & ImGuiButtonFlags_NoNavFocus))
|
|
{
|
|
SetFocusID(id, window);
|
|
FocusWindow(window);
|
|
}
|
|
else if (!(flags & ImGuiButtonFlags_NoFocus))
|
|
{
|
|
FocusWindow(window,
|
|
ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to
|
|
// front, but try to avoid losing NavId
|
|
// when navigating a child
|
|
}
|
|
}
|
|
if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) &&
|
|
g.IO.MouseClickedCount[mouse_button_clicked] == 2))
|
|
{
|
|
pressed = true;
|
|
if (flags & ImGuiButtonFlags_NoHoldingActiveId)
|
|
ClearActiveID();
|
|
else
|
|
SetActiveID(id, window); // Hold on ID
|
|
g.ActiveIdMouseButton = mouse_button_clicked;
|
|
if (!(flags & ImGuiButtonFlags_NoNavFocus))
|
|
{
|
|
SetFocusID(id, window);
|
|
FocusWindow(window);
|
|
}
|
|
else if (!(flags & ImGuiButtonFlags_NoFocus))
|
|
{
|
|
FocusWindow(window,
|
|
ImGuiFocusRequestFlags_RestoreFocusedChild); // Still need to focus and bring to
|
|
// front, but try to avoid losing NavId
|
|
// when navigating a child
|
|
}
|
|
}
|
|
}
|
|
if (flags & ImGuiButtonFlags_PressedOnRelease)
|
|
{
|
|
if (mouse_button_released != -1)
|
|
{
|
|
const bool has_repeated_at_least_once =
|
|
(item_flags & ImGuiItemFlags_ButtonRepeat) &&
|
|
g.IO.MouseDownDurationPrev[mouse_button_released] >=
|
|
g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior
|
|
if (!has_repeated_at_least_once)
|
|
pressed = true;
|
|
if (!(flags & ImGuiButtonFlags_NoNavFocus))
|
|
SetFocusID(id, window); // FIXME: Lack of FocusWindow() call here is inconsistent with other
|
|
// paths. Research why.
|
|
ClearActiveID();
|
|
}
|
|
}
|
|
|
|
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
|
|
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer
|
|
// RepeatDelay/RepeatRate settings.
|
|
if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat))
|
|
if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f &&
|
|
IsMouseClicked(g.ActiveIdMouseButton, ImGuiInputFlags_Repeat, test_owner_id))
|
|
pressed = true;
|
|
}
|
|
|
|
if (pressed && g.IO.ConfigNavCursorVisibleAuto)
|
|
g.NavCursorVisible = false;
|
|
}
|
|
|
|
// Keyboard/Gamepad navigation handling
|
|
// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with
|
|
// mouse.
|
|
if (g.NavId == id && g.NavCursorVisible && g.NavHighlightItemUnderNav)
|
|
if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
|
|
hovered = true;
|
|
if (g.NavActivateDownId == id)
|
|
{
|
|
bool nav_activated_by_code = (g.NavActivateId == id);
|
|
bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
|
|
if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))
|
|
{
|
|
// Avoid pressing multiple keys from triggering excessive amount of repeat events
|
|
const ImGuiKeyData *key1 = GetKeyData(ImGuiKey_Space);
|
|
const ImGuiKeyData *key2 = GetKeyData(ImGuiKey_Enter);
|
|
const ImGuiKeyData *key3 = GetKeyData(ImGuiKey_NavGamepadActivate);
|
|
const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);
|
|
nav_activated_by_inputs =
|
|
CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
|
|
}
|
|
if (nav_activated_by_code || nav_activated_by_inputs)
|
|
{
|
|
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
|
|
pressed = true;
|
|
SetActiveID(id, window);
|
|
g.ActiveIdSource = g.NavInputSource;
|
|
if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut))
|
|
SetFocusID(id, window);
|
|
if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)
|
|
g.ActiveIdFromShortcut = true;
|
|
}
|
|
}
|
|
|
|
// Process while held
|
|
bool held = false;
|
|
if (g.ActiveId == id)
|
|
{
|
|
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
|
|
{
|
|
if (g.ActiveIdIsJustActivated)
|
|
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
|
|
|
|
const int mouse_button = g.ActiveIdMouseButton;
|
|
if (mouse_button == -1)
|
|
{
|
|
// Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g.
|
|
// #6304).
|
|
ClearActiveID();
|
|
}
|
|
else if (IsMouseDown(mouse_button, test_owner_id))
|
|
{
|
|
held = true;
|
|
}
|
|
else
|
|
{
|
|
bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;
|
|
bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;
|
|
if ((release_in || release_anywhere) && !g.DragDropActive)
|
|
{
|
|
// Report as pressed when releasing the mouse (this is the most common path)
|
|
bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) &&
|
|
g.IO.MouseReleased[mouse_button] &&
|
|
g.IO.MouseClickedLastCount[mouse_button] == 2;
|
|
bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) &&
|
|
g.IO.MouseDownDurationPrev[mouse_button] >=
|
|
g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
|
|
bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id);
|
|
if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned)
|
|
pressed = true;
|
|
}
|
|
ClearActiveID();
|
|
}
|
|
if (!(flags & ImGuiButtonFlags_NoNavFocus) && g.IO.ConfigNavCursorVisibleAuto)
|
|
g.NavCursorVisible = false;
|
|
}
|
|
else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
|
|
{
|
|
// When activated using Nav, we hold on the ActiveID until activation button is released
|
|
if (g.NavActivateDownId == id)
|
|
held = true; // hovered == true not true as we are already likely hovered on direct activation.
|
|
else
|
|
ClearActiveID();
|
|
}
|
|
if (pressed)
|
|
g.ActiveIdHasBeenPressedBefore = true;
|
|
}
|
|
|
|
// Activation highlight (this may be a remote activation)
|
|
if (g.NavHighlightActivatedId == id)
|
|
hovered = true;
|
|
|
|
if (out_hovered)
|
|
*out_hovered = hovered;
|
|
if (out_held)
|
|
*out_held = held;
|
|
|
|
return pressed;
|
|
}
|
|
|
|
bool ImGui::ButtonEx(const char *label, const ImVec2 &size_arg, ImGuiButtonFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
const ImGuiID id = window->GetID(label);
|
|
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
|
|
ImVec2 pos = window->DC.CursorPos;
|
|
if ((flags & ImGuiButtonFlags_AlignTextBaseLine) &&
|
|
style.FramePadding.y <
|
|
window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so
|
|
// that text baseline matches (bit hacky, since it shouldn't be a flag)
|
|
pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y;
|
|
ImVec2 size =
|
|
CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
|
|
|
|
const ImRect bb(pos, pos + size);
|
|
ItemSize(size, style.FramePadding.y);
|
|
if (!ItemAdd(bb, id))
|
|
return false;
|
|
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
|
|
|
|
// Render
|
|
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive
|
|
: hovered ? ImGuiCol_ButtonHovered
|
|
: ImGuiCol_Button);
|
|
RenderNavCursor(bb, id);
|
|
RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
|
|
|
|
if (g.LogEnabled)
|
|
LogSetNextTextDecoration("[", "]");
|
|
RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size,
|
|
style.ButtonTextAlign, &bb);
|
|
|
|
// Automatically close popups
|
|
// if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
|
|
// CloseCurrentPopup();
|
|
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
|
|
return pressed;
|
|
}
|
|
|
|
bool ImGui::Button(const char *label, const ImVec2 &size_arg)
|
|
{
|
|
return ButtonEx(label, size_arg, ImGuiButtonFlags_None);
|
|
}
|
|
|
|
// Small buttons fits within text without additional vertical spacing.
|
|
bool ImGui::SmallButton(const char *label)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
float backup_padding_y = g.Style.FramePadding.y;
|
|
g.Style.FramePadding.y = 0.0f;
|
|
bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);
|
|
g.Style.FramePadding.y = backup_padding_y;
|
|
return pressed;
|
|
}
|
|
|
|
// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
|
|
// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string
|
|
// id)
|
|
bool ImGui::InvisibleButton(const char *str_id, const ImVec2 &size_arg, ImGuiButtonFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
// Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.
|
|
IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);
|
|
|
|
const ImGuiID id = window->GetID(str_id);
|
|
ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
|
|
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
|
|
ItemSize(size);
|
|
if (!ItemAdd(bb, id, NULL, (flags & ImGuiButtonFlags_EnableNav) ? ImGuiItemFlags_None : ImGuiItemFlags_NoNav))
|
|
return false;
|
|
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
|
|
RenderNavCursor(bb, id);
|
|
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);
|
|
return pressed;
|
|
}
|
|
|
|
bool ImGui::ArrowButtonEx(const char *str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
const ImGuiID id = window->GetID(str_id);
|
|
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
|
|
const float default_size = GetFrameHeight();
|
|
ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f);
|
|
if (!ItemAdd(bb, id))
|
|
return false;
|
|
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
|
|
|
|
// Render
|
|
const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive
|
|
: hovered ? ImGuiCol_ButtonHovered
|
|
: ImGuiCol_Button);
|
|
const ImU32 text_col = GetColorU32(ImGuiCol_Text);
|
|
RenderNavCursor(bb, id);
|
|
RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding);
|
|
RenderArrow(window->DrawList,
|
|
bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)),
|
|
text_col, dir);
|
|
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);
|
|
return pressed;
|
|
}
|
|
|
|
bool ImGui::ArrowButton(const char *str_id, ImGuiDir dir)
|
|
{
|
|
float sz = GetFrameHeight();
|
|
return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None);
|
|
}
|
|
|
|
// Button to close a window
|
|
bool ImGui::CloseButton(ImGuiID id, const ImVec2 &pos)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
|
|
// Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in
|
|
// order to facilitate moving the window away. (#3825) This may better be applied as a general hit-rect reduction
|
|
// mechanism for all widgets to ensure the area to move window is always accessible?
|
|
const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));
|
|
ImRect bb_interact = bb;
|
|
const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();
|
|
if (area_to_visible_ratio < 1.5f)
|
|
bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f));
|
|
|
|
// Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can
|
|
// always close a window. (this isn't the common behavior of buttons, but it doesn't affect the user because
|
|
// navigation tends to keep items visible in scrolling layer).
|
|
bool is_clipped = !ItemAdd(bb_interact, id);
|
|
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held);
|
|
if (is_clipped)
|
|
return pressed;
|
|
|
|
// Render
|
|
ImU32 bg_col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);
|
|
if (hovered)
|
|
window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col);
|
|
RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact);
|
|
const ImU32 cross_col = GetColorU32(ImGuiCol_Text);
|
|
const ImVec2 cross_center = bb.GetCenter() - ImVec2(0.5f, 0.5f);
|
|
const float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;
|
|
const float cross_thickness = 1.0f; // FIXME-DPI
|
|
window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, +cross_extent),
|
|
cross_center + ImVec2(-cross_extent, -cross_extent), cross_col, cross_thickness);
|
|
window->DrawList->AddLine(cross_center + ImVec2(+cross_extent, -cross_extent),
|
|
cross_center + ImVec2(-cross_extent, +cross_extent), cross_col, cross_thickness);
|
|
|
|
return pressed;
|
|
}
|
|
|
|
bool ImGui::CollapseButton(ImGuiID id, const ImVec2 &pos)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
|
|
ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));
|
|
bool is_clipped = !ItemAdd(bb, id);
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);
|
|
if (is_clipped)
|
|
return pressed;
|
|
|
|
// Render
|
|
ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive
|
|
: hovered ? ImGuiCol_ButtonHovered
|
|
: ImGuiCol_Button);
|
|
ImU32 text_col = GetColorU32(ImGuiCol_Text);
|
|
if (hovered || held)
|
|
window->DrawList->AddRectFilled(bb.Min, bb.Max, bg_col);
|
|
RenderNavCursor(bb, id, ImGuiNavRenderCursorFlags_Compact);
|
|
RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
|
|
|
|
// Switch to moving the window after mouse is moved beyond the initial drag threshold
|
|
if (IsItemActive() && IsMouseDragging(0))
|
|
StartMouseMovingWindow(window);
|
|
|
|
return pressed;
|
|
}
|
|
|
|
ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow *window, ImGuiAxis axis)
|
|
{
|
|
return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
|
|
}
|
|
|
|
// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set.
|
|
ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow *window, ImGuiAxis axis)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
const ImRect outer_rect = window->Rect();
|
|
const ImRect inner_rect = window->InnerRect;
|
|
const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar;
|
|
// ScrollbarSizes.y = height of X scrollbar)
|
|
IM_ASSERT(scrollbar_size >= 0.0f);
|
|
const float border_size = IM_ROUND(window->WindowBorderSize * 0.5f);
|
|
const float border_top =
|
|
(window->Flags & ImGuiWindowFlags_MenuBar) ? IM_ROUND(g.Style.FrameBorderSize * 0.5f) : 0.0f;
|
|
if (axis == ImGuiAxis_X)
|
|
return ImRect(inner_rect.Min.x + border_size,
|
|
ImMax(outer_rect.Min.y + border_size, outer_rect.Max.y - border_size - scrollbar_size),
|
|
inner_rect.Max.x - border_size, outer_rect.Max.y - border_size);
|
|
else
|
|
return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size),
|
|
inner_rect.Min.y + border_top, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size);
|
|
}
|
|
|
|
void ImGui::Scrollbar(ImGuiAxis axis)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
const ImGuiID id = GetWindowScrollbarID(window, axis);
|
|
|
|
// Calculate scrollbar bounding box
|
|
ImRect bb = GetWindowScrollbarRect(window, axis);
|
|
ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone;
|
|
if (axis == ImGuiAxis_X)
|
|
{
|
|
rounding_corners |= ImDrawFlags_RoundCornersBottomLeft;
|
|
if (!window->ScrollbarY)
|
|
rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
|
|
}
|
|
else
|
|
{
|
|
if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar))
|
|
rounding_corners |= ImDrawFlags_RoundCornersTopRight;
|
|
if (!window->ScrollbarX)
|
|
rounding_corners |= ImDrawFlags_RoundCornersBottomRight;
|
|
}
|
|
float size_visible = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];
|
|
float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;
|
|
ImS64 scroll = (ImS64)window->Scroll[axis];
|
|
ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_visible, (ImS64)size_contents, rounding_corners);
|
|
window->Scroll[axis] = (float)scroll;
|
|
}
|
|
|
|
// Vertical/Horizontal scrollbar
|
|
// The entire piece of code below is rather confusing because:
|
|
// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when
|
|
// clicking inside the grab)
|
|
// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on
|
|
// a scrollbar
|
|
// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
|
|
// Still, the code should probably be made simpler..
|
|
bool ImGui::ScrollbarEx(const ImRect &bb_frame, ImGuiID id, ImGuiAxis axis, ImS64 *p_scroll_v, ImS64 size_visible_v,
|
|
ImS64 size_contents_v, ImDrawFlags draw_rounding_flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
const float bb_frame_width = bb_frame.GetWidth();
|
|
const float bb_frame_height = bb_frame.GetHeight();
|
|
if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)
|
|
return false;
|
|
|
|
// When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and
|
|
// facilitate using the window resize grab)
|
|
float alpha = 1.0f;
|
|
if ((axis == ImGuiAxis_Y) && bb_frame_height < bb_frame_width)
|
|
alpha = ImSaturate(bb_frame_height / ImMax(bb_frame_width * 2.0f, 1.0f));
|
|
if (alpha <= 0.0f)
|
|
return false;
|
|
|
|
const ImGuiStyle &style = g.Style;
|
|
const bool allow_interaction = (alpha >= 1.0f);
|
|
|
|
ImRect bb = bb_frame;
|
|
bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f),
|
|
-ImClamp(IM_TRUNC((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 = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight();
|
|
|
|
// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable
|
|
// amount) But we maintain a minimum size in pixel to allow for the user to still aim inside.
|
|
IM_ASSERT(ImMax(size_contents_v, size_visible_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is
|
|
// still needed. PLEASE CONTACT ME if this triggers.
|
|
const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_visible_v), (ImS64)1);
|
|
const float grab_h_minsize = ImMin(bb.GetSize()[axis], style.GrabMinSize);
|
|
const float grab_h_pixels =
|
|
ImClamp(scrollbar_size_v * ((float)size_visible_v / (float)win_size_v), grab_h_minsize, scrollbar_size_v);
|
|
const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
|
|
|
|
// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
|
|
bool held = false;
|
|
bool hovered = false;
|
|
ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav);
|
|
ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
|
|
|
|
const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_visible_v);
|
|
float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
|
|
float grab_v_norm =
|
|
scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space
|
|
if (held && allow_interaction && grab_h_norm < 1.0f)
|
|
{
|
|
const float scrollbar_pos_v = bb.Min[axis];
|
|
const float mouse_pos_v = g.IO.MousePos[axis];
|
|
|
|
// Click position in scrollbar normalized space (0.0f->1.0f)
|
|
const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
|
|
|
|
const int held_dir = (clicked_v_norm < grab_v_norm) ? -1
|
|
: (clicked_v_norm > grab_v_norm + grab_h_norm) ? +1
|
|
: 0;
|
|
if (g.ActiveIdIsJustActivated)
|
|
{
|
|
// On initial click when held_dir == 0 (clicked over grab): calculate the distance between mouse and the
|
|
// center of the grab
|
|
const bool scroll_to_clicked_location =
|
|
(g.IO.ConfigScrollbarScrollByPage == false || g.IO.KeyShift || held_dir == 0);
|
|
g.ScrollbarSeekMode = scroll_to_clicked_location ? 0 : (short)held_dir;
|
|
g.ScrollbarClickDeltaToGrabCenter =
|
|
(held_dir == 0 && !g.IO.KeyShift) ? clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f : 0.0f;
|
|
}
|
|
|
|
// Apply scroll (p_scroll_v will generally point on one member of window->Scroll)
|
|
// It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize
|
|
// and before setting up our starting position
|
|
if (g.ScrollbarSeekMode == 0)
|
|
{
|
|
// Absolute seeking
|
|
const float scroll_v_norm = ImSaturate(
|
|
(clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));
|
|
*p_scroll_v = (ImS64)(scroll_v_norm * scroll_max);
|
|
}
|
|
else
|
|
{
|
|
// Page by page
|
|
if (IsMouseClicked(ImGuiMouseButton_Left, ImGuiInputFlags_Repeat) && held_dir == g.ScrollbarSeekMode)
|
|
{
|
|
float page_dir = (g.ScrollbarSeekMode > 0.0f) ? +1.0f : -1.0f;
|
|
*p_scroll_v = ImClamp(*p_scroll_v + (ImS64)(page_dir * size_visible_v), (ImS64)0, scroll_max);
|
|
}
|
|
}
|
|
|
|
// Update values for rendering
|
|
scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
|
|
grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
|
|
|
|
// Update distance to grab now that we have seek'ed and saturated
|
|
// if (seek_absolute)
|
|
// g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;
|
|
}
|
|
|
|
// Render
|
|
const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);
|
|
const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive
|
|
: hovered ? ImGuiCol_ScrollbarGrabHovered
|
|
: ImGuiCol_ScrollbarGrab,
|
|
alpha);
|
|
window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, draw_rounding_flags);
|
|
ImRect grab_rect;
|
|
if (axis == ImGuiAxis_X)
|
|
grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y,
|
|
ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);
|
|
else
|
|
grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x,
|
|
ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);
|
|
window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
|
|
|
|
return held;
|
|
}
|
|
|
|
// - Read about ImTextureID/ImTextureRef here:
|
|
// https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
|
|
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
|
|
void ImGui::ImageWithBg(ImTextureRef tex_ref, const ImVec2 &image_size, const ImVec2 &uv0, const ImVec2 &uv1,
|
|
const ImVec4 &bg_col, const ImVec4 &tint_col)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
const ImVec2 padding(g.Style.ImageBorderSize, g.Style.ImageBorderSize);
|
|
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f);
|
|
ItemSize(bb);
|
|
if (!ItemAdd(bb, 0))
|
|
return;
|
|
|
|
// Render
|
|
if (g.Style.ImageBorderSize > 0.0f)
|
|
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border), 0.0f, ImDrawFlags_None,
|
|
g.Style.ImageBorderSize);
|
|
if (bg_col.w > 0.0f)
|
|
window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));
|
|
window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
|
|
}
|
|
|
|
void ImGui::Image(ImTextureRef tex_ref, const ImVec2 &image_size, const ImVec2 &uv0, const ImVec2 &uv1)
|
|
{
|
|
ImageWithBg(tex_ref, image_size, uv0, uv1);
|
|
}
|
|
|
|
// 1.91.9 (February 2025) removed 'tint_col' and 'border_col' parameters, made border size not depend on color value.
|
|
// (#8131, #8238)
|
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
void ImGui::Image(ImTextureRef tex_ref, const ImVec2 &image_size, const ImVec2 &uv0, const ImVec2 &uv1,
|
|
const ImVec4 &tint_col, const ImVec4 &border_col)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
PushStyleVar(
|
|
ImGuiStyleVar_ImageBorderSize,
|
|
(border_col.w > 0.0f)
|
|
? ImMax(1.0f, g.Style.ImageBorderSize)
|
|
: 0.0f); // Preserve legacy behavior where border is always visible when border_col's Alpha is >0.0f
|
|
PushStyleColor(ImGuiCol_Border, border_col);
|
|
ImageWithBg(tex_ref, image_size, uv0, uv1, ImVec4(0, 0, 0, 0), tint_col);
|
|
PopStyleColor();
|
|
PopStyleVar();
|
|
}
|
|
#endif
|
|
|
|
bool ImGui::ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2 &image_size, const ImVec2 &uv0,
|
|
const ImVec2 &uv1, const ImVec4 &bg_col, const ImVec4 &tint_col, ImGuiButtonFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
const ImVec2 padding = g.Style.FramePadding;
|
|
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f);
|
|
ItemSize(bb);
|
|
if (!ItemAdd(bb, id))
|
|
return false;
|
|
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
|
|
|
|
// Render
|
|
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive
|
|
: hovered ? ImGuiCol_ButtonHovered
|
|
: ImGuiCol_Button);
|
|
RenderNavCursor(bb, id);
|
|
RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding));
|
|
if (bg_col.w > 0.0f)
|
|
window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));
|
|
window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
|
|
|
|
return pressed;
|
|
}
|
|
|
|
// - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a
|
|
// button.
|
|
// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
|
|
// (#8165) // FIXME: Maybe that's not the best design?
|
|
bool ImGui::ImageButton(const char *str_id, ImTextureRef tex_ref, const ImVec2 &image_size, const ImVec2 &uv0,
|
|
const ImVec2 &uv1, const ImVec4 &bg_col, const ImVec4 &tint_col)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
return ImageButtonEx(window->GetID(str_id), tex_ref, image_size, uv0, uv1, bg_col, tint_col);
|
|
}
|
|
|
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
// Legacy API obsoleted in 1.89. Two differences with new ImageButton()
|
|
// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient
|
|
// texture id values, opaque computation of ID)
|
|
// - new ImageButton() requires an explicit 'const char* str_id'
|
|
// - old ImageButton() had frame_padding' override argument.
|
|
// - new ImageButton() always use style.FramePadding.
|
|
/*
|
|
bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int
|
|
frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
|
|
{
|
|
// Default to using texture ID as ID. User can still push string/integer prefixes.
|
|
PushID((ImTextureID)(intptr_t)user_texture_id);
|
|
if (frame_padding >= 0)
|
|
PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding));
|
|
bool ret = ImageButton("", user_texture_id, size, uv0, uv1, bg_col, tint_col);
|
|
if (frame_padding >= 0)
|
|
PopStyleVar();
|
|
PopID();
|
|
return ret;
|
|
}
|
|
*/
|
|
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
|
|
bool ImGui::Checkbox(const char *label, bool *v)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
const ImGuiID id = window->GetID(label);
|
|
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
|
|
const float square_sz = GetFrameHeight();
|
|
const ImVec2 pos = window->DC.CursorPos;
|
|
const ImRect total_bb(
|
|
pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f),
|
|
label_size.y + style.FramePadding.y * 2.0f));
|
|
ItemSize(total_bb, style.FramePadding.y);
|
|
const bool is_visible = ItemAdd(total_bb, id);
|
|
const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0;
|
|
if (!is_visible)
|
|
if (!is_multi_select || !g.BoxSelectState.UnclipMode ||
|
|
!g.BoxSelectState.UnclipRect.Overlaps(total_bb)) // Extra layer of "no logic clip" for box-select support
|
|
{
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, label,
|
|
g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable |
|
|
(*v ? ImGuiItemStatusFlags_Checked : 0));
|
|
return false;
|
|
}
|
|
|
|
// Range-Selection/Multi-selection support (header)
|
|
bool checked = *v;
|
|
if (is_multi_select)
|
|
MultiSelectItemHeader(id, &checked, NULL);
|
|
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
|
|
|
|
// Range-Selection/Multi-selection support (footer)
|
|
if (is_multi_select)
|
|
MultiSelectItemFooter(id, &checked, &pressed);
|
|
else if (pressed)
|
|
checked = !checked;
|
|
|
|
if (*v != checked)
|
|
{
|
|
*v = checked;
|
|
pressed = true; // return value
|
|
MarkItemEdited(id);
|
|
}
|
|
|
|
const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
|
|
const bool mixed_value = (g.LastItemData.ItemFlags & ImGuiItemFlags_MixedValue) != 0;
|
|
if (is_visible)
|
|
{
|
|
RenderNavCursor(total_bb, id);
|
|
RenderFrame(check_bb.Min, check_bb.Max,
|
|
GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive
|
|
: hovered ? ImGuiCol_FrameBgHovered
|
|
: ImGuiCol_FrameBg),
|
|
true, style.FrameRounding);
|
|
ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);
|
|
if (mixed_value)
|
|
{
|
|
// Undocumented tristate/mixed/indeterminate checkbox (#2644)
|
|
// This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all
|
|
// widgets (not just checkbox)
|
|
ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)));
|
|
window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);
|
|
}
|
|
else if (*v)
|
|
{
|
|
const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f));
|
|
RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f);
|
|
}
|
|
}
|
|
const ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);
|
|
if (g.LogEnabled)
|
|
LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]");
|
|
if (is_visible && label_size.x > 0.0f)
|
|
RenderText(label_pos, label);
|
|
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, label,
|
|
g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable |
|
|
(*v ? ImGuiItemStatusFlags_Checked : 0));
|
|
return pressed;
|
|
}
|
|
|
|
template <typename T> bool ImGui::CheckboxFlagsT(const char *label, T *flags, T flags_value)
|
|
{
|
|
bool all_on = (*flags & flags_value) == flags_value;
|
|
bool any_on = (*flags & flags_value) != 0;
|
|
bool pressed;
|
|
if (!all_on && any_on)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue;
|
|
pressed = Checkbox(label, &all_on);
|
|
}
|
|
else
|
|
{
|
|
pressed = Checkbox(label, &all_on);
|
|
}
|
|
if (pressed)
|
|
{
|
|
if (all_on)
|
|
*flags |= flags_value;
|
|
else
|
|
*flags &= ~flags_value;
|
|
}
|
|
return pressed;
|
|
}
|
|
|
|
bool ImGui::CheckboxFlags(const char *label, int *flags, int flags_value)
|
|
{
|
|
return CheckboxFlagsT(label, flags, flags_value);
|
|
}
|
|
|
|
bool ImGui::CheckboxFlags(const char *label, unsigned int *flags, unsigned int flags_value)
|
|
{
|
|
return CheckboxFlagsT(label, flags, flags_value);
|
|
}
|
|
|
|
bool ImGui::CheckboxFlags(const char *label, ImS64 *flags, ImS64 flags_value)
|
|
{
|
|
return CheckboxFlagsT(label, flags, flags_value);
|
|
}
|
|
|
|
bool ImGui::CheckboxFlags(const char *label, ImU64 *flags, ImU64 flags_value)
|
|
{
|
|
return CheckboxFlagsT(label, flags, flags_value);
|
|
}
|
|
|
|
bool ImGui::RadioButton(const char *label, bool active)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
const ImGuiID id = window->GetID(label);
|
|
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
|
|
const float square_sz = GetFrameHeight();
|
|
const ImVec2 pos = window->DC.CursorPos;
|
|
const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
|
|
const ImRect total_bb(
|
|
pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f),
|
|
label_size.y + style.FramePadding.y * 2.0f));
|
|
ItemSize(total_bb, style.FramePadding.y);
|
|
if (!ItemAdd(total_bb, id))
|
|
return false;
|
|
|
|
ImVec2 center = check_bb.GetCenter();
|
|
center.x = IM_ROUND(center.x);
|
|
center.y = IM_ROUND(center.y);
|
|
const float radius = (square_sz - 1.0f) * 0.5f;
|
|
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
|
|
if (pressed)
|
|
MarkItemEdited(id);
|
|
|
|
RenderNavCursor(total_bb, id);
|
|
const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius);
|
|
window->DrawList->AddCircleFilled(center, radius,
|
|
GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive
|
|
: hovered ? ImGuiCol_FrameBgHovered
|
|
: ImGuiCol_FrameBg),
|
|
num_segment);
|
|
if (active)
|
|
{
|
|
const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f));
|
|
window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark));
|
|
}
|
|
|
|
if (style.FrameBorderSize > 0.0f)
|
|
{
|
|
window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment,
|
|
style.FrameBorderSize);
|
|
window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize);
|
|
}
|
|
|
|
ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);
|
|
if (g.LogEnabled)
|
|
LogRenderedText(&label_pos, active ? "(x)" : "( )");
|
|
if (label_size.x > 0.0f)
|
|
RenderText(label_pos, label);
|
|
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
|
|
return pressed;
|
|
}
|
|
|
|
// FIXME: This would work nicely if it was a public template, e.g. 'template<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, int v_button)
|
|
{
|
|
const bool pressed = RadioButton(label, *v == v_button);
|
|
if (pressed)
|
|
*v = v_button;
|
|
return pressed;
|
|
}
|
|
|
|
// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
|
|
void ImGui::ProgressBar(float fraction, const ImVec2 &size_arg, const char *overlay)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
|
|
ImVec2 pos = window->DC.CursorPos;
|
|
ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f);
|
|
ImRect bb(pos, pos + size);
|
|
ItemSize(size, style.FramePadding.y);
|
|
if (!ItemAdd(bb, 0))
|
|
return;
|
|
|
|
// Fraction < 0.0f will display an indeterminate progress bar animation
|
|
// The value must be animated along with time, so e.g. passing '-1.0f * ImGui::GetTime()' as fraction works.
|
|
const bool is_indeterminate = (fraction < 0.0f);
|
|
if (!is_indeterminate)
|
|
fraction = ImSaturate(fraction);
|
|
|
|
// Out of courtesy we accept a NaN fraction without crashing
|
|
float fill_n0 = 0.0f;
|
|
float fill_n1 = (fraction == fraction) ? fraction : 0.0f;
|
|
|
|
if (is_indeterminate)
|
|
{
|
|
const float fill_width_n = 0.2f;
|
|
fill_n0 = ImFmod(-fraction, 1.0f) * (1.0f + fill_width_n) - fill_width_n;
|
|
fill_n1 = ImSaturate(fill_n0 + fill_width_n);
|
|
fill_n0 = ImSaturate(fill_n0);
|
|
}
|
|
|
|
// Render
|
|
RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
|
|
bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
|
|
RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), fill_n0, fill_n1,
|
|
style.FrameRounding);
|
|
|
|
// Default displaying the fraction as percentage string, but user can override it
|
|
// Don't display text for indeterminate bars by default
|
|
char overlay_buf[32];
|
|
if (!is_indeterminate || overlay != NULL)
|
|
{
|
|
if (!overlay)
|
|
{
|
|
ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f);
|
|
overlay = overlay_buf;
|
|
}
|
|
|
|
ImVec2 overlay_size = CalcTextSize(overlay, NULL);
|
|
if (overlay_size.x > 0.0f)
|
|
{
|
|
float text_x = is_indeterminate ? (bb.Min.x + bb.Max.x - overlay_size.x) * 0.5f
|
|
: ImLerp(bb.Min.x, bb.Max.x, fill_n1) + style.ItemSpacing.x;
|
|
RenderTextClipped(
|
|
ImVec2(ImClamp(text_x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y),
|
|
bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ImGui::Bullet()
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
const float line_height =
|
|
ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize);
|
|
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
|
|
ItemSize(bb);
|
|
if (!ItemAdd(bb, 0))
|
|
{
|
|
SameLine(0, style.FramePadding.x * 2);
|
|
return;
|
|
}
|
|
|
|
// Render and stay on same line
|
|
ImU32 text_col = GetColorU32(ImGuiCol_Text);
|
|
RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f),
|
|
text_col);
|
|
SameLine(0, style.FramePadding.x * 2.0f);
|
|
}
|
|
|
|
// This is provided as a convenience for being an often requested feature.
|
|
// FIXME-STYLE: we delayed adding as there is a larger plan to revamp the styling system.
|
|
// Because of this we currently don't provide many styling options for this widget
|
|
// (e.g. hovered/active colors are automatically inferred from a single color).
|
|
bool ImGui::TextLink(const char *label)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiID id = window->GetID(label);
|
|
const char *label_end = FindRenderedTextEnd(label);
|
|
|
|
ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
|
|
ImVec2 size = CalcTextSize(label, label_end, true);
|
|
ImRect bb(pos, pos + size);
|
|
ItemSize(size, 0.0f);
|
|
if (!ItemAdd(bb, id))
|
|
return false;
|
|
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
|
|
RenderNavCursor(bb, id);
|
|
|
|
if (hovered)
|
|
SetMouseCursor(ImGuiMouseCursor_Hand);
|
|
|
|
ImVec4 text_colf = g.Style.Colors[ImGuiCol_TextLink];
|
|
ImVec4 line_colf = text_colf;
|
|
{
|
|
// FIXME-STYLE: Read comments above. This widget is NOT written in the same style as some earlier widgets,
|
|
// as we are currently experimenting/planning a different styling system.
|
|
float h, s, v;
|
|
ColorConvertRGBtoHSV(text_colf.x, text_colf.y, text_colf.z, h, s, v);
|
|
if (held || hovered)
|
|
{
|
|
v = ImSaturate(v + (held ? 0.4f : 0.3f));
|
|
h = ImFmod(h + 0.02f, 1.0f);
|
|
}
|
|
ColorConvertHSVtoRGB(h, s, v, text_colf.x, text_colf.y, text_colf.z);
|
|
v = ImSaturate(v - 0.20f);
|
|
ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z);
|
|
}
|
|
|
|
float line_y = bb.Max.y + ImFloor(g.FontBaked->Descent * g.FontBakedScale * 0.20f);
|
|
window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y),
|
|
GetColorU32(line_colf)); // FIXME-TEXT: Underline mode // FIXME-DPI
|
|
|
|
PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf));
|
|
RenderText(bb.Min, label, label_end);
|
|
PopStyleColor();
|
|
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
|
|
return pressed;
|
|
}
|
|
|
|
bool ImGui::TextLinkOpenURL(const char *label, const char *url)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
if (url == NULL)
|
|
url = label;
|
|
bool pressed = TextLink(label);
|
|
if (pressed && g.PlatformIO.Platform_OpenInShellFn != NULL)
|
|
g.PlatformIO.Platform_OpenInShellFn(&g, url);
|
|
SetItemTooltip(LocalizeGetMsg(ImGuiLocKey_OpenLink_s),
|
|
url); // It is more reassuring for user to _always_ display URL when we same as label
|
|
if (BeginPopupContextItem())
|
|
{
|
|
if (MenuItem(LocalizeGetMsg(ImGuiLocKey_CopyLink)))
|
|
SetClipboardText(url);
|
|
EndPopup();
|
|
}
|
|
return pressed;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: Low-level Layout helpers
|
|
//-------------------------------------------------------------------------
|
|
// - Spacing()
|
|
// - Dummy()
|
|
// - NewLine()
|
|
// - AlignTextToFramePadding()
|
|
// - SeparatorEx() [Internal]
|
|
// - Separator()
|
|
// - SplitterBehavior() [Internal]
|
|
// - ShrinkWidths() [Internal]
|
|
//-------------------------------------------------------------------------
|
|
|
|
void ImGui::Spacing()
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return;
|
|
ItemSize(ImVec2(0, 0));
|
|
}
|
|
|
|
void ImGui::Dummy(const ImVec2 &size)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
|
|
ItemSize(size);
|
|
ItemAdd(bb, 0);
|
|
}
|
|
|
|
void ImGui::NewLine()
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;
|
|
window->DC.LayoutType = ImGuiLayoutType_Vertical;
|
|
window->DC.IsSameLine = false;
|
|
if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize
|
|
// high, we will preserve its height.
|
|
ItemSize(ImVec2(0, 0));
|
|
else
|
|
ItemSize(ImVec2(0.0f, g.FontSize));
|
|
window->DC.LayoutType = backup_layout_type;
|
|
}
|
|
|
|
void ImGui::AlignTextToFramePadding()
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2);
|
|
window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);
|
|
}
|
|
|
|
// Horizontal/vertical separating line
|
|
// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues.
|
|
// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are.
|
|
void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal |
|
|
ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected
|
|
IM_ASSERT(thickness > 0.0f);
|
|
|
|
if (flags & ImGuiSeparatorFlags_Vertical)
|
|
{
|
|
// Vertical separator, for menu bars (use current line height).
|
|
float y1 = window->DC.CursorPos.y;
|
|
float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y;
|
|
const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2));
|
|
ItemSize(ImVec2(thickness, 0.0f));
|
|
if (!ItemAdd(bb, 0))
|
|
return;
|
|
|
|
// Draw
|
|
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator));
|
|
if (g.LogEnabled)
|
|
LogText(" |");
|
|
}
|
|
else if (flags & ImGuiSeparatorFlags_Horizontal)
|
|
{
|
|
// Horizontal Separator
|
|
float x1 = window->DC.CursorPos.x;
|
|
float x2 = window->WorkRect.Max.x;
|
|
|
|
// Preserve legacy behavior inside Columns()
|
|
// Before Tables API happened, we relied on Separator() to span all columns of a Columns() set.
|
|
// We currently don't need to provide the same feature for tables because tables naturally have border features.
|
|
ImGuiOldColumns *columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
|
|
if (columns)
|
|
{
|
|
x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03
|
|
x2 = window->Pos.x + window->Size.x;
|
|
PushColumnsBackground();
|
|
}
|
|
|
|
// We don't provide our width to the layout so that it doesn't get feed back into AutoFit
|
|
// FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)
|
|
const float thickness_for_layout =
|
|
(thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px
|
|
// separator not affect layout yet. Should change.
|
|
const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness));
|
|
ItemSize(ImVec2(0.0f, thickness_for_layout));
|
|
|
|
if (ItemAdd(bb, 0))
|
|
{
|
|
// Draw
|
|
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator));
|
|
if (g.LogEnabled)
|
|
LogRenderedText(&bb.Min, "--------------------------------\n");
|
|
}
|
|
if (columns)
|
|
{
|
|
PopColumnsBackground();
|
|
columns->LineMinY = window->DC.CursorPos.y;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ImGui::Separator()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
// Those flags should eventually be configurable by the user
|
|
// FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a
|
|
// decorated separator, not defaulting to 1.0f.
|
|
ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical
|
|
: ImGuiSeparatorFlags_Horizontal;
|
|
|
|
// Only applies to legacy Columns() api as they relied on Separator() a lot.
|
|
if (window->DC.CurrentColumns)
|
|
flags |= ImGuiSeparatorFlags_SpanAllColumns;
|
|
|
|
SeparatorEx(flags, 1.0f);
|
|
}
|
|
|
|
void ImGui::SeparatorTextEx(ImGuiID id, const char *label, const char *label_end, float extra_w)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
ImGuiStyle &style = g.Style;
|
|
|
|
const ImVec2 label_size = CalcTextSize(label, label_end, false);
|
|
const ImVec2 pos = window->DC.CursorPos;
|
|
const ImVec2 padding = style.SeparatorTextPadding;
|
|
|
|
const float separator_thickness = style.SeparatorTextBorderSize;
|
|
const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f,
|
|
ImMax(label_size.y + padding.y * 2.0f, separator_thickness));
|
|
const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y));
|
|
const float text_baseline_y =
|
|
ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y +
|
|
0.99999f); // ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f));
|
|
ItemSize(min_size, text_baseline_y);
|
|
if (!ItemAdd(bb, id))
|
|
return;
|
|
|
|
const float sep1_x1 = pos.x;
|
|
const float sep2_x2 = bb.Max.x;
|
|
const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f);
|
|
|
|
const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f);
|
|
const ImVec2 label_pos(pos.x + padding.x +
|
|
ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x),
|
|
pos.y + text_baseline_y); // FIXME-ALIGN
|
|
|
|
// This allows using SameLine() to position something in the 'extra_w'
|
|
window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x;
|
|
|
|
const ImU32 separator_col = GetColorU32(ImGuiCol_Separator);
|
|
if (label_size.x > 0.0f)
|
|
{
|
|
const float sep1_x2 = label_pos.x - style.ItemSpacing.x;
|
|
const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x;
|
|
if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f)
|
|
window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col,
|
|
separator_thickness);
|
|
if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f)
|
|
window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col,
|
|
separator_thickness);
|
|
if (g.LogEnabled)
|
|
LogSetNextTextDecoration("---", NULL);
|
|
RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x,
|
|
label, label_end, &label_size);
|
|
}
|
|
else
|
|
{
|
|
if (g.LogEnabled)
|
|
LogText("---");
|
|
if (separator_thickness > 0.0f)
|
|
window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col,
|
|
separator_thickness);
|
|
}
|
|
}
|
|
|
|
void ImGui::SeparatorText(const char *label)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
// The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want:
|
|
// - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight)
|
|
// - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string)
|
|
// - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...'
|
|
// Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item,
|
|
// and then we can turn this into a format function.
|
|
SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f);
|
|
}
|
|
|
|
// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be
|
|
// convenient to reduce visual noise.
|
|
bool ImGui::SplitterBehavior(const ImRect &bb, ImGuiID id, ImGuiAxis axis, float *size1, float *size2, float min_size1,
|
|
float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
|
|
if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav))
|
|
return false;
|
|
|
|
// FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is
|
|
// to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item.
|
|
// Nowadays we would instead want to use SetNextItemAllowOverlap() before the item.
|
|
ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren;
|
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
button_flags |= ImGuiButtonFlags_AllowOverlap;
|
|
#endif
|
|
|
|
bool hovered, held;
|
|
ImRect bb_interact = bb;
|
|
bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));
|
|
ButtonBehavior(bb_interact, id, &hovered, &held, button_flags);
|
|
if (hovered)
|
|
g.LastItemData.StatusFlags |=
|
|
ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb
|
|
|
|
if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))
|
|
SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);
|
|
|
|
ImRect bb_render = bb;
|
|
if (held)
|
|
{
|
|
float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis];
|
|
|
|
// Minimum pane size
|
|
float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1);
|
|
float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2);
|
|
if (mouse_delta < -size_1_maximum_delta)
|
|
mouse_delta = -size_1_maximum_delta;
|
|
if (mouse_delta > size_2_maximum_delta)
|
|
mouse_delta = size_2_maximum_delta;
|
|
|
|
// Apply resize
|
|
if (mouse_delta != 0.0f)
|
|
{
|
|
*size1 = ImMax(*size1 + mouse_delta, min_size1);
|
|
*size2 = ImMax(*size2 - mouse_delta, min_size2);
|
|
bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));
|
|
MarkItemEdited(id);
|
|
}
|
|
}
|
|
|
|
// Render at new position
|
|
if (bg_col & IM_COL32_A_MASK)
|
|
window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f);
|
|
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive
|
|
: (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered
|
|
: ImGuiCol_Separator);
|
|
window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);
|
|
|
|
return held;
|
|
}
|
|
|
|
static int IMGUI_CDECL ShrinkWidthItemComparer(const void *lhs, const void *rhs)
|
|
{
|
|
const ImGuiShrinkWidthItem *a = (const ImGuiShrinkWidthItem *)lhs;
|
|
const ImGuiShrinkWidthItem *b = (const ImGuiShrinkWidthItem *)rhs;
|
|
if (int d = (int)(b->Width - a->Width))
|
|
return d;
|
|
return (b->Index - a->Index);
|
|
}
|
|
|
|
// Shrink excess width from a set of item, by removing width from the larger items first.
|
|
// Set items Width to -1.0f to disable shrinking this item.
|
|
void ImGui::ShrinkWidths(ImGuiShrinkWidthItem *items, int count, float width_excess)
|
|
{
|
|
if (count == 1)
|
|
{
|
|
if (items[0].Width >= 0.0f)
|
|
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++;
|
|
float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f)
|
|
? (items[0].Width - items[count_same_width].Width)
|
|
: (items[0].Width - 1.0f);
|
|
if (max_width_to_remove_per_item <= 0.0f)
|
|
break;
|
|
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
|
|
// Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the
|
|
// right-most edge of the tab bar separator.
|
|
width_excess = 0.0f;
|
|
for (int n = 0; n < count; n++)
|
|
{
|
|
float width_rounded = ImTrunc(items[n].Width);
|
|
width_excess += items[n].Width - width_rounded;
|
|
items[n].Width = width_rounded;
|
|
}
|
|
while (width_excess > 0.0f)
|
|
for (int n = 0; n < count && width_excess > 0.0f; n++)
|
|
{
|
|
float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f);
|
|
items[n].Width += width_to_add;
|
|
width_excess -= width_to_add;
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: ComboBox
|
|
//-------------------------------------------------------------------------
|
|
// - CalcMaxPopupHeightFromItemCount() [Internal]
|
|
// - BeginCombo()
|
|
// - BeginComboPopup() [Internal]
|
|
// - EndCombo()
|
|
// - BeginComboPreview() [Internal]
|
|
// - EndComboPreview() [Internal]
|
|
// - Combo()
|
|
//-------------------------------------------------------------------------
|
|
|
|
static float CalcMaxPopupHeightFromItemCount(int items_count)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
if (items_count <= 0)
|
|
return FLT_MAX;
|
|
return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);
|
|
}
|
|
|
|
bool ImGui::BeginCombo(const char *label, const char *preview_value, ImGuiComboFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
|
|
ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.HasFlags;
|
|
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
const ImGuiStyle &style = g.Style;
|
|
const ImGuiID id = window->GetID(label);
|
|
IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) !=
|
|
(ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together
|
|
if (flags & ImGuiComboFlags_WidthFitPreview)
|
|
IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0);
|
|
|
|
const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
|
|
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL))
|
|
? CalcTextSize(preview_value, NULL, true).x
|
|
: 0.0f;
|
|
const float w =
|
|
(flags & ImGuiComboFlags_NoPreview)
|
|
? arrow_size
|
|
: ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f)
|
|
: CalcItemWidth());
|
|
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
|
|
const ImRect total_bb(bb.Min,
|
|
bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
|
ItemSize(total_bb, style.FramePadding.y);
|
|
if (!ItemAdd(total_bb, id, &bb))
|
|
return false;
|
|
|
|
// Open on click
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
|
|
const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id);
|
|
bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);
|
|
if (pressed && !popup_open)
|
|
{
|
|
OpenPopupEx(popup_id, ImGuiPopupFlags_None);
|
|
popup_open = true;
|
|
}
|
|
|
|
// Render shape
|
|
const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
|
|
const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size);
|
|
RenderNavCursor(bb, id);
|
|
if (!(flags & ImGuiComboFlags_NoPreview))
|
|
window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding,
|
|
(flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll
|
|
: ImDrawFlags_RoundCornersLeft);
|
|
if (!(flags & ImGuiComboFlags_NoArrowButton))
|
|
{
|
|
ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
|
|
ImU32 text_col = GetColorU32(ImGuiCol_Text);
|
|
window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding,
|
|
(w <= arrow_size) ? ImDrawFlags_RoundCornersAll
|
|
: ImDrawFlags_RoundCornersRight);
|
|
if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x)
|
|
RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y),
|
|
text_col, ImGuiDir_Down, 1.0f);
|
|
}
|
|
RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding);
|
|
|
|
// Custom preview
|
|
if (flags & ImGuiComboFlags_CustomPreview)
|
|
{
|
|
g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y);
|
|
IM_ASSERT(preview_value == NULL || preview_value[0] == 0);
|
|
preview_value = NULL;
|
|
}
|
|
|
|
// Render preview and label
|
|
if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
|
|
{
|
|
if (g.LogEnabled)
|
|
LogSetNextTextDecoration("{", "}");
|
|
RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL);
|
|
}
|
|
if (label_size.x > 0)
|
|
RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label);
|
|
|
|
if (!popup_open)
|
|
return false;
|
|
|
|
g.NextWindowData.HasFlags = backup_next_window_data_flags;
|
|
return BeginComboPopup(popup_id, bb, flags);
|
|
}
|
|
|
|
bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect &bb, ImGuiComboFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None))
|
|
{
|
|
g.NextWindowData.ClearFlags();
|
|
return false;
|
|
}
|
|
|
|
// Set popup size
|
|
float w = bb.GetWidth();
|
|
if (g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint)
|
|
{
|
|
g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);
|
|
}
|
|
else
|
|
{
|
|
if ((flags & ImGuiComboFlags_HeightMask_) == 0)
|
|
flags |= ImGuiComboFlags_HeightRegular;
|
|
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one
|
|
int popup_max_height_in_items = -1;
|
|
if (flags & ImGuiComboFlags_HeightRegular)
|
|
popup_max_height_in_items = 8;
|
|
else if (flags & ImGuiComboFlags_HeightSmall)
|
|
popup_max_height_in_items = 4;
|
|
else if (flags & ImGuiComboFlags_HeightLarge)
|
|
popup_max_height_in_items = 20;
|
|
ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX);
|
|
if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 ||
|
|
g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size
|
|
constraint_min.x = w;
|
|
if ((g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f)
|
|
constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items);
|
|
SetNextWindowSizeConstraints(constraint_min, constraint_max);
|
|
}
|
|
|
|
// This is essentially a specialized version of BeginPopupEx()
|
|
char name[16];
|
|
ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginComboDepth); // Recycle windows based on depth
|
|
|
|
// Set position given a custom constraint (peak into expected window size so we can position it)
|
|
// FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?
|
|
// FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are
|
|
// calling FindBestWindowPosForPopupEx()?
|
|
if (ImGuiWindow *popup_window = FindWindowByName(name))
|
|
if (popup_window->WasActive)
|
|
{
|
|
// Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.
|
|
ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window);
|
|
popup_window->AutoPosLastDirection =
|
|
(flags & ImGuiComboFlags_PopupAlignLeft)
|
|
? ImGuiDir_Left
|
|
: ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)"
|
|
ImRect r_outer = GetPopupAllowedExtentRect(popup_window);
|
|
ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection,
|
|
r_outer, bb, ImGuiPopupPositionPolicy_ComboBox);
|
|
SetNextWindowPos(pos);
|
|
}
|
|
|
|
// We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to
|
|
// BeginPopupEx()
|
|
ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup |
|
|
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize |
|
|
ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;
|
|
PushStyleVarX(ImGuiStyleVar_WindowPadding,
|
|
g.Style.FramePadding.x); // Horizontally align ourselves with the framed text
|
|
bool ret = Begin(name, NULL, window_flags);
|
|
PopStyleVar();
|
|
if (!ret)
|
|
{
|
|
EndPopup();
|
|
IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above
|
|
return false;
|
|
}
|
|
g.BeginComboDepth++;
|
|
return true;
|
|
}
|
|
|
|
void ImGui::EndCombo()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
EndPopup();
|
|
g.BeginComboDepth--;
|
|
}
|
|
|
|
// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements
|
|
// (Experimental, see GitHub issues: #1658, #4168)
|
|
bool ImGui::BeginComboPreview()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
ImGuiComboPreviewData *preview_data = &g.ComboPreviewData;
|
|
|
|
if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible))
|
|
return false;
|
|
IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x &&
|
|
g.LastItemData.Rect.Min.y ==
|
|
preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass
|
|
// ImGuiComboFlags_CustomPreview flag?
|
|
if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional)
|
|
return false;
|
|
|
|
// FIXME: This could be contained in a PushWorkRect() api
|
|
preview_data->BackupCursorPos = window->DC.CursorPos;
|
|
preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos;
|
|
preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
|
|
preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
|
|
preview_data->BackupLayout = window->DC.LayoutType;
|
|
window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding;
|
|
window->DC.CursorMaxPos = window->DC.CursorPos;
|
|
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
|
|
window->DC.IsSameLine = false;
|
|
PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true);
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui::EndComboPreview()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
ImGuiComboPreviewData *preview_data = &g.ComboPreviewData;
|
|
|
|
// FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future
|
|
ImDrawList *draw_list = window->DrawList;
|
|
if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x &&
|
|
window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y)
|
|
if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command
|
|
{
|
|
draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect =
|
|
draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect;
|
|
draw_list->_TryMergeDrawCmds();
|
|
}
|
|
PopClipRect();
|
|
window->DC.CursorPos = preview_data->BackupCursorPos;
|
|
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos);
|
|
window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine;
|
|
window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset;
|
|
window->DC.LayoutType = preview_data->BackupLayout;
|
|
window->DC.IsSameLine = false;
|
|
preview_data->PreviewRect = ImRect();
|
|
}
|
|
|
|
// Getter for the old Combo() API: const char*[]
|
|
static const char *Items_ArrayGetter(void *data, int idx)
|
|
{
|
|
const char *const *items = (const char *const *)data;
|
|
return items[idx];
|
|
}
|
|
|
|
// Getter for the old Combo() API: "item1\0item2\0item3\0"
|
|
static const char *Items_SingleStringGetter(void *data, int idx)
|
|
{
|
|
const char *items_separated_by_zeros = (const char *)data;
|
|
int items_count = 0;
|
|
const char *p = items_separated_by_zeros;
|
|
while (*p)
|
|
{
|
|
if (idx == items_count)
|
|
break;
|
|
p += ImStrlen(p) + 1;
|
|
items_count++;
|
|
}
|
|
return *p ? p : NULL;
|
|
}
|
|
|
|
// Old API, prefer using BeginCombo() nowadays if you can.
|
|
bool ImGui::Combo(const char *label, int *current_item, const char *(*getter)(void *user_data, int idx),
|
|
void *user_data, int items_count, int popup_max_height_in_items)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
|
|
// Call the getter to obtain the preview string which is a parameter to BeginCombo()
|
|
const char *preview_value = NULL;
|
|
if (*current_item >= 0 && *current_item < items_count)
|
|
preview_value = getter(user_data, *current_item);
|
|
|
|
// The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need
|
|
// it, but we emulate it here.
|
|
if (popup_max_height_in_items != -1 && !(g.NextWindowData.HasFlags & ImGuiNextWindowDataFlags_HasSizeConstraint))
|
|
SetNextWindowSizeConstraints(ImVec2(0, 0),
|
|
ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
|
|
|
|
if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))
|
|
return false;
|
|
|
|
// Display items
|
|
bool value_changed = false;
|
|
ImGuiListClipper clipper;
|
|
clipper.Begin(items_count);
|
|
clipper.IncludeItemByIndex(*current_item);
|
|
while (clipper.Step())
|
|
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
|
|
{
|
|
const char *item_text = getter(user_data, i);
|
|
if (item_text == NULL)
|
|
item_text = "*Unknown item*";
|
|
|
|
PushID(i);
|
|
const bool item_selected = (i == *current_item);
|
|
if (Selectable(item_text, item_selected) && *current_item != i)
|
|
{
|
|
value_changed = true;
|
|
*current_item = i;
|
|
}
|
|
if (item_selected)
|
|
SetItemDefaultFocus();
|
|
PopID();
|
|
}
|
|
|
|
EndCombo();
|
|
if (value_changed)
|
|
MarkItemEdited(g.LastItemData.ID);
|
|
|
|
return value_changed;
|
|
}
|
|
|
|
// Combo box helper allowing to pass an array of strings.
|
|
bool ImGui::Combo(const char *label, int *current_item, const char *const items[], int items_count, int height_in_items)
|
|
{
|
|
const bool value_changed =
|
|
Combo(label, current_item, Items_ArrayGetter, (void *)items, items_count, height_in_items);
|
|
return value_changed;
|
|
}
|
|
|
|
// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items
|
|
// "item1\0item2\0"
|
|
bool ImGui::Combo(const char *label, int *current_item, const char *items_separated_by_zeros, int height_in_items)
|
|
{
|
|
int items_count = 0;
|
|
const char *p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open
|
|
while (*p)
|
|
{
|
|
p += ImStrlen(p) + 1;
|
|
items_count++;
|
|
}
|
|
bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void *)items_separated_by_zeros,
|
|
items_count, height_in_items);
|
|
return value_changed;
|
|
}
|
|
|
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
|
|
struct ImGuiGetNameFromIndexOldToNewCallbackData
|
|
{
|
|
void *UserData;
|
|
bool (*OldCallback)(void *, int, const char **);
|
|
};
|
|
static const char *ImGuiGetNameFromIndexOldToNewCallback(void *user_data, int idx)
|
|
{
|
|
ImGuiGetNameFromIndexOldToNewCallbackData *data = (ImGuiGetNameFromIndexOldToNewCallbackData *)user_data;
|
|
const char *s = NULL;
|
|
data->OldCallback(data->UserData, idx, &s);
|
|
return s;
|
|
}
|
|
|
|
bool ImGui::ListBox(const char *label, int *current_item, bool (*old_getter)(void *, int, const char **),
|
|
void *user_data, int items_count, int height_in_items)
|
|
{
|
|
ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = {user_data, old_getter};
|
|
return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count,
|
|
height_in_items);
|
|
}
|
|
bool ImGui::Combo(const char *label, int *current_item, bool (*old_getter)(void *, int, const char **), void *user_data,
|
|
int items_count, int popup_max_height_in_items)
|
|
{
|
|
ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = {user_data, old_getter};
|
|
return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count,
|
|
popup_max_height_in_items);
|
|
}
|
|
|
|
#endif
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Data Type and Data Formatting Helpers [Internal]
|
|
//-------------------------------------------------------------------------
|
|
// - DataTypeGetInfo()
|
|
// - DataTypeFormatString()
|
|
// - DataTypeApplyOp()
|
|
// - DataTypeApplyFromText()
|
|
// - DataTypeCompare()
|
|
// - DataTypeClamp()
|
|
// - GetMinimumStepAtDecimalPrecision
|
|
// - RoundScalarWithFormat<>()
|
|
//-------------------------------------------------------------------------
|
|
|
|
static const ImGuiDataTypeInfo GDataTypeInfo[] = {
|
|
{sizeof(char), "S8", "%d", "%d"}, // ImGuiDataType_S8
|
|
{sizeof(unsigned char), "U8", "%u", "%u"},
|
|
{sizeof(short), "S16", "%d", "%d"}, // ImGuiDataType_S16
|
|
{sizeof(unsigned short), "U16", "%u", "%u"},
|
|
{sizeof(int), "S32", "%d", "%d"}, // ImGuiDataType_S32
|
|
{sizeof(unsigned int), "U32", "%u", "%u"},
|
|
#ifdef _MSC_VER
|
|
{sizeof(ImS64), "S64", "%I64d", "%I64d"}, // ImGuiDataType_S64
|
|
{sizeof(ImU64), "U64", "%I64u", "%I64u"},
|
|
#else
|
|
{sizeof(ImS64), "S64", "%lld", "%lld"}, // ImGuiDataType_S64
|
|
{sizeof(ImU64), "U64", "%llu", "%llu"},
|
|
#endif
|
|
{sizeof(float), "float", "%.3f", "%f"}, // ImGuiDataType_Float (float are promoted to double in va_arg)
|
|
{sizeof(double), "double", "%f", "%lf"}, // ImGuiDataType_Double
|
|
{sizeof(bool), "bool", "%d", "%d"}, // ImGuiDataType_Bool
|
|
{0, "char*", "%s", "%s"}, // ImGuiDataType_String
|
|
};
|
|
IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);
|
|
|
|
const ImGuiDataTypeInfo *ImGui::DataTypeGetInfo(ImGuiDataType data_type)
|
|
{
|
|
IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
|
|
return &GDataTypeInfo[data_type];
|
|
}
|
|
|
|
int ImGui::DataTypeFormatString(char *buf, int buf_size, ImGuiDataType data_type, const void *p_data,
|
|
const char *format)
|
|
{
|
|
// Signedness doesn't matter when pushing integer arguments
|
|
if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32)
|
|
return ImFormatString(buf, buf_size, format, *(const ImU32 *)p_data);
|
|
if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)
|
|
return ImFormatString(buf, buf_size, format, *(const ImU64 *)p_data);
|
|
if (data_type == ImGuiDataType_Float)
|
|
return ImFormatString(buf, buf_size, format, *(const float *)p_data);
|
|
if (data_type == ImGuiDataType_Double)
|
|
return ImFormatString(buf, buf_size, format, *(const double *)p_data);
|
|
if (data_type == ImGuiDataType_S8)
|
|
return ImFormatString(buf, buf_size, format, *(const ImS8 *)p_data);
|
|
if (data_type == ImGuiDataType_U8)
|
|
return ImFormatString(buf, buf_size, format, *(const ImU8 *)p_data);
|
|
if (data_type == ImGuiDataType_S16)
|
|
return ImFormatString(buf, buf_size, format, *(const ImS16 *)p_data);
|
|
if (data_type == ImGuiDataType_U16)
|
|
return ImFormatString(buf, buf_size, format, *(const ImU16 *)p_data);
|
|
IM_ASSERT(0);
|
|
return 0;
|
|
}
|
|
|
|
void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void *output, const void *arg1, const void *arg2)
|
|
{
|
|
IM_ASSERT(op == '+' || op == '-');
|
|
switch (data_type)
|
|
{
|
|
case ImGuiDataType_S8:
|
|
if (op == '+')
|
|
{
|
|
*(ImS8 *)output = ImAddClampOverflow(*(const ImS8 *)arg1, *(const ImS8 *)arg2, IM_S8_MIN, IM_S8_MAX);
|
|
}
|
|
if (op == '-')
|
|
{
|
|
*(ImS8 *)output = ImSubClampOverflow(*(const ImS8 *)arg1, *(const ImS8 *)arg2, IM_S8_MIN, IM_S8_MAX);
|
|
}
|
|
return;
|
|
case ImGuiDataType_U8:
|
|
if (op == '+')
|
|
{
|
|
*(ImU8 *)output = ImAddClampOverflow(*(const ImU8 *)arg1, *(const ImU8 *)arg2, IM_U8_MIN, IM_U8_MAX);
|
|
}
|
|
if (op == '-')
|
|
{
|
|
*(ImU8 *)output = ImSubClampOverflow(*(const ImU8 *)arg1, *(const ImU8 *)arg2, IM_U8_MIN, IM_U8_MAX);
|
|
}
|
|
return;
|
|
case ImGuiDataType_S16:
|
|
if (op == '+')
|
|
{
|
|
*(ImS16 *)output = ImAddClampOverflow(*(const ImS16 *)arg1, *(const ImS16 *)arg2, IM_S16_MIN, IM_S16_MAX);
|
|
}
|
|
if (op == '-')
|
|
{
|
|
*(ImS16 *)output = ImSubClampOverflow(*(const ImS16 *)arg1, *(const ImS16 *)arg2, IM_S16_MIN, IM_S16_MAX);
|
|
}
|
|
return;
|
|
case ImGuiDataType_U16:
|
|
if (op == '+')
|
|
{
|
|
*(ImU16 *)output = ImAddClampOverflow(*(const ImU16 *)arg1, *(const ImU16 *)arg2, IM_U16_MIN, IM_U16_MAX);
|
|
}
|
|
if (op == '-')
|
|
{
|
|
*(ImU16 *)output = ImSubClampOverflow(*(const ImU16 *)arg1, *(const ImU16 *)arg2, IM_U16_MIN, IM_U16_MAX);
|
|
}
|
|
return;
|
|
case ImGuiDataType_S32:
|
|
if (op == '+')
|
|
{
|
|
*(ImS32 *)output = ImAddClampOverflow(*(const ImS32 *)arg1, *(const ImS32 *)arg2, IM_S32_MIN, IM_S32_MAX);
|
|
}
|
|
if (op == '-')
|
|
{
|
|
*(ImS32 *)output = ImSubClampOverflow(*(const ImS32 *)arg1, *(const ImS32 *)arg2, IM_S32_MIN, IM_S32_MAX);
|
|
}
|
|
return;
|
|
case ImGuiDataType_U32:
|
|
if (op == '+')
|
|
{
|
|
*(ImU32 *)output = ImAddClampOverflow(*(const ImU32 *)arg1, *(const ImU32 *)arg2, IM_U32_MIN, IM_U32_MAX);
|
|
}
|
|
if (op == '-')
|
|
{
|
|
*(ImU32 *)output = ImSubClampOverflow(*(const ImU32 *)arg1, *(const ImU32 *)arg2, IM_U32_MIN, IM_U32_MAX);
|
|
}
|
|
return;
|
|
case ImGuiDataType_S64:
|
|
if (op == '+')
|
|
{
|
|
*(ImS64 *)output = ImAddClampOverflow(*(const ImS64 *)arg1, *(const ImS64 *)arg2, IM_S64_MIN, IM_S64_MAX);
|
|
}
|
|
if (op == '-')
|
|
{
|
|
*(ImS64 *)output = ImSubClampOverflow(*(const ImS64 *)arg1, *(const ImS64 *)arg2, IM_S64_MIN, IM_S64_MAX);
|
|
}
|
|
return;
|
|
case ImGuiDataType_U64:
|
|
if (op == '+')
|
|
{
|
|
*(ImU64 *)output = ImAddClampOverflow(*(const ImU64 *)arg1, *(const ImU64 *)arg2, IM_U64_MIN, IM_U64_MAX);
|
|
}
|
|
if (op == '-')
|
|
{
|
|
*(ImU64 *)output = ImSubClampOverflow(*(const ImU64 *)arg1, *(const ImU64 *)arg2, IM_U64_MIN, IM_U64_MAX);
|
|
}
|
|
return;
|
|
case ImGuiDataType_Float:
|
|
if (op == '+')
|
|
{
|
|
*(float *)output = *(const float *)arg1 + *(const float *)arg2;
|
|
}
|
|
if (op == '-')
|
|
{
|
|
*(float *)output = *(const float *)arg1 - *(const float *)arg2;
|
|
}
|
|
return;
|
|
case ImGuiDataType_Double:
|
|
if (op == '+')
|
|
{
|
|
*(double *)output = *(const double *)arg1 + *(const double *)arg2;
|
|
}
|
|
if (op == '-')
|
|
{
|
|
*(double *)output = *(const double *)arg1 - *(const double *)arg2;
|
|
}
|
|
return;
|
|
case ImGuiDataType_COUNT:
|
|
break;
|
|
}
|
|
IM_ASSERT(0);
|
|
}
|
|
|
|
// User can input math operators (e.g. +100) to edit a numerical values.
|
|
// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..
|
|
bool ImGui::DataTypeApplyFromText(const char *buf, ImGuiDataType data_type, void *p_data, const char *format,
|
|
void *p_data_when_empty)
|
|
{
|
|
// Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.
|
|
const ImGuiDataTypeInfo *type_info = DataTypeGetInfo(data_type);
|
|
ImGuiDataTypeStorage data_backup;
|
|
memcpy(&data_backup, p_data, type_info->Size);
|
|
|
|
while (ImCharIsBlankA(*buf))
|
|
buf++;
|
|
if (!buf[0])
|
|
{
|
|
if (p_data_when_empty != NULL)
|
|
{
|
|
memcpy(p_data, p_data_when_empty, type_info->Size);
|
|
return memcmp(&data_backup, p_data, type_info->Size) != 0;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Sanitize format
|
|
// - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so
|
|
// force them into %f and %lf
|
|
// - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using
|
|
// InputScalar() + integer + format string without %.
|
|
char format_sanitized[32];
|
|
if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
|
|
format = type_info->ScanFmt;
|
|
else
|
|
format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized));
|
|
|
|
// Small types need a 32-bit buffer to receive the result from scanf()
|
|
int v32 = 0;
|
|
if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1)
|
|
return false;
|
|
if (type_info->Size < 4)
|
|
{
|
|
if (data_type == ImGuiDataType_S8)
|
|
*(ImS8 *)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);
|
|
else if (data_type == ImGuiDataType_U8)
|
|
*(ImU8 *)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX);
|
|
else if (data_type == ImGuiDataType_S16)
|
|
*(ImS16 *)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX);
|
|
else if (data_type == ImGuiDataType_U16)
|
|
*(ImU16 *)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX);
|
|
else
|
|
IM_ASSERT(0);
|
|
}
|
|
|
|
return memcmp(&data_backup, p_data, type_info->Size) != 0;
|
|
}
|
|
|
|
template <typename T> static int DataTypeCompareT(const T *lhs, const T *rhs)
|
|
{
|
|
if (*lhs < *rhs)
|
|
return -1;
|
|
if (*lhs > *rhs)
|
|
return +1;
|
|
return 0;
|
|
}
|
|
|
|
int ImGui::DataTypeCompare(ImGuiDataType data_type, const void *arg_1, const void *arg_2)
|
|
{
|
|
switch (data_type)
|
|
{
|
|
case ImGuiDataType_S8:
|
|
return DataTypeCompareT<ImS8>((const ImS8 *)arg_1, (const ImS8 *)arg_2);
|
|
case ImGuiDataType_U8:
|
|
return DataTypeCompareT<ImU8>((const ImU8 *)arg_1, (const ImU8 *)arg_2);
|
|
case ImGuiDataType_S16:
|
|
return DataTypeCompareT<ImS16>((const ImS16 *)arg_1, (const ImS16 *)arg_2);
|
|
case ImGuiDataType_U16:
|
|
return DataTypeCompareT<ImU16>((const ImU16 *)arg_1, (const ImU16 *)arg_2);
|
|
case ImGuiDataType_S32:
|
|
return DataTypeCompareT<ImS32>((const ImS32 *)arg_1, (const ImS32 *)arg_2);
|
|
case ImGuiDataType_U32:
|
|
return DataTypeCompareT<ImU32>((const ImU32 *)arg_1, (const ImU32 *)arg_2);
|
|
case ImGuiDataType_S64:
|
|
return DataTypeCompareT<ImS64>((const ImS64 *)arg_1, (const ImS64 *)arg_2);
|
|
case ImGuiDataType_U64:
|
|
return DataTypeCompareT<ImU64>((const ImU64 *)arg_1, (const ImU64 *)arg_2);
|
|
case ImGuiDataType_Float:
|
|
return DataTypeCompareT<float>((const float *)arg_1, (const float *)arg_2);
|
|
case ImGuiDataType_Double:
|
|
return DataTypeCompareT<double>((const double *)arg_1, (const double *)arg_2);
|
|
case ImGuiDataType_COUNT:
|
|
break;
|
|
}
|
|
IM_ASSERT(0);
|
|
return 0;
|
|
}
|
|
|
|
template <typename T> static bool DataTypeClampT(T *v, const T *v_min, const T *v_max)
|
|
{
|
|
// Clamp, both sides are optional, return true if modified
|
|
if (v_min && *v < *v_min)
|
|
{
|
|
*v = *v_min;
|
|
return true;
|
|
}
|
|
if (v_max && *v > *v_max)
|
|
{
|
|
*v = *v_max;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool ImGui::DataTypeClamp(ImGuiDataType data_type, void *p_data, const void *p_min, const void *p_max)
|
|
{
|
|
switch (data_type)
|
|
{
|
|
case ImGuiDataType_S8:
|
|
return DataTypeClampT<ImS8>((ImS8 *)p_data, (const ImS8 *)p_min, (const ImS8 *)p_max);
|
|
case ImGuiDataType_U8:
|
|
return DataTypeClampT<ImU8>((ImU8 *)p_data, (const ImU8 *)p_min, (const ImU8 *)p_max);
|
|
case ImGuiDataType_S16:
|
|
return DataTypeClampT<ImS16>((ImS16 *)p_data, (const ImS16 *)p_min, (const ImS16 *)p_max);
|
|
case ImGuiDataType_U16:
|
|
return DataTypeClampT<ImU16>((ImU16 *)p_data, (const ImU16 *)p_min, (const ImU16 *)p_max);
|
|
case ImGuiDataType_S32:
|
|
return DataTypeClampT<ImS32>((ImS32 *)p_data, (const ImS32 *)p_min, (const ImS32 *)p_max);
|
|
case ImGuiDataType_U32:
|
|
return DataTypeClampT<ImU32>((ImU32 *)p_data, (const ImU32 *)p_min, (const ImU32 *)p_max);
|
|
case ImGuiDataType_S64:
|
|
return DataTypeClampT<ImS64>((ImS64 *)p_data, (const ImS64 *)p_min, (const ImS64 *)p_max);
|
|
case ImGuiDataType_U64:
|
|
return DataTypeClampT<ImU64>((ImU64 *)p_data, (const ImU64 *)p_min, (const ImU64 *)p_max);
|
|
case ImGuiDataType_Float:
|
|
return DataTypeClampT<float>((float *)p_data, (const float *)p_min, (const float *)p_max);
|
|
case ImGuiDataType_Double:
|
|
return DataTypeClampT<double>((double *)p_data, (const double *)p_min, (const double *)p_max);
|
|
case ImGuiDataType_COUNT:
|
|
break;
|
|
}
|
|
IM_ASSERT(0);
|
|
return false;
|
|
}
|
|
|
|
bool ImGui::DataTypeIsZero(ImGuiDataType data_type, const void *p_data)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
return DataTypeCompare(data_type, p_data, &g.DataTypeZeroValue) == 0;
|
|
}
|
|
|
|
static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
|
|
{
|
|
static const float min_steps[10] = {1.0f, 0.1f, 0.01f, 0.001f, 0.0001f,
|
|
0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f};
|
|
if (decimal_precision < 0)
|
|
return FLT_MIN;
|
|
return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision]
|
|
: ImPow(10.0f, (float)-decimal_precision);
|
|
}
|
|
|
|
template <typename TYPE> TYPE ImGui::RoundScalarWithFormatT(const char *format, ImGuiDataType data_type, TYPE v)
|
|
{
|
|
IM_UNUSED(data_type);
|
|
IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double);
|
|
const char *fmt_start = ImParseFormatFindStart(format);
|
|
if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string
|
|
return v;
|
|
|
|
// Sanitize format
|
|
char fmt_sanitized[32];
|
|
ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized));
|
|
fmt_start = fmt_sanitized;
|
|
|
|
// Format value with our rounding, and read back
|
|
char v_str[64];
|
|
ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);
|
|
const char *p = v_str;
|
|
while (*p == ' ')
|
|
p++;
|
|
v = (TYPE)ImAtof(p);
|
|
|
|
return v;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
|
|
//-------------------------------------------------------------------------
|
|
// - DragBehaviorT<>() [Internal]
|
|
// - DragBehavior() [Internal]
|
|
// - DragScalar()
|
|
// - DragScalarN()
|
|
// - DragFloat()
|
|
// - DragFloat2()
|
|
// - DragFloat3()
|
|
// - DragFloat4()
|
|
// - DragFloatRange2()
|
|
// - DragInt()
|
|
// - DragInt2()
|
|
// - DragInt3()
|
|
// - DragInt4()
|
|
// - DragIntRange2()
|
|
//-------------------------------------------------------------------------
|
|
|
|
// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)
|
|
template <typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
|
|
bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE *v, float v_speed, const TYPE v_min, const TYPE v_max,
|
|
const char *format, ImGuiSliderFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
|
|
const bool is_bounded =
|
|
(v_min < v_max) || ((v_min == v_max) && (v_min != 0.0f || (flags & ImGuiSliderFlags_ClampZeroRange)));
|
|
const bool is_wrapped = is_bounded && (flags & ImGuiSliderFlags_WrapAround);
|
|
const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
|
|
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
|
|
|
|
// Default tweak speed
|
|
if (v_speed == 0.0f && is_bounded && (v_max - v_min < FLT_MAX))
|
|
v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio);
|
|
|
|
// Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a
|
|
// difference with our precision settings
|
|
float adjust_delta = 0.0f;
|
|
if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() &&
|
|
IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
|
|
{
|
|
adjust_delta = g.IO.MouseDelta[axis];
|
|
if (g.IO.KeyAlt && !(flags & ImGuiSliderFlags_NoSpeedTweaks))
|
|
adjust_delta *= 1.0f / 100.0f;
|
|
if (g.IO.KeyShift && !(flags & ImGuiSliderFlags_NoSpeedTweaks))
|
|
adjust_delta *= 10.0f;
|
|
}
|
|
else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
|
|
{
|
|
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
|
|
const bool tweak_slow =
|
|
IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow
|
|
: ImGuiKey_NavKeyboardTweakSlow);
|
|
const bool tweak_fast =
|
|
IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast
|
|
: ImGuiKey_NavKeyboardTweakFast);
|
|
const float tweak_factor = (flags & ImGuiSliderFlags_NoSpeedTweaks) ? 1.0f
|
|
: tweak_slow ? 1.0f / 10.0f
|
|
: tweak_fast ? 10.0f
|
|
: 1.0f;
|
|
adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor;
|
|
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
|
|
}
|
|
adjust_delta *= v_speed;
|
|
|
|
// For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a
|
|
// parameter.
|
|
if (axis == ImGuiAxis_Y)
|
|
adjust_delta = -adjust_delta;
|
|
|
|
// For logarithmic use our range is effectively 0..1 so scale the delta into that range
|
|
if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0
|
|
adjust_delta /= (float)(v_max - v_min);
|
|
|
|
// Clear current value on activation
|
|
// Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so
|
|
// e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.
|
|
const bool is_just_activated = g.ActiveIdIsJustActivated;
|
|
const bool is_already_past_limits_and_pushing_outward =
|
|
is_bounded && !is_wrapped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));
|
|
if (is_just_activated || is_already_past_limits_and_pushing_outward)
|
|
{
|
|
g.DragCurrentAccum = 0.0f;
|
|
g.DragCurrentAccumDirty = false;
|
|
}
|
|
else if (adjust_delta != 0.0f)
|
|
{
|
|
g.DragCurrentAccum += adjust_delta;
|
|
g.DragCurrentAccumDirty = true;
|
|
}
|
|
|
|
if (!g.DragCurrentAccumDirty)
|
|
return false;
|
|
|
|
TYPE v_cur = *v;
|
|
FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f;
|
|
|
|
float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true
|
|
const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense)
|
|
if (is_logarithmic)
|
|
{
|
|
// When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly
|
|
// affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
|
|
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
|
|
logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
|
|
|
|
// Convert to parametric space, apply delta, convert back
|
|
float v_old_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(
|
|
data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
|
|
float v_new_parametric = v_old_parametric + g.DragCurrentAccum;
|
|
v_cur =
|
|
ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new_parametric, v_min, v_max, is_logarithmic,
|
|
logarithmic_zero_epsilon, zero_deadzone_halfsize);
|
|
v_old_ref_for_accum_remainder = v_old_parametric;
|
|
}
|
|
else
|
|
{
|
|
v_cur += (SIGNEDTYPE)g.DragCurrentAccum;
|
|
}
|
|
|
|
// Round to user desired precision based on format string
|
|
if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
|
|
v_cur = RoundScalarWithFormatT<TYPE>(format, data_type, v_cur);
|
|
|
|
// Preserve remainder after rounding has been applied. This also allow slow tweaking of values.
|
|
g.DragCurrentAccumDirty = false;
|
|
if (is_logarithmic)
|
|
{
|
|
// Convert to parametric space, apply delta, convert back
|
|
float v_new_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(
|
|
data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
|
|
g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder);
|
|
}
|
|
else
|
|
{
|
|
g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v);
|
|
}
|
|
|
|
// Lose zero sign for float/double
|
|
if (v_cur == (TYPE)-0)
|
|
v_cur = (TYPE)0;
|
|
|
|
if (*v != v_cur && is_bounded)
|
|
{
|
|
if (is_wrapped)
|
|
{
|
|
// Wrap values
|
|
if (v_cur < v_min)
|
|
v_cur += v_max - v_min + (is_floating_point ? 0 : 1);
|
|
if (v_cur > v_max)
|
|
v_cur -= v_max - v_min + (is_floating_point ? 0 : 1);
|
|
}
|
|
else
|
|
{
|
|
// Clamp values + handle overflow/wrap-around for integer types.
|
|
if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point))
|
|
v_cur = v_min;
|
|
if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point))
|
|
v_cur = v_max;
|
|
}
|
|
}
|
|
|
|
// Apply result
|
|
if (*v == v_cur)
|
|
return false;
|
|
*v = v_cur;
|
|
return true;
|
|
}
|
|
|
|
bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void *p_v, float v_speed, const void *p_min,
|
|
const void *p_max, const char *format, ImGuiSliderFlags flags)
|
|
{
|
|
// Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.
|
|
IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) &&
|
|
"Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? "
|
|
"Call function with ImGuiSliderFlags_Logarithmic flags instead.");
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
if (g.ActiveId == id)
|
|
{
|
|
// Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation.
|
|
if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
|
|
ClearActiveID();
|
|
else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) &&
|
|
g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
|
|
ClearActiveID();
|
|
}
|
|
if (g.ActiveId != id)
|
|
return false;
|
|
if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
|
|
return false;
|
|
|
|
switch (data_type)
|
|
{
|
|
case ImGuiDataType_S8: {
|
|
ImS32 v32 = (ImS32) * (ImS8 *)p_v;
|
|
bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed,
|
|
p_min ? *(const ImS8 *)p_min : IM_S8_MIN,
|
|
p_max ? *(const ImS8 *)p_max : IM_S8_MAX, format, flags);
|
|
if (r)
|
|
*(ImS8 *)p_v = (ImS8)v32;
|
|
return r;
|
|
}
|
|
case ImGuiDataType_U8: {
|
|
ImU32 v32 = (ImU32) * (ImU8 *)p_v;
|
|
bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed,
|
|
p_min ? *(const ImU8 *)p_min : IM_U8_MIN,
|
|
p_max ? *(const ImU8 *)p_max : IM_U8_MAX, format, flags);
|
|
if (r)
|
|
*(ImU8 *)p_v = (ImU8)v32;
|
|
return r;
|
|
}
|
|
case ImGuiDataType_S16: {
|
|
ImS32 v32 = (ImS32) * (ImS16 *)p_v;
|
|
bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed,
|
|
p_min ? *(const ImS16 *)p_min : IM_S16_MIN,
|
|
p_max ? *(const ImS16 *)p_max : IM_S16_MAX, format, flags);
|
|
if (r)
|
|
*(ImS16 *)p_v = (ImS16)v32;
|
|
return r;
|
|
}
|
|
case ImGuiDataType_U16: {
|
|
ImU32 v32 = (ImU32) * (ImU16 *)p_v;
|
|
bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed,
|
|
p_min ? *(const ImU16 *)p_min : IM_U16_MIN,
|
|
p_max ? *(const ImU16 *)p_max : IM_U16_MAX, format, flags);
|
|
if (r)
|
|
*(ImU16 *)p_v = (ImU16)v32;
|
|
return r;
|
|
}
|
|
case ImGuiDataType_S32:
|
|
return DragBehaviorT<ImS32, ImS32, float>(data_type, (ImS32 *)p_v, v_speed,
|
|
p_min ? *(const ImS32 *)p_min : IM_S32_MIN,
|
|
p_max ? *(const ImS32 *)p_max : IM_S32_MAX, format, flags);
|
|
case ImGuiDataType_U32:
|
|
return DragBehaviorT<ImU32, ImS32, float>(data_type, (ImU32 *)p_v, v_speed,
|
|
p_min ? *(const ImU32 *)p_min : IM_U32_MIN,
|
|
p_max ? *(const ImU32 *)p_max : IM_U32_MAX, format, flags);
|
|
case ImGuiDataType_S64:
|
|
return DragBehaviorT<ImS64, ImS64, double>(data_type, (ImS64 *)p_v, v_speed,
|
|
p_min ? *(const ImS64 *)p_min : IM_S64_MIN,
|
|
p_max ? *(const ImS64 *)p_max : IM_S64_MAX, format, flags);
|
|
case ImGuiDataType_U64:
|
|
return DragBehaviorT<ImU64, ImS64, double>(data_type, (ImU64 *)p_v, v_speed,
|
|
p_min ? *(const ImU64 *)p_min : IM_U64_MIN,
|
|
p_max ? *(const ImU64 *)p_max : IM_U64_MAX, format, flags);
|
|
case ImGuiDataType_Float:
|
|
return DragBehaviorT<float, float, float>(data_type, (float *)p_v, v_speed,
|
|
p_min ? *(const float *)p_min : -FLT_MAX,
|
|
p_max ? *(const float *)p_max : FLT_MAX, format, flags);
|
|
case ImGuiDataType_Double:
|
|
return DragBehaviorT<double, double, double>(data_type, (double *)p_v, v_speed,
|
|
p_min ? *(const double *)p_min : -DBL_MAX,
|
|
p_max ? *(const double *)p_max : DBL_MAX, format, flags);
|
|
case ImGuiDataType_COUNT:
|
|
break;
|
|
}
|
|
IM_ASSERT(0);
|
|
return false;
|
|
}
|
|
|
|
// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max
|
|
// are optional. Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand
|
|
// how to use this function directly.
|
|
bool ImGui::DragScalar(const char *label, ImGuiDataType data_type, void *p_data, float v_speed, const void *p_min,
|
|
const void *p_max, const char *format, ImGuiSliderFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
const ImGuiID id = window->GetID(label);
|
|
const float w = CalcItemWidth();
|
|
|
|
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
const ImRect frame_bb(window->DC.CursorPos,
|
|
window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
|
|
const ImRect total_bb(frame_bb.Min,
|
|
frame_bb.Max +
|
|
ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
|
|
|
const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
|
|
ItemSize(total_bb, style.FramePadding.y);
|
|
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
|
|
return false;
|
|
|
|
// Default format string when passing NULL
|
|
if (format == NULL)
|
|
format = DataTypeGetInfo(data_type)->PrintFmt;
|
|
|
|
const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags);
|
|
bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
|
|
if (!temp_input_is_active)
|
|
{
|
|
// Tabbing or CTRL+click on Drag turns it into an InputText
|
|
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
|
|
const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
|
|
const bool make_active = (clicked || double_clicked || g.NavActivateId == id);
|
|
if (make_active && (clicked || double_clicked))
|
|
SetKeyOwner(ImGuiKey_MouseLeft, id);
|
|
if (make_active && temp_input_allowed)
|
|
if ((clicked && g.IO.KeyCtrl) || double_clicked ||
|
|
(g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
|
|
temp_input_is_active = true;
|
|
|
|
// (Optional) simple click (without moving) turns Drag into an InputText
|
|
if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
|
|
if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] &&
|
|
!IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
|
|
{
|
|
g.NavActivateId = id;
|
|
g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
|
|
temp_input_is_active = true;
|
|
}
|
|
|
|
// Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert)
|
|
if (make_active)
|
|
memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size);
|
|
|
|
if (make_active && !temp_input_is_active)
|
|
{
|
|
SetActiveID(id, window);
|
|
SetFocusID(id, window);
|
|
FocusWindow(window);
|
|
g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
|
|
}
|
|
}
|
|
|
|
if (temp_input_is_active)
|
|
{
|
|
// Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via
|
|
// ImGuiSliderFlags_AlwaysClamp)
|
|
bool clamp_enabled = false;
|
|
if ((flags & ImGuiSliderFlags_ClampOnInput) && (p_min != NULL || p_max != NULL))
|
|
{
|
|
const int clamp_range_dir = (p_min != NULL && p_max != NULL)
|
|
? DataTypeCompare(data_type, p_min, p_max)
|
|
: 0; // -1 when *p_min < *p_max, == 0 when *p_min == *p_max
|
|
if (p_min == NULL || p_max == NULL || clamp_range_dir < 0)
|
|
clamp_enabled = true;
|
|
else if (clamp_range_dir == 0)
|
|
clamp_enabled =
|
|
DataTypeIsZero(data_type, p_min) ? ((flags & ImGuiSliderFlags_ClampZeroRange) != 0) : true;
|
|
}
|
|
return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL,
|
|
clamp_enabled ? p_max : NULL);
|
|
}
|
|
|
|
// Draw frame
|
|
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive
|
|
: hovered ? ImGuiCol_FrameBgHovered
|
|
: ImGuiCol_FrameBg);
|
|
RenderNavCursor(frame_bb, id);
|
|
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
|
|
|
|
// Drag behavior
|
|
const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags);
|
|
if (value_changed)
|
|
MarkItemEdited(id);
|
|
|
|
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
|
|
char value_buf[64];
|
|
const char *value_buf_end =
|
|
value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
|
|
if (g.LogEnabled)
|
|
LogSetNextTextDecoration("{", "}");
|
|
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
|
|
|
|
if (label_size.x > 0.0f)
|
|
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
|
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, label,
|
|
g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0));
|
|
return value_changed;
|
|
}
|
|
|
|
bool ImGui::DragScalarN(const char *label, ImGuiDataType data_type, void *p_data, int components, float v_speed,
|
|
const void *p_min, const void *p_max, const char *format, ImGuiSliderFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
bool value_changed = false;
|
|
BeginGroup();
|
|
PushID(label);
|
|
PushMultiItemsWidths(components, CalcItemWidth());
|
|
size_t type_size = GDataTypeInfo[data_type].Size;
|
|
for (int i = 0; i < components; i++)
|
|
{
|
|
PushID(i);
|
|
if (i > 0)
|
|
SameLine(0, g.Style.ItemInnerSpacing.x);
|
|
value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags);
|
|
PopID();
|
|
PopItemWidth();
|
|
p_data = (void *)((char *)p_data + type_size);
|
|
}
|
|
PopID();
|
|
|
|
const char *label_end = FindRenderedTextEnd(label);
|
|
if (label != label_end)
|
|
{
|
|
SameLine(0, g.Style.ItemInnerSpacing.x);
|
|
TextEx(label, label_end);
|
|
}
|
|
|
|
EndGroup();
|
|
return value_changed;
|
|
}
|
|
|
|
bool ImGui::DragFloat(const char *label, float *v, float v_speed, float v_min, float v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::DragFloat2(const char *label, float v[2], float v_speed, float v_min, float v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::DragFloat3(const char *label, float v[3], float v_speed, float v_min, float v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::DragFloat4(const char *label, float v[4], float v_speed, float v_min, float v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.
|
|
bool ImGui::DragFloatRange2(const char *label, float *v_current_min, float *v_current_max, float v_speed, float v_min,
|
|
float v_max, const char *format, const char *format_max, ImGuiSliderFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
PushID(label);
|
|
BeginGroup();
|
|
PushMultiItemsWidths(2, CalcItemWidth());
|
|
|
|
float min_min = (v_min >= v_max) ? -FLT_MAX : v_min;
|
|
float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);
|
|
ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);
|
|
bool value_changed =
|
|
DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags);
|
|
PopItemWidth();
|
|
SameLine(0, g.Style.ItemInnerSpacing.x);
|
|
|
|
float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);
|
|
float max_max = (v_min >= v_max) ? FLT_MAX : v_max;
|
|
ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);
|
|
value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max,
|
|
format_max ? format_max : format, max_flags);
|
|
PopItemWidth();
|
|
SameLine(0, g.Style.ItemInnerSpacing.x);
|
|
|
|
TextEx(label, FindRenderedTextEnd(label));
|
|
EndGroup();
|
|
PopID();
|
|
|
|
return value_changed;
|
|
}
|
|
|
|
// NB: v_speed is float to allow adjusting the drag speed with more precision
|
|
bool ImGui::DragInt(const char *label, int *v, float v_speed, int v_min, int v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::DragInt2(const char *label, int v[2], float v_speed, int v_min, int v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::DragInt3(const char *label, int v[3], float v_speed, int v_min, int v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::DragInt4(const char *label, int v[4], float v_speed, int v_min, int v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.
|
|
bool ImGui::DragIntRange2(const char *label, int *v_current_min, int *v_current_max, float v_speed, int v_min,
|
|
int v_max, const char *format, const char *format_max, ImGuiSliderFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
PushID(label);
|
|
BeginGroup();
|
|
PushMultiItemsWidths(2, CalcItemWidth());
|
|
|
|
int min_min = (v_min >= v_max) ? INT_MIN : v_min;
|
|
int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);
|
|
ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);
|
|
bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags);
|
|
PopItemWidth();
|
|
SameLine(0, g.Style.ItemInnerSpacing.x);
|
|
|
|
int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);
|
|
int max_max = (v_min >= v_max) ? INT_MAX : v_max;
|
|
ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);
|
|
value_changed |=
|
|
DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags);
|
|
PopItemWidth();
|
|
SameLine(0, g.Style.ItemInnerSpacing.x);
|
|
|
|
TextEx(label, FindRenderedTextEnd(label));
|
|
EndGroup();
|
|
PopID();
|
|
|
|
return value_changed;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
|
|
//-------------------------------------------------------------------------
|
|
// - ScaleRatioFromValueT<> [Internal]
|
|
// - ScaleValueFromRatioT<> [Internal]
|
|
// - SliderBehaviorT<>() [Internal]
|
|
// - SliderBehavior() [Internal]
|
|
// - SliderScalar()
|
|
// - SliderScalarN()
|
|
// - SliderFloat()
|
|
// - SliderFloat2()
|
|
// - SliderFloat3()
|
|
// - SliderFloat4()
|
|
// - SliderAngle()
|
|
// - SliderInt()
|
|
// - SliderInt2()
|
|
// - SliderInt3()
|
|
// - SliderInt4()
|
|
// - VSliderScalar()
|
|
// - VSliderFloat()
|
|
// - VSliderInt()
|
|
//-------------------------------------------------------------------------
|
|
|
|
// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical
|
|
// opposite of ScaleValueFromRatioT)
|
|
template <typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
|
|
float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic,
|
|
float logarithmic_zero_epsilon, float zero_deadzone_halfsize)
|
|
{
|
|
if (v_min == v_max)
|
|
return 0.0f;
|
|
IM_UNUSED(data_type);
|
|
|
|
const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);
|
|
if (is_logarithmic)
|
|
{
|
|
bool flipped = v_max < v_min;
|
|
|
|
if (flipped) // Handle the case where the range is backwards
|
|
ImSwap(v_min, v_max);
|
|
|
|
// Fudge min/max to avoid getting close to log(0)
|
|
FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon)
|
|
? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon)
|
|
: (FLOATTYPE)v_min;
|
|
FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon)
|
|
? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon)
|
|
: (FLOATTYPE)v_max;
|
|
|
|
// Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 ..
|
|
// epsilon)
|
|
if ((v_min == 0.0f) && (v_max < 0.0f))
|
|
v_min_fudged = -logarithmic_zero_epsilon;
|
|
else if ((v_max == 0.0f) && (v_min < 0.0f))
|
|
v_max_fudged = -logarithmic_zero_epsilon;
|
|
|
|
float result;
|
|
if (v_clamped <= v_min_fudged)
|
|
result = 0.0f; // Workaround for values that are in-range but below our fudge
|
|
else if (v_clamped >= v_max_fudged)
|
|
result = 1.0f; // Workaround for values that are in-range but above our fudge
|
|
else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions
|
|
{
|
|
float zero_point_center =
|
|
(-(float)v_min) /
|
|
((float)v_max -
|
|
(float)v_min); // The zero point in parametric space. There's an argument we should take the
|
|
// logarithmic nature into account when calculating this, but for now this should do
|
|
// (and the most common case of a symmetrical range works fine)
|
|
float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;
|
|
float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;
|
|
if (v == 0.0f)
|
|
result = zero_point_center; // Special case for exactly zero
|
|
else if (v < 0.0f)
|
|
result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) /
|
|
ImLog(-v_min_fudged / logarithmic_zero_epsilon))) *
|
|
zero_point_snap_L;
|
|
else
|
|
result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) /
|
|
ImLog(v_max_fudged / logarithmic_zero_epsilon)) *
|
|
(1.0f - zero_point_snap_R));
|
|
}
|
|
else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider
|
|
result =
|
|
1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged));
|
|
else
|
|
result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged));
|
|
|
|
return flipped ? (1.0f - result) : result;
|
|
}
|
|
else
|
|
{
|
|
// Linear slider
|
|
return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));
|
|
}
|
|
}
|
|
|
|
// Convert a parametric position on a slider into a value v in the output space (the logical opposite of
|
|
// ScaleRatioFromValueT)
|
|
template <typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
|
|
TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic,
|
|
float logarithmic_zero_epsilon, float zero_deadzone_halfsize)
|
|
{
|
|
// We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct"
|
|
// but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally
|
|
// simpler.
|
|
if (t <= 0.0f || v_min == v_max)
|
|
return v_min;
|
|
if (t >= 1.0f)
|
|
return v_max;
|
|
|
|
TYPE result = (TYPE)0;
|
|
if (is_logarithmic)
|
|
{
|
|
// Fudge min/max to avoid getting silly results close to zero
|
|
FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon)
|
|
? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon)
|
|
: (FLOATTYPE)v_min;
|
|
FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon)
|
|
? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon)
|
|
: (FLOATTYPE)v_max;
|
|
|
|
const bool flipped = v_max < v_min; // Check if range is "backwards"
|
|
if (flipped)
|
|
ImSwap(v_min_fudged, v_max_fudged);
|
|
|
|
// Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 ..
|
|
// epsilon)
|
|
if ((v_max == 0.0f) && (v_min < 0.0f))
|
|
v_max_fudged = -logarithmic_zero_epsilon;
|
|
|
|
float t_with_flip =
|
|
flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range
|
|
|
|
if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts
|
|
{
|
|
float zero_point_center = (-(float)ImMin(v_min, v_max)) /
|
|
ImAbs((float)v_max - (float)v_min); // The zero point in parametric space
|
|
float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;
|
|
float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;
|
|
if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R)
|
|
result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it
|
|
// otherwise)
|
|
else if (t_with_flip < zero_point_center)
|
|
result =
|
|
(TYPE) - (logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon,
|
|
(FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L))));
|
|
else
|
|
result = (TYPE)(logarithmic_zero_epsilon *
|
|
ImPow(v_max_fudged / logarithmic_zero_epsilon,
|
|
(FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));
|
|
}
|
|
else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider
|
|
result = (TYPE) - (-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));
|
|
else
|
|
result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));
|
|
}
|
|
else
|
|
{
|
|
// Linear slider
|
|
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
|
|
if (is_floating_point)
|
|
{
|
|
result = ImLerp(v_min, v_max, t);
|
|
}
|
|
else if (t < 1.0)
|
|
{
|
|
// - For integer values we want the clicking position to match the grab box so we round above
|
|
// This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this
|
|
// property..
|
|
// - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a
|
|
// large s64/u64
|
|
// range is going to be imprecise anyway, with this check we at least make the edge values matches
|
|
// expected limits.
|
|
FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t;
|
|
result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5)));
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
// FIXME: Try to move more of the code into shared SliderBehavior()
|
|
template <typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
|
|
bool ImGui::SliderBehaviorT(const ImRect &bb, ImGuiID id, ImGuiDataType data_type, TYPE *v, const TYPE v_min,
|
|
const TYPE v_max, const char *format, ImGuiSliderFlags flags, ImRect *out_grab_bb)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
|
|
const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
|
|
const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
|
|
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
|
|
const float v_range_f =
|
|
(float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it.
|
|
|
|
// Calculate bounds
|
|
const float grab_padding = 2.0f; // FIXME: Should be part of style.
|
|
const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;
|
|
float grab_sz = style.GrabMinSize;
|
|
if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows
|
|
grab_sz = ImMax(slider_sz / (v_range_f + 1),
|
|
style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit
|
|
grab_sz = ImMin(grab_sz, slider_sz);
|
|
const float slider_usable_sz = slider_sz - grab_sz;
|
|
const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f;
|
|
const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f;
|
|
|
|
float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true
|
|
float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true
|
|
if (is_logarithmic)
|
|
{
|
|
// When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly
|
|
// affects slider precision. We attempt to use the specified precision to estimate a good lower bound.
|
|
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;
|
|
logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);
|
|
zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f);
|
|
}
|
|
|
|
// Process interacting with the slider
|
|
bool value_changed = false;
|
|
if (g.ActiveId == id)
|
|
{
|
|
bool set_new_value = false;
|
|
float clicked_t = 0.0f;
|
|
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
|
|
{
|
|
if (!g.IO.MouseDown[0])
|
|
{
|
|
ClearActiveID();
|
|
}
|
|
else
|
|
{
|
|
const float mouse_abs_pos = g.IO.MousePos[axis];
|
|
if (g.ActiveIdIsJustActivated)
|
|
{
|
|
float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(
|
|
data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
|
|
if (axis == ImGuiAxis_Y)
|
|
grab_t = 1.0f - grab_t;
|
|
const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
|
|
const bool clicked_around_grab =
|
|
(mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) &&
|
|
(mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here.
|
|
g.SliderGrabClickOffset =
|
|
(clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f;
|
|
}
|
|
if (slider_usable_sz > 0.0f)
|
|
clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) /
|
|
slider_usable_sz);
|
|
if (axis == ImGuiAxis_Y)
|
|
clicked_t = 1.0f - clicked_t;
|
|
set_new_value = true;
|
|
}
|
|
}
|
|
else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
|
|
{
|
|
if (g.ActiveIdIsJustActivated)
|
|
{
|
|
g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation
|
|
g.SliderCurrentAccumDirty = false;
|
|
}
|
|
|
|
float input_delta =
|
|
(axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis);
|
|
if (input_delta != 0.0f)
|
|
{
|
|
const bool tweak_slow =
|
|
IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow
|
|
: ImGuiKey_NavKeyboardTweakSlow);
|
|
const bool tweak_fast =
|
|
IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast
|
|
: ImGuiKey_NavKeyboardTweakFast);
|
|
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
|
|
if (decimal_precision > 0)
|
|
{
|
|
input_delta /= 100.0f; // Keyboard/Gamepad tweak speeds in % of slider bounds
|
|
if (tweak_slow)
|
|
input_delta /= 10.0f;
|
|
}
|
|
else
|
|
{
|
|
if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow)
|
|
input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) /
|
|
v_range_f; // Keyboard/Gamepad tweak speeds in integer steps
|
|
else
|
|
input_delta /= 100.0f;
|
|
}
|
|
if (tweak_fast)
|
|
input_delta *= 10.0f;
|
|
|
|
g.SliderCurrentAccum += input_delta;
|
|
g.SliderCurrentAccumDirty = true;
|
|
}
|
|
|
|
float delta = g.SliderCurrentAccum;
|
|
if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
|
|
{
|
|
ClearActiveID();
|
|
}
|
|
else if (g.SliderCurrentAccumDirty)
|
|
{
|
|
clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(
|
|
data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
|
|
|
|
if ((clicked_t >= 1.0f && delta > 0.0f) ||
|
|
(clicked_t <= 0.0f &&
|
|
delta < 0.0f)) // This is to avoid applying the saturation when already past the limits
|
|
{
|
|
set_new_value = false;
|
|
g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate
|
|
}
|
|
else
|
|
{
|
|
set_new_value = true;
|
|
float old_clicked_t = clicked_t;
|
|
clicked_t = ImSaturate(clicked_t + delta);
|
|
|
|
// Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and
|
|
// subtract this from the accumulator
|
|
TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(
|
|
data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon,
|
|
zero_deadzone_halfsize);
|
|
if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
|
|
v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);
|
|
float new_clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(
|
|
data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon,
|
|
zero_deadzone_halfsize);
|
|
|
|
if (delta > 0)
|
|
g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta);
|
|
else
|
|
g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta);
|
|
}
|
|
|
|
g.SliderCurrentAccumDirty = false;
|
|
}
|
|
}
|
|
|
|
if (set_new_value)
|
|
if ((g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
|
|
set_new_value = false;
|
|
|
|
if (set_new_value)
|
|
{
|
|
TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(
|
|
data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
|
|
|
|
// Round to user desired precision based on format string
|
|
if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
|
|
v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);
|
|
|
|
// Apply result
|
|
if (*v != v_new)
|
|
{
|
|
*v = v_new;
|
|
value_changed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (slider_sz < 1.0f)
|
|
{
|
|
*out_grab_bb = ImRect(bb.Min, bb.Min);
|
|
}
|
|
else
|
|
{
|
|
// Output grab position so it can be displayed by the caller
|
|
float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(
|
|
data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);
|
|
if (axis == ImGuiAxis_Y)
|
|
grab_t = 1.0f - grab_t;
|
|
const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
|
|
if (axis == ImGuiAxis_X)
|
|
*out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f,
|
|
bb.Max.y - grab_padding);
|
|
else
|
|
*out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding,
|
|
grab_pos + grab_sz * 0.5f);
|
|
}
|
|
|
|
return value_changed;
|
|
}
|
|
|
|
// For 32-bit and larger types, slider bounds are limited to half the natural type range.
|
|
// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and
|
|
// INT_MAX/2 will be ok. It would be possible to lift that limitation with some work but it doesn't seem to be worth it
|
|
// for sliders.
|
|
bool ImGui::SliderBehavior(const ImRect &bb, ImGuiID id, ImGuiDataType data_type, void *p_v, const void *p_min,
|
|
const void *p_max, const char *format, ImGuiSliderFlags flags, ImRect *out_grab_bb)
|
|
{
|
|
// Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.
|
|
IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) &&
|
|
"Invalid ImGuiSliderFlags flags! Has the legacy 'float power' argument been mistakenly cast to flags? "
|
|
"Call function with ImGuiSliderFlags_Logarithmic flags instead.");
|
|
IM_ASSERT((flags & ImGuiSliderFlags_WrapAround) == 0); // Not supported by SliderXXX(), only by DragXXX()
|
|
|
|
switch (data_type)
|
|
{
|
|
case ImGuiDataType_S8: {
|
|
ImS32 v32 = (ImS32) * (ImS8 *)p_v;
|
|
bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS8 *)p_min,
|
|
*(const ImS8 *)p_max, format, flags, out_grab_bb);
|
|
if (r)
|
|
*(ImS8 *)p_v = (ImS8)v32;
|
|
return r;
|
|
}
|
|
case ImGuiDataType_U8: {
|
|
ImU32 v32 = (ImU32) * (ImU8 *)p_v;
|
|
bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU8 *)p_min,
|
|
*(const ImU8 *)p_max, format, flags, out_grab_bb);
|
|
if (r)
|
|
*(ImU8 *)p_v = (ImU8)v32;
|
|
return r;
|
|
}
|
|
case ImGuiDataType_S16: {
|
|
ImS32 v32 = (ImS32) * (ImS16 *)p_v;
|
|
bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS16 *)p_min,
|
|
*(const ImS16 *)p_max, format, flags, out_grab_bb);
|
|
if (r)
|
|
*(ImS16 *)p_v = (ImS16)v32;
|
|
return r;
|
|
}
|
|
case ImGuiDataType_U16: {
|
|
ImU32 v32 = (ImU32) * (ImU16 *)p_v;
|
|
bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU16 *)p_min,
|
|
*(const ImU16 *)p_max, format, flags, out_grab_bb);
|
|
if (r)
|
|
*(ImU16 *)p_v = (ImU16)v32;
|
|
return r;
|
|
}
|
|
case ImGuiDataType_S32:
|
|
IM_ASSERT(*(const ImS32 *)p_min >= IM_S32_MIN / 2 && *(const ImS32 *)p_max <= IM_S32_MAX / 2);
|
|
return SliderBehaviorT<ImS32, ImS32, float>(bb, id, data_type, (ImS32 *)p_v, *(const ImS32 *)p_min,
|
|
*(const ImS32 *)p_max, format, flags, out_grab_bb);
|
|
case ImGuiDataType_U32:
|
|
IM_ASSERT(*(const ImU32 *)p_max <= IM_U32_MAX / 2);
|
|
return SliderBehaviorT<ImU32, ImS32, float>(bb, id, data_type, (ImU32 *)p_v, *(const ImU32 *)p_min,
|
|
*(const ImU32 *)p_max, format, flags, out_grab_bb);
|
|
case ImGuiDataType_S64:
|
|
IM_ASSERT(*(const ImS64 *)p_min >= IM_S64_MIN / 2 && *(const ImS64 *)p_max <= IM_S64_MAX / 2);
|
|
return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64 *)p_v, *(const ImS64 *)p_min,
|
|
*(const ImS64 *)p_max, format, flags, out_grab_bb);
|
|
case ImGuiDataType_U64:
|
|
IM_ASSERT(*(const ImU64 *)p_max <= IM_U64_MAX / 2);
|
|
return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64 *)p_v, *(const ImU64 *)p_min,
|
|
*(const ImU64 *)p_max, format, flags, out_grab_bb);
|
|
case ImGuiDataType_Float:
|
|
IM_ASSERT(*(const float *)p_min >= -FLT_MAX / 2.0f && *(const float *)p_max <= FLT_MAX / 2.0f);
|
|
return SliderBehaviorT<float, float, float>(bb, id, data_type, (float *)p_v, *(const float *)p_min,
|
|
*(const float *)p_max, format, flags, out_grab_bb);
|
|
case ImGuiDataType_Double:
|
|
IM_ASSERT(*(const double *)p_min >= -DBL_MAX / 2.0f && *(const double *)p_max <= DBL_MAX / 2.0f);
|
|
return SliderBehaviorT<double, double, double>(bb, id, data_type, (double *)p_v, *(const double *)p_min,
|
|
*(const double *)p_max, format, flags, out_grab_bb);
|
|
case ImGuiDataType_COUNT:
|
|
break;
|
|
}
|
|
IM_ASSERT(0);
|
|
return false;
|
|
}
|
|
|
|
// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all
|
|
// required. Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand
|
|
// how to use this function directly.
|
|
bool ImGui::SliderScalar(const char *label, ImGuiDataType data_type, void *p_data, const void *p_min, const void *p_max,
|
|
const char *format, ImGuiSliderFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
const ImGuiID id = window->GetID(label);
|
|
const float w = CalcItemWidth();
|
|
|
|
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
const ImRect frame_bb(window->DC.CursorPos,
|
|
window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));
|
|
const ImRect total_bb(frame_bb.Min,
|
|
frame_bb.Max +
|
|
ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
|
|
|
const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
|
|
ItemSize(total_bb, style.FramePadding.y);
|
|
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
|
|
return false;
|
|
|
|
// Default format string when passing NULL
|
|
if (format == NULL)
|
|
format = DataTypeGetInfo(data_type)->PrintFmt;
|
|
|
|
const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags);
|
|
bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
|
|
if (!temp_input_is_active)
|
|
{
|
|
// Tabbing or CTRL+click on Slider turns it into an input box
|
|
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
|
|
const bool make_active = (clicked || g.NavActivateId == id);
|
|
if (make_active && clicked)
|
|
SetKeyOwner(ImGuiKey_MouseLeft, id);
|
|
if (make_active && temp_input_allowed)
|
|
if ((clicked && g.IO.KeyCtrl) ||
|
|
(g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))
|
|
temp_input_is_active = true;
|
|
|
|
// Store initial value (not used by main lib but available as a convenience but some mods e.g. to revert)
|
|
if (make_active)
|
|
memcpy(&g.ActiveIdValueOnActivation, p_data, DataTypeGetInfo(data_type)->Size);
|
|
|
|
if (make_active && !temp_input_is_active)
|
|
{
|
|
SetActiveID(id, window);
|
|
SetFocusID(id, window);
|
|
FocusWindow(window);
|
|
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
|
|
}
|
|
}
|
|
|
|
if (temp_input_is_active)
|
|
{
|
|
// Only clamp CTRL+Click input when ImGuiSliderFlags_ClampOnInput is set (generally via
|
|
// ImGuiSliderFlags_AlwaysClamp)
|
|
const bool clamp_enabled = (flags & ImGuiSliderFlags_ClampOnInput) != 0;
|
|
return TempInputScalar(frame_bb, id, label, data_type, p_data, format, clamp_enabled ? p_min : NULL,
|
|
clamp_enabled ? p_max : NULL);
|
|
}
|
|
|
|
// Draw frame
|
|
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive
|
|
: hovered ? ImGuiCol_FrameBgHovered
|
|
: ImGuiCol_FrameBg);
|
|
RenderNavCursor(frame_bb, id);
|
|
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);
|
|
|
|
// Slider behavior
|
|
ImRect grab_bb;
|
|
const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb);
|
|
if (value_changed)
|
|
MarkItemEdited(id);
|
|
|
|
// Render grab
|
|
if (grab_bb.Max.x > grab_bb.Min.x)
|
|
window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max,
|
|
GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab),
|
|
style.GrabRounding);
|
|
|
|
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
|
|
char value_buf[64];
|
|
const char *value_buf_end =
|
|
value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
|
|
if (g.LogEnabled)
|
|
LogSetNextTextDecoration("{", "}");
|
|
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
|
|
|
|
if (label_size.x > 0.0f)
|
|
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
|
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, label,
|
|
g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0));
|
|
return value_changed;
|
|
}
|
|
|
|
// Add multiple sliders on 1 line for compact edition of multiple components
|
|
bool ImGui::SliderScalarN(const char *label, ImGuiDataType data_type, void *v, int components, const void *v_min,
|
|
const void *v_max, const char *format, ImGuiSliderFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
bool value_changed = false;
|
|
BeginGroup();
|
|
PushID(label);
|
|
PushMultiItemsWidths(components, CalcItemWidth());
|
|
size_t type_size = GDataTypeInfo[data_type].Size;
|
|
for (int i = 0; i < components; i++)
|
|
{
|
|
PushID(i);
|
|
if (i > 0)
|
|
SameLine(0, g.Style.ItemInnerSpacing.x);
|
|
value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags);
|
|
PopID();
|
|
PopItemWidth();
|
|
v = (void *)((char *)v + type_size);
|
|
}
|
|
PopID();
|
|
|
|
const char *label_end = FindRenderedTextEnd(label);
|
|
if (label != label_end)
|
|
{
|
|
SameLine(0, g.Style.ItemInnerSpacing.x);
|
|
TextEx(label, label_end);
|
|
}
|
|
|
|
EndGroup();
|
|
return value_changed;
|
|
}
|
|
|
|
bool ImGui::SliderFloat(const char *label, float *v, float v_min, float v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::SliderFloat2(const char *label, float v[2], float v_min, float v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::SliderFloat3(const char *label, float v[3], float v_min, float v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::SliderFloat4(const char *label, float v[4], float v_min, float v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::SliderAngle(const char *label, float *v_rad, float v_degrees_min, float v_degrees_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
if (format == NULL)
|
|
format = "%.0f deg";
|
|
float v_deg = (*v_rad) * 360.0f / (2 * IM_PI);
|
|
bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags);
|
|
if (value_changed)
|
|
*v_rad = v_deg * (2 * IM_PI) / 360.0f;
|
|
return value_changed;
|
|
}
|
|
|
|
bool ImGui::SliderInt(const char *label, int *v, int v_min, int v_max, const char *format, ImGuiSliderFlags flags)
|
|
{
|
|
return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::SliderInt2(const char *label, int v[2], int v_min, int v_max, const char *format, ImGuiSliderFlags flags)
|
|
{
|
|
return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::SliderInt3(const char *label, int v[3], int v_min, int v_max, const char *format, ImGuiSliderFlags flags)
|
|
{
|
|
return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::SliderInt4(const char *label, int v[4], int v_min, int v_max, const char *format, ImGuiSliderFlags flags)
|
|
{
|
|
return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::VSliderScalar(const char *label, const ImVec2 &size, ImGuiDataType data_type, void *p_data,
|
|
const void *p_min, const void *p_max, const char *format, ImGuiSliderFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
const ImGuiID id = window->GetID(label);
|
|
|
|
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
|
|
const ImRect bb(frame_bb.Min,
|
|
frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
|
|
|
ItemSize(bb, style.FramePadding.y);
|
|
if (!ItemAdd(frame_bb, id))
|
|
return false;
|
|
|
|
// Default format string when passing NULL
|
|
if (format == NULL)
|
|
format = DataTypeGetInfo(data_type)->PrintFmt;
|
|
|
|
const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags);
|
|
const bool clicked = hovered && IsMouseClicked(0, ImGuiInputFlags_None, id);
|
|
if (clicked || g.NavActivateId == id)
|
|
{
|
|
if (clicked)
|
|
SetKeyOwner(ImGuiKey_MouseLeft, id);
|
|
SetActiveID(id, window);
|
|
SetFocusID(id, window);
|
|
FocusWindow(window);
|
|
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
|
|
}
|
|
|
|
// Draw frame
|
|
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive
|
|
: hovered ? ImGuiCol_FrameBgHovered
|
|
: ImGuiCol_FrameBg);
|
|
RenderNavCursor(frame_bb, id);
|
|
RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);
|
|
|
|
// Slider behavior
|
|
ImRect grab_bb;
|
|
const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format,
|
|
flags | ImGuiSliderFlags_Vertical, &grab_bb);
|
|
if (value_changed)
|
|
MarkItemEdited(id);
|
|
|
|
// Render grab
|
|
if (grab_bb.Max.y > grab_bb.Min.y)
|
|
window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max,
|
|
GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab),
|
|
style.GrabRounding);
|
|
|
|
// Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
|
|
// For the vertical slider we allow centered text to overlap the frame padding
|
|
char value_buf[64];
|
|
const char *value_buf_end =
|
|
value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);
|
|
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf,
|
|
value_buf_end, NULL, ImVec2(0.5f, 0.0f));
|
|
if (label_size.x > 0.0f)
|
|
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
|
|
|
return value_changed;
|
|
}
|
|
|
|
bool ImGui::VSliderFloat(const char *label, const ImVec2 &size, float *v, float v_min, float v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
bool ImGui::VSliderInt(const char *label, const ImVec2 &size, int *v, int v_min, int v_max, const char *format,
|
|
ImGuiSliderFlags flags)
|
|
{
|
|
return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
|
|
//-------------------------------------------------------------------------
|
|
// - ImParseFormatFindStart() [Internal]
|
|
// - ImParseFormatFindEnd() [Internal]
|
|
// - ImParseFormatTrimDecorations() [Internal]
|
|
// - ImParseFormatSanitizeForPrinting() [Internal]
|
|
// - ImParseFormatSanitizeForScanning() [Internal]
|
|
// - ImParseFormatPrecision() [Internal]
|
|
// - TempInputTextScalar() [Internal]
|
|
// - InputScalar()
|
|
// - InputScalarN()
|
|
// - InputFloat()
|
|
// - InputFloat2()
|
|
// - InputFloat3()
|
|
// - InputFloat4()
|
|
// - InputInt()
|
|
// - InputInt2()
|
|
// - InputInt3()
|
|
// - InputInt4()
|
|
// - InputDouble()
|
|
//-------------------------------------------------------------------------
|
|
|
|
// We don't use strchr() because our strings are usually very short and often start with '%'
|
|
const char *ImParseFormatFindStart(const char *fmt)
|
|
{
|
|
while (char c = fmt[0])
|
|
{
|
|
if (c == '%' && fmt[1] != '%')
|
|
return fmt;
|
|
else if (c == '%')
|
|
fmt++;
|
|
fmt++;
|
|
}
|
|
return fmt;
|
|
}
|
|
|
|
const char *ImParseFormatFindEnd(const char *fmt)
|
|
{
|
|
// Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format.
|
|
if (fmt[0] != '%')
|
|
return fmt;
|
|
const unsigned int ignored_uppercase_mask = (1 << ('I' - 'A')) | (1 << ('L' - 'A'));
|
|
const unsigned int ignored_lowercase_mask = (1 << ('h' - 'a')) | (1 << ('j' - 'a')) | (1 << ('l' - 'a')) |
|
|
(1 << ('t' - 'a')) | (1 << ('w' - 'a')) | (1 << ('z' - 'a'));
|
|
for (char c; (c = *fmt) != 0; fmt++)
|
|
{
|
|
if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)
|
|
return fmt + 1;
|
|
if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0)
|
|
return fmt + 1;
|
|
}
|
|
return fmt;
|
|
}
|
|
|
|
// Extract the format out of a format string with leading or trailing decorations
|
|
// fmt = "blah blah" -> return ""
|
|
// fmt = "%.3f" -> return fmt
|
|
// fmt = "hello %.3f" -> return fmt + 6
|
|
// fmt = "%.3f hello" -> return buf written with "%.3f"
|
|
const char *ImParseFormatTrimDecorations(const char *fmt, char *buf, size_t buf_size)
|
|
{
|
|
const char *fmt_start = ImParseFormatFindStart(fmt);
|
|
if (fmt_start[0] != '%')
|
|
return "";
|
|
const char *fmt_end = ImParseFormatFindEnd(fmt_start);
|
|
if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.
|
|
return fmt_start;
|
|
ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size));
|
|
return buf;
|
|
}
|
|
|
|
// Sanitize format
|
|
// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi
|
|
// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible
|
|
// atof/atoi.
|
|
void ImParseFormatSanitizeForPrinting(const char *fmt_in, char *fmt_out, size_t fmt_out_size)
|
|
{
|
|
const char *fmt_end = ImParseFormatFindEnd(fmt_in);
|
|
IM_UNUSED(fmt_out_size);
|
|
IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
|
|
while (fmt_in < fmt_end)
|
|
{
|
|
char c = *fmt_in++;
|
|
if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
|
|
*(fmt_out++) = c;
|
|
}
|
|
*fmt_out = 0; // Zero-terminate
|
|
}
|
|
|
|
// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types
|
|
// like "%I64d" which includes digits. ! "%07I64d" -> "%I64d"
|
|
const char *ImParseFormatSanitizeForScanning(const char *fmt_in, char *fmt_out, size_t fmt_out_size)
|
|
{
|
|
const char *fmt_end = ImParseFormatFindEnd(fmt_in);
|
|
const char *fmt_out_begin = fmt_out;
|
|
IM_UNUSED(fmt_out_size);
|
|
IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
|
|
bool has_type = false;
|
|
while (fmt_in < fmt_end)
|
|
{
|
|
char c = *fmt_in++;
|
|
if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#'))
|
|
continue;
|
|
has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits
|
|
if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
|
|
*(fmt_out++) = c;
|
|
}
|
|
*fmt_out = 0; // Zero-terminate
|
|
return fmt_out_begin;
|
|
}
|
|
|
|
template <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;
|
|
}
|
|
|
|
// Parse display precision back from the display format string
|
|
// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework
|
|
// widgets so it isn't needed.
|
|
int ImParseFormatPrecision(const char *fmt, int default_precision)
|
|
{
|
|
fmt = ImParseFormatFindStart(fmt);
|
|
if (fmt[0] != '%')
|
|
return default_precision;
|
|
fmt++;
|
|
while (*fmt >= '0' && *fmt <= '9')
|
|
fmt++;
|
|
int precision = INT_MAX;
|
|
if (*fmt == '.')
|
|
{
|
|
fmt = ImAtoi<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.
|
|
// FIXME: Among other things, setting ImGuiItemFlags_AllowDuplicateId in LastItemData is currently correct but
|
|
// the expected relationship between TempInputXXX functions and LastItemData is a little fishy.
|
|
bool ImGui::TempInputText(const ImRect &bb, ImGuiID id, const char *label, char *buf, int buf_size,
|
|
ImGuiInputTextFlags flags)
|
|
{
|
|
// On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.
|
|
// We clear ActiveID on the first frame to allow the InputText() taking it back.
|
|
ImGuiContext &g = *GImGui;
|
|
const bool init = (g.TempInputId != id);
|
|
if (init)
|
|
ClearActiveID();
|
|
|
|
g.CurrentWindow->DC.CursorPos = bb.Min;
|
|
g.LastItemData.ItemFlags |= ImGuiItemFlags_AllowDuplicateId;
|
|
bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem);
|
|
if (init)
|
|
{
|
|
// First frame we started displaying the InputText widget, we expect it to take the active id.
|
|
IM_ASSERT(g.ActiveId == id);
|
|
g.TempInputId = g.ActiveId;
|
|
}
|
|
return value_changed;
|
|
}
|
|
|
|
// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the
|
|
// ImGuiSliderFlags_AlwaysClamp flag is set! This is intended: this way we allow CTRL+Click manual input to set a value
|
|
// out of bounds, for maximum flexibility. However this may not be ideal for all uses, as some user code may break on
|
|
// out of bound values.
|
|
bool ImGui::TempInputScalar(const ImRect &bb, ImGuiID id, const char *label, ImGuiDataType data_type, void *p_data,
|
|
const char *format, const void *p_clamp_min, const void *p_clamp_max)
|
|
{
|
|
// FIXME: May need to clarify display behavior if format doesn't contain %.
|
|
// "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiDataTypeInfo *type_info = DataTypeGetInfo(data_type);
|
|
char fmt_buf[32];
|
|
char data_buf[32];
|
|
format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf));
|
|
if (format[0] == 0)
|
|
format = type_info->PrintFmt;
|
|
DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format);
|
|
ImStrTrimBlanks(data_buf);
|
|
|
|
ImGuiInputTextFlags flags =
|
|
ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint;
|
|
g.LastItemData.ItemFlags |=
|
|
ImGuiItemFlags_NoMarkEdited; // Because TempInputText() uses ImGuiInputTextFlags_MergedItem it doesn't submit a
|
|
// new item, so we poke LastItemData.
|
|
bool value_changed = false;
|
|
if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))
|
|
{
|
|
// Backup old value
|
|
size_t data_type_size = type_info->Size;
|
|
ImGuiDataTypeStorage data_backup;
|
|
memcpy(&data_backup, p_data, data_type_size);
|
|
|
|
// Apply new value (or operations) then clamp
|
|
DataTypeApplyFromText(data_buf, data_type, p_data, format, NULL);
|
|
if (p_clamp_min || p_clamp_max)
|
|
{
|
|
if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)
|
|
ImSwap(p_clamp_min, p_clamp_max);
|
|
DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max);
|
|
}
|
|
|
|
// Only mark as edited if new value is different
|
|
g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited;
|
|
value_changed = memcmp(&data_backup, p_data, data_type_size) != 0;
|
|
if (value_changed)
|
|
MarkItemEdited(id);
|
|
}
|
|
return value_changed;
|
|
}
|
|
|
|
void ImGui::SetNextItemRefVal(ImGuiDataType data_type, void *p_data)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasRefVal;
|
|
memcpy(&g.NextItemData.RefVal, p_data, DataTypeGetInfo(data_type)->Size);
|
|
}
|
|
|
|
// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step
|
|
// and p_step_fast are optional. Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data
|
|
// Types' to understand how to use this function directly.
|
|
bool ImGui::InputScalar(const char *label, ImGuiDataType data_type, void *p_data, const void *p_step,
|
|
const void *p_step_fast, const char *format, ImGuiInputTextFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiStyle &style = g.Style;
|
|
IM_ASSERT((flags & ImGuiInputTextFlags_EnterReturnsTrue) ==
|
|
0); // Not supported by InputScalar(). Please open an issue if you this would be useful to you. Otherwise
|
|
// use IsItemDeactivatedAfterEdit()!
|
|
|
|
if (format == NULL)
|
|
format = DataTypeGetInfo(data_type)->PrintFmt;
|
|
|
|
void *p_data_default =
|
|
(g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasRefVal) ? &g.NextItemData.RefVal : &g.DataTypeZeroValue;
|
|
|
|
char buf[64];
|
|
if ((flags & ImGuiInputTextFlags_DisplayEmptyRefVal) && DataTypeCompare(data_type, p_data, p_data_default) == 0)
|
|
buf[0] = 0;
|
|
else
|
|
DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);
|
|
|
|
// Disable the MarkItemEdited() call in InputText but keep ImGuiItemStatusFlags_Edited.
|
|
// We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
|
|
g.NextItemData.ItemFlags |= ImGuiItemFlags_NoMarkEdited;
|
|
flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint;
|
|
|
|
bool value_changed = false;
|
|
if (p_step == NULL)
|
|
{
|
|
if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))
|
|
value_changed = DataTypeApplyFromText(
|
|
buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL);
|
|
}
|
|
else
|
|
{
|
|
const float button_size = GetFrameHeight();
|
|
|
|
BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g.
|
|
// IsItemActive()
|
|
PushID(label);
|
|
SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
|
|
if (InputText("", buf, IM_ARRAYSIZE(buf),
|
|
flags)) // PushId(label) + "" gives us the expected ID from outside point of view
|
|
value_changed = DataTypeApplyFromText(
|
|
buf, data_type, p_data, format, (flags & ImGuiInputTextFlags_ParseEmptyRefVal) ? p_data_default : NULL);
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label,
|
|
g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);
|
|
|
|
// Step buttons
|
|
const ImVec2 backup_frame_padding = style.FramePadding;
|
|
style.FramePadding.x = style.FramePadding.y;
|
|
if (flags & ImGuiInputTextFlags_ReadOnly)
|
|
BeginDisabled();
|
|
PushItemFlag(ImGuiItemFlags_ButtonRepeat, true);
|
|
SameLine(0, style.ItemInnerSpacing.x);
|
|
if (ButtonEx("-", ImVec2(button_size, button_size)))
|
|
{
|
|
DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);
|
|
value_changed = true;
|
|
}
|
|
SameLine(0, style.ItemInnerSpacing.x);
|
|
if (ButtonEx("+", ImVec2(button_size, button_size)))
|
|
{
|
|
DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);
|
|
value_changed = true;
|
|
}
|
|
PopItemFlag();
|
|
if (flags & ImGuiInputTextFlags_ReadOnly)
|
|
EndDisabled();
|
|
|
|
const char *label_end = FindRenderedTextEnd(label);
|
|
if (label != label_end)
|
|
{
|
|
SameLine(0, style.ItemInnerSpacing.x);
|
|
TextEx(label, label_end);
|
|
}
|
|
style.FramePadding = backup_frame_padding;
|
|
|
|
PopID();
|
|
EndGroup();
|
|
}
|
|
|
|
g.LastItemData.ItemFlags &= ~ImGuiItemFlags_NoMarkEdited;
|
|
if (value_changed)
|
|
MarkItemEdited(g.LastItemData.ID);
|
|
|
|
return value_changed;
|
|
}
|
|
|
|
bool ImGui::InputScalarN(const char *label, ImGuiDataType data_type, void *p_data, int components, const void *p_step,
|
|
const void *p_step_fast, const char *format, ImGuiInputTextFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
bool value_changed = false;
|
|
BeginGroup();
|
|
PushID(label);
|
|
PushMultiItemsWidths(components, CalcItemWidth());
|
|
size_t type_size = GDataTypeInfo[data_type].Size;
|
|
for (int i = 0; i < components; i++)
|
|
{
|
|
PushID(i);
|
|
if (i > 0)
|
|
SameLine(0, g.Style.ItemInnerSpacing.x);
|
|
value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags);
|
|
PopID();
|
|
PopItemWidth();
|
|
p_data = (void *)((char *)p_data + type_size);
|
|
}
|
|
PopID();
|
|
|
|
const char *label_end = FindRenderedTextEnd(label);
|
|
if (label != label_end)
|
|
{
|
|
SameLine(0.0f, g.Style.ItemInnerSpacing.x);
|
|
TextEx(label, label_end);
|
|
}
|
|
|
|
EndGroup();
|
|
return value_changed;
|
|
}
|
|
|
|
bool ImGui::InputFloat(const char *label, float *v, float step, float step_fast, const char *format,
|
|
ImGuiInputTextFlags flags)
|
|
{
|
|
return InputScalar(label, ImGuiDataType_Float, (void *)v, (void *)(step > 0.0f ? &step : NULL),
|
|
(void *)(step_fast > 0.0f ? &step_fast : NULL), format, flags);
|
|
}
|
|
|
|
bool ImGui::InputFloat2(const char *label, float v[2], const char *format, ImGuiInputTextFlags flags)
|
|
{
|
|
return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);
|
|
}
|
|
|
|
bool ImGui::InputFloat3(const char *label, float v[3], const char *format, ImGuiInputTextFlags flags)
|
|
{
|
|
return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);
|
|
}
|
|
|
|
bool ImGui::InputFloat4(const char *label, float v[4], const char *format, ImGuiInputTextFlags flags)
|
|
{
|
|
return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);
|
|
}
|
|
|
|
bool ImGui::InputInt(const char *label, int *v, int step, int step_fast, ImGuiInputTextFlags flags)
|
|
{
|
|
// Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to
|
|
// parse your own data, if you want to handle prefixes.
|
|
const char *format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
|
|
return InputScalar(label, ImGuiDataType_S32, (void *)v, (void *)(step > 0 ? &step : NULL),
|
|
(void *)(step_fast > 0 ? &step_fast : NULL), format, flags);
|
|
}
|
|
|
|
bool ImGui::InputInt2(const char *label, int v[2], ImGuiInputTextFlags flags)
|
|
{
|
|
return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags);
|
|
}
|
|
|
|
bool ImGui::InputInt3(const char *label, int v[3], ImGuiInputTextFlags flags)
|
|
{
|
|
return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags);
|
|
}
|
|
|
|
bool ImGui::InputInt4(const char *label, int v[4], ImGuiInputTextFlags flags)
|
|
{
|
|
return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags);
|
|
}
|
|
|
|
bool ImGui::InputDouble(const char *label, double *v, double step, double step_fast, const char *format,
|
|
ImGuiInputTextFlags flags)
|
|
{
|
|
return InputScalar(label, ImGuiDataType_Double, (void *)v, (void *)(step > 0.0 ? &step : NULL),
|
|
(void *)(step_fast > 0.0 ? &step_fast : NULL), format, flags);
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint
|
|
//-------------------------------------------------------------------------
|
|
// - imstb_textedit.h include
|
|
// - InputText()
|
|
// - InputTextWithHint()
|
|
// - InputTextMultiline()
|
|
// - InputTextGetCharInfo() [Internal]
|
|
// - InputTextReindexLines() [Internal]
|
|
// - InputTextReindexLinesRange() [Internal]
|
|
// - InputTextEx() [Internal]
|
|
// - DebugNodeInputTextState() [Internal]
|
|
//-------------------------------------------------------------------------
|
|
|
|
namespace ImStb
|
|
{
|
|
#include "imstb_textedit.h"
|
|
}
|
|
|
|
bool ImGui::InputText(const char *label, char *buf, size_t buf_size, ImGuiInputTextFlags flags,
|
|
ImGuiInputTextCallback callback, void *user_data)
|
|
{
|
|
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
|
|
return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
|
|
}
|
|
|
|
bool ImGui::InputTextMultiline(const char *label, char *buf, size_t buf_size, const ImVec2 &size,
|
|
ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void *user_data)
|
|
{
|
|
return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback,
|
|
user_data);
|
|
}
|
|
|
|
bool ImGui::InputTextWithHint(const char *label, const char *hint, char *buf, size_t buf_size,
|
|
ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void *user_data)
|
|
{
|
|
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you
|
|
// need multi-line + hint.
|
|
return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
|
|
}
|
|
|
|
// This is only used in the path where the multiline widget is inactive.
|
|
static int InputTextCalcTextLenAndLineCount(const char *text_begin, const char **out_text_end)
|
|
{
|
|
int line_count = 0;
|
|
const char *s = text_begin;
|
|
while (true)
|
|
{
|
|
const char *s_eol = strchr(s, '\n');
|
|
line_count++;
|
|
if (s_eol == NULL)
|
|
{
|
|
s = s + ImStrlen(s);
|
|
break;
|
|
}
|
|
s = s_eol + 1;
|
|
}
|
|
*out_text_end = s;
|
|
return line_count;
|
|
}
|
|
|
|
// FIXME: Ideally we'd share code with ImFont::CalcTextSizeA()
|
|
static ImVec2 InputTextCalcTextSize(ImGuiContext *ctx, const char *text_begin, const char *text_end,
|
|
const char **remaining, ImVec2 *out_offset, bool stop_on_new_line)
|
|
{
|
|
ImGuiContext &g = *ctx;
|
|
// ImFont* font = g.Font;
|
|
ImFontBaked *baked = g.FontBaked;
|
|
const float line_height = g.FontSize;
|
|
const float scale = line_height / baked->Size;
|
|
|
|
ImVec2 text_size = ImVec2(0, 0);
|
|
float line_width = 0.0f;
|
|
|
|
const char *s = text_begin;
|
|
while (s < text_end)
|
|
{
|
|
unsigned int c = (unsigned int)*s;
|
|
if (c < 0x80)
|
|
s += 1;
|
|
else
|
|
s += ImTextCharFromUtf8(&c, s, text_end);
|
|
|
|
if (c == '\n')
|
|
{
|
|
text_size.x = ImMax(text_size.x, line_width);
|
|
text_size.y += line_height;
|
|
line_width = 0.0f;
|
|
if (stop_on_new_line)
|
|
break;
|
|
continue;
|
|
}
|
|
if (c == '\r')
|
|
continue;
|
|
|
|
line_width += baked->GetCharAdvance((ImWchar)c) * scale;
|
|
}
|
|
|
|
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) With our UTF-8 use of stb_textedit:
|
|
// - STB_TEXTEDIT_GETCHAR is nothing more than a a "GETBYTE". It's only used to compare to ascii or to copy blocks of
|
|
// text so we are fine.
|
|
// - One exception is the STB_TEXTEDIT_IS_SPACE feature which would expect a full char in order to handle full-width
|
|
// space such as 0x3000 (see ImCharIsBlankW).
|
|
// - ...but we don't use that feature.
|
|
namespace ImStb
|
|
{
|
|
static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState *obj)
|
|
{
|
|
return obj->TextLen;
|
|
}
|
|
static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState *obj, int idx)
|
|
{
|
|
IM_ASSERT(idx <= obj->TextLen);
|
|
return obj->TextSrc[idx];
|
|
}
|
|
static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState *obj, int line_start_idx, int char_idx)
|
|
{
|
|
unsigned int c;
|
|
ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen);
|
|
if ((ImWchar)c == '\n')
|
|
return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE;
|
|
ImGuiContext &g = *obj->Ctx;
|
|
return g.FontBaked->GetCharAdvance((ImWchar)c) * g.FontBakedScale;
|
|
}
|
|
static char STB_TEXTEDIT_NEWLINE = '\n';
|
|
static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow *r, ImGuiInputTextState *obj, int line_start_idx)
|
|
{
|
|
const char *text = obj->TextSrc;
|
|
const char *text_remaining = NULL;
|
|
const ImVec2 size =
|
|
InputTextCalcTextSize(obj->Ctx, text + line_start_idx, text + obj->TextLen, &text_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));
|
|
}
|
|
|
|
#define IMSTB_TEXTEDIT_GETNEXTCHARINDEX IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL
|
|
#define IMSTB_TEXTEDIT_GETPREVCHARINDEX IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL
|
|
|
|
static int IMSTB_TEXTEDIT_GETNEXTCHARINDEX_IMPL(ImGuiInputTextState *obj, int idx)
|
|
{
|
|
if (idx >= obj->TextLen)
|
|
return obj->TextLen + 1;
|
|
unsigned int c;
|
|
return idx + ImTextCharFromUtf8(&c, obj->TextSrc + idx, obj->TextSrc + obj->TextLen);
|
|
}
|
|
|
|
static int IMSTB_TEXTEDIT_GETPREVCHARINDEX_IMPL(ImGuiInputTextState *obj, int idx)
|
|
{
|
|
if (idx <= 0)
|
|
return -1;
|
|
const char *p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, obj->TextSrc + idx);
|
|
return (int)(p - obj->TextSrc);
|
|
}
|
|
|
|
static bool ImCharIsSeparatorW(unsigned int c)
|
|
{
|
|
static const unsigned int separator_list[] = {
|
|
',', 0x3001, '.', 0x3002, ';', 0xFF1B, '(', 0xFF08, ')', 0xFF09, '{', 0xFF5B, '}', 0xFF5D, '[', 0x300C,
|
|
']', 0x300D, '|', 0xFF5C, '!', 0xFF01, '\\', 0xFFE5, '/', 0x30FB, 0xFF0F, '\n', '\r',
|
|
};
|
|
for (unsigned int separator : separator_list)
|
|
if (c == separator)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
static int is_word_boundary_from_right(ImGuiInputTextState *obj, int idx)
|
|
{
|
|
// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that
|
|
// underlying data are blanks or separators.
|
|
if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
|
|
return 0;
|
|
|
|
const char *curr_p = obj->TextSrc + idx;
|
|
const char *prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p);
|
|
unsigned int curr_c;
|
|
ImTextCharFromUtf8(&curr_c, curr_p, obj->TextSrc + obj->TextLen);
|
|
unsigned int prev_c;
|
|
ImTextCharFromUtf8(&prev_c, prev_p, obj->TextSrc + obj->TextLen);
|
|
|
|
bool prev_white = ImCharIsBlankW(prev_c);
|
|
bool prev_separ = ImCharIsSeparatorW(prev_c);
|
|
bool curr_white = ImCharIsBlankW(curr_c);
|
|
bool curr_separ = ImCharIsSeparatorW(curr_c);
|
|
return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);
|
|
}
|
|
static int is_word_boundary_from_left(ImGuiInputTextState *obj, int idx)
|
|
{
|
|
if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)
|
|
return 0;
|
|
|
|
const char *curr_p = obj->TextSrc + idx;
|
|
const char *prev_p = ImTextFindPreviousUtf8Codepoint(obj->TextSrc, curr_p);
|
|
unsigned int prev_c;
|
|
ImTextCharFromUtf8(&prev_c, curr_p, obj->TextSrc + obj->TextLen);
|
|
unsigned int curr_c;
|
|
ImTextCharFromUtf8(&curr_c, prev_p, obj->TextSrc + obj->TextLen);
|
|
|
|
bool prev_white = ImCharIsBlankW(prev_c);
|
|
bool prev_separ = ImCharIsSeparatorW(prev_c);
|
|
bool curr_white = ImCharIsBlankW(curr_c);
|
|
bool curr_separ = ImCharIsSeparatorW(curr_c);
|
|
return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);
|
|
}
|
|
static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState *obj, int idx)
|
|
{
|
|
idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx);
|
|
while (idx >= 0 && !is_word_boundary_from_right(obj, idx))
|
|
idx = IMSTB_TEXTEDIT_GETPREVCHARINDEX(obj, idx);
|
|
return idx < 0 ? 0 : idx;
|
|
}
|
|
static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState *obj, int idx)
|
|
{
|
|
int len = obj->TextLen;
|
|
idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx);
|
|
while (idx < len && !is_word_boundary_from_left(obj, idx))
|
|
idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx);
|
|
return idx > len ? len : idx;
|
|
}
|
|
static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState *obj, int idx)
|
|
{
|
|
idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx);
|
|
int len = obj->TextLen;
|
|
while (idx < len && !is_word_boundary_from_right(obj, idx))
|
|
idx = IMSTB_TEXTEDIT_GETNEXTCHARINDEX(obj, idx);
|
|
return idx > len ? len : idx;
|
|
}
|
|
static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState *obj, int idx)
|
|
{
|
|
ImGuiContext &g = *obj->Ctx;
|
|
if (g.IO.ConfigMacOSXBehaviors)
|
|
return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx);
|
|
else
|
|
return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx);
|
|
}
|
|
#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h
|
|
#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
|
|
|
|
static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState *obj, int pos, int n)
|
|
{
|
|
// Offset remaining text (+ copy zero terminator)
|
|
IM_ASSERT(obj->TextSrc == obj->TextA.Data);
|
|
char *dst = obj->TextA.Data + pos;
|
|
char *src = obj->TextA.Data + pos + n;
|
|
memmove(dst, src, obj->TextLen - n - pos + 1);
|
|
obj->Edited = true;
|
|
obj->TextLen -= n;
|
|
}
|
|
|
|
static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState *obj, int pos, const char *new_text, int new_text_len)
|
|
{
|
|
const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;
|
|
const int text_len = obj->TextLen;
|
|
IM_ASSERT(pos <= text_len);
|
|
|
|
if (!is_resizable && (new_text_len + obj->TextLen + 1 > obj->BufCapacity))
|
|
return false;
|
|
|
|
// Grow internal buffer if needed
|
|
IM_ASSERT(obj->TextSrc == obj->TextA.Data);
|
|
if (new_text_len + text_len + 1 > obj->TextA.Size)
|
|
{
|
|
if (!is_resizable)
|
|
return false;
|
|
obj->TextA.resize(text_len + ImClamp(new_text_len, 32, ImMax(256, new_text_len)) + 1);
|
|
obj->TextSrc = obj->TextA.Data;
|
|
}
|
|
|
|
char *text = obj->TextA.Data;
|
|
if (pos != text_len)
|
|
memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos));
|
|
memcpy(text + pos, new_text, (size_t)new_text_len);
|
|
|
|
obj->Edited = true;
|
|
obj->TextLen += new_text_len;
|
|
obj->TextA[obj->TextLen] = '\0';
|
|
|
|
return true;
|
|
}
|
|
|
|
// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their
|
|
// STB_TEXTEDIT_K_* symbols)
|
|
#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left
|
|
#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right
|
|
#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up
|
|
#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down
|
|
#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line
|
|
#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line
|
|
#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text
|
|
#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text
|
|
#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor
|
|
#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor
|
|
#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo
|
|
#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo
|
|
#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word
|
|
#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word
|
|
#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page
|
|
#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page
|
|
#define STB_TEXTEDIT_K_SHIFT 0x400000
|
|
|
|
#define IMSTB_TEXTEDIT_IMPLEMENTATION
|
|
#define IMSTB_TEXTEDIT_memmove memmove
|
|
#include "imstb_textedit.h"
|
|
|
|
// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling
|
|
// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to
|
|
// nothings/stb?)
|
|
static void stb_textedit_replace(ImGuiInputTextState *str, STB_TexteditState *state,
|
|
const IMSTB_TEXTEDIT_CHARTYPE *text, int text_len)
|
|
{
|
|
stb_text_makeundo_replace(str, state, 0, str->TextLen, text_len);
|
|
ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->TextLen);
|
|
state->cursor = state->select_start = state->select_end = 0;
|
|
if (text_len <= 0)
|
|
return;
|
|
if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))
|
|
{
|
|
state->cursor = state->select_start = state->select_end = text_len;
|
|
state->has_preferred_x = 0;
|
|
return;
|
|
}
|
|
IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use
|
|
// stb_textedit_replace()
|
|
}
|
|
|
|
} // namespace ImStb
|
|
|
|
// We added an extra indirection where 'Stb' is heap-allocated, in order facilitate the work of bindings generators.
|
|
ImGuiInputTextState::ImGuiInputTextState()
|
|
{
|
|
memset(this, 0, sizeof(*this));
|
|
Stb = IM_NEW(ImStbTexteditState);
|
|
memset(Stb, 0, sizeof(*Stb));
|
|
}
|
|
|
|
ImGuiInputTextState::~ImGuiInputTextState()
|
|
{
|
|
IM_DELETE(Stb);
|
|
}
|
|
|
|
void ImGuiInputTextState::OnKeyPressed(int key)
|
|
{
|
|
stb_textedit_key(this, Stb, key);
|
|
CursorFollow = true;
|
|
CursorAnimReset();
|
|
}
|
|
|
|
void ImGuiInputTextState::OnCharPressed(unsigned int c)
|
|
{
|
|
// Convert the key to a UTF8 byte sequence.
|
|
// The changes we had to make to stb_textedit_key made it very much UTF-8 specific which is not too great.
|
|
char utf8[5];
|
|
ImTextCharToUtf8(utf8, c);
|
|
stb_textedit_text(this, Stb, utf8, (int)ImStrlen(utf8));
|
|
CursorFollow = true;
|
|
CursorAnimReset();
|
|
}
|
|
|
|
// Those functions are not inlined in imgui_internal.h, allowing us to hide ImStbTexteditState from that header.
|
|
void ImGuiInputTextState::CursorAnimReset()
|
|
{
|
|
CursorAnim = -0.30f;
|
|
} // After a user-input the cursor stays on for a while without blinking
|
|
void ImGuiInputTextState::CursorClamp()
|
|
{
|
|
Stb->cursor = ImMin(Stb->cursor, TextLen);
|
|
Stb->select_start = ImMin(Stb->select_start, TextLen);
|
|
Stb->select_end = ImMin(Stb->select_end, TextLen);
|
|
}
|
|
bool ImGuiInputTextState::HasSelection() const
|
|
{
|
|
return Stb->select_start != Stb->select_end;
|
|
}
|
|
void ImGuiInputTextState::ClearSelection()
|
|
{
|
|
Stb->select_start = Stb->select_end = Stb->cursor;
|
|
}
|
|
int ImGuiInputTextState::GetCursorPos() const
|
|
{
|
|
return Stb->cursor;
|
|
}
|
|
int ImGuiInputTextState::GetSelectionStart() const
|
|
{
|
|
return Stb->select_start;
|
|
}
|
|
int ImGuiInputTextState::GetSelectionEnd() const
|
|
{
|
|
return Stb->select_end;
|
|
}
|
|
void ImGuiInputTextState::SelectAll()
|
|
{
|
|
Stb->select_start = 0;
|
|
Stb->cursor = Stb->select_end = TextLen;
|
|
Stb->has_preferred_x = 0;
|
|
}
|
|
void ImGuiInputTextState::ReloadUserBufAndSelectAll()
|
|
{
|
|
WantReloadUserBuf = true;
|
|
ReloadSelectionStart = 0;
|
|
ReloadSelectionEnd = INT_MAX;
|
|
}
|
|
void ImGuiInputTextState::ReloadUserBufAndKeepSelection()
|
|
{
|
|
WantReloadUserBuf = true;
|
|
ReloadSelectionStart = Stb->select_start;
|
|
ReloadSelectionEnd = Stb->select_end;
|
|
}
|
|
void ImGuiInputTextState::ReloadUserBufAndMoveToEnd()
|
|
{
|
|
WantReloadUserBuf = true;
|
|
ReloadSelectionStart = ReloadSelectionEnd = INT_MAX;
|
|
}
|
|
|
|
ImGuiInputTextCallbackData::ImGuiInputTextCallbackData()
|
|
{
|
|
memset(this, 0, sizeof(*this));
|
|
}
|
|
|
|
// Public API to manipulate UTF-8 text from within a callback.
|
|
// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.
|
|
// Historically they existed because STB_TEXTEDIT_INSERTCHARS() etc. worked on our ImWchar
|
|
// buffer, but nowadays they both work on UTF-8 data. Should aim to merge both.
|
|
void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count)
|
|
{
|
|
IM_ASSERT(pos + bytes_count <= BufTextLen);
|
|
char *dst = Buf + pos;
|
|
const char *src = Buf + pos + bytes_count;
|
|
memmove(dst, src, BufTextLen - bytes_count - pos + 1);
|
|
|
|
if (CursorPos >= pos + bytes_count)
|
|
CursorPos -= bytes_count;
|
|
else if (CursorPos >= pos)
|
|
CursorPos = pos;
|
|
SelectionStart = SelectionEnd = CursorPos;
|
|
BufDirty = true;
|
|
BufTextLen -= bytes_count;
|
|
}
|
|
|
|
void ImGuiInputTextCallbackData::InsertChars(int pos, const char *new_text, const char *new_text_end)
|
|
{
|
|
// Accept null ranges
|
|
if (new_text == new_text_end)
|
|
return;
|
|
|
|
// Grow internal buffer if needed
|
|
const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;
|
|
const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)ImStrlen(new_text);
|
|
if (new_text_len + BufTextLen >= BufSize)
|
|
{
|
|
if (!is_resizable)
|
|
return;
|
|
|
|
ImGuiContext &g = *Ctx;
|
|
ImGuiInputTextState *edit_state = &g.InputTextState;
|
|
IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
|
|
IM_ASSERT(Buf == edit_state->TextA.Data);
|
|
int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;
|
|
edit_state->TextA.resize(new_buf_size + 1);
|
|
edit_state->TextSrc = edit_state->TextA.Data;
|
|
Buf = edit_state->TextA.Data;
|
|
BufSize = edit_state->BufCapacity = new_buf_size;
|
|
}
|
|
|
|
if (BufTextLen != pos)
|
|
memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));
|
|
memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
|
|
Buf[BufTextLen + new_text_len] = '\0';
|
|
|
|
if (CursorPos >= pos)
|
|
CursorPos += new_text_len;
|
|
SelectionStart = SelectionEnd = CursorPos;
|
|
BufDirty = true;
|
|
BufTextLen += new_text_len;
|
|
}
|
|
|
|
void ImGui::PushPasswordFont()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImFontBaked *backup = &g.InputTextPasswordFontBackupBaked;
|
|
IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0);
|
|
ImFontGlyph *glyph = g.FontBaked->FindGlyph('*');
|
|
g.InputTextPasswordFontBackupFlags = g.Font->Flags;
|
|
backup->FallbackGlyphIndex = g.FontBaked->FallbackGlyphIndex;
|
|
backup->FallbackAdvanceX = g.FontBaked->FallbackAdvanceX;
|
|
backup->IndexLookup.swap(g.FontBaked->IndexLookup);
|
|
backup->IndexAdvanceX.swap(g.FontBaked->IndexAdvanceX);
|
|
g.Font->Flags |= ImFontFlags_NoLoadGlyphs;
|
|
g.FontBaked->FallbackGlyphIndex = g.FontBaked->Glyphs.index_from_ptr(glyph);
|
|
g.FontBaked->FallbackAdvanceX = glyph->AdvanceX;
|
|
}
|
|
|
|
void ImGui::PopPasswordFont()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImFontBaked *backup = &g.InputTextPasswordFontBackupBaked;
|
|
g.Font->Flags = g.InputTextPasswordFontBackupFlags;
|
|
g.FontBaked->FallbackGlyphIndex = backup->FallbackGlyphIndex;
|
|
g.FontBaked->FallbackAdvanceX = backup->FallbackAdvanceX;
|
|
g.FontBaked->IndexLookup.swap(backup->IndexLookup);
|
|
g.FontBaked->IndexAdvanceX.swap(backup->IndexAdvanceX);
|
|
IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0);
|
|
}
|
|
|
|
// Return false to discard a character.
|
|
static bool InputTextFilterCharacter(ImGuiContext *ctx, unsigned int *p_char, ImGuiInputTextFlags flags,
|
|
ImGuiInputTextCallback callback, void *user_data, bool input_source_is_clipboard)
|
|
{
|
|
unsigned int c = *p_char;
|
|
|
|
// Filter non-printable (NB: isprint is unreliable! see #2467)
|
|
bool apply_named_filters = true;
|
|
if (c < 0x20)
|
|
{
|
|
bool pass = false;
|
|
pass |= (c == '\n') &&
|
|
(flags & ImGuiInputTextFlags_Multiline) !=
|
|
0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code)
|
|
if (c == '\n' && input_source_is_clipboard &&
|
|
(flags & ImGuiInputTextFlags_Multiline) == 0) // In single line mode, replace \n with a space
|
|
{
|
|
c = *p_char = ' ';
|
|
pass = true;
|
|
}
|
|
pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0;
|
|
pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0;
|
|
if (!pass)
|
|
return false;
|
|
apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted.
|
|
}
|
|
|
|
if (input_source_is_clipboard == false)
|
|
{
|
|
// We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)
|
|
if (c == 127)
|
|
return false;
|
|
|
|
// Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys
|
|
// (FIXME)
|
|
if (c >= 0xE000 && c <= 0xF8FF)
|
|
return false;
|
|
}
|
|
|
|
// Filter Unicode ranges we are not handling in this build
|
|
if (c > IM_UNICODE_CODEPOINT_MAX)
|
|
return false;
|
|
|
|
// Generic named filters
|
|
if (apply_named_filters &&
|
|
(flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal |
|
|
ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank |
|
|
ImGuiInputTextFlags_CharsScientific | (ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint)))
|
|
{
|
|
// The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the
|
|
// output/input of printf/scanf to use e.g. ',' instead of '.'. The standard mandate that programs starts in the
|
|
// "C" locale where the decimal point is '.'. We don't really intend to provide widespread support for it, but
|
|
// out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal
|
|
// point. Change the default decimal_point with:
|
|
// ImGui::GetPlatformIO()->Platform_LocaleDecimalPoint = *localeconv()->decimal_point;
|
|
// Users of non-default decimal point (in particular ',') may be affected by word-selection logic
|
|
// (is_word_boundary_from_right/is_word_boundary_from_left) functions.
|
|
ImGuiContext &g = *ctx;
|
|
const unsigned c_decimal_point = (unsigned int)g.PlatformIO.Platform_LocaleDecimalPoint;
|
|
if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific |
|
|
(ImGuiInputTextFlags)ImGuiInputTextFlags_LocalizeDecimalPoint))
|
|
if (c == '.' || c == ',')
|
|
c = c_decimal_point;
|
|
|
|
// Full-width -> half-width conversion for numeric fields
|
|
// (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) While this is mostly convenient,
|
|
// this has the side-effect for uninformed users accidentally inputting full-width characters that they may
|
|
// scratch their head as to why it works in numerical fields vs in generic text fields it would require support
|
|
// in the font.
|
|
if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific |
|
|
ImGuiInputTextFlags_CharsHexadecimal))
|
|
if (c >= 0xFF01 && c <= 0xFF5E)
|
|
c = c - 0xFF01 + 0x21;
|
|
|
|
// Allow 0-9 . - + * /
|
|
if (flags & ImGuiInputTextFlags_CharsDecimal)
|
|
if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') &&
|
|
(c != '/'))
|
|
return false;
|
|
|
|
// Allow 0-9 . - + * / e E
|
|
if (flags & ImGuiInputTextFlags_CharsScientific)
|
|
if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') &&
|
|
(c != '/') && (c != 'e') && (c != 'E'))
|
|
return false;
|
|
|
|
// Allow 0-9 a-F A-F
|
|
if (flags & ImGuiInputTextFlags_CharsHexadecimal)
|
|
if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
|
|
return false;
|
|
|
|
// Turn a-z into A-Z
|
|
if (flags & ImGuiInputTextFlags_CharsUppercase)
|
|
if (c >= 'a' && c <= 'z')
|
|
c += (unsigned int)('A' - 'a');
|
|
|
|
if (flags & ImGuiInputTextFlags_CharsNoBlank)
|
|
if (ImCharIsBlankW(c))
|
|
return false;
|
|
|
|
*p_char = c;
|
|
}
|
|
|
|
// Custom callback filter
|
|
if (flags & ImGuiInputTextFlags_CallbackCharFilter)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiInputTextCallbackData callback_data;
|
|
callback_data.Ctx = &g;
|
|
callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
|
|
callback_data.EventChar = (ImWchar)c;
|
|
callback_data.Flags = flags;
|
|
callback_data.UserData = user_data;
|
|
if (callback(&callback_data) != 0)
|
|
return false;
|
|
*p_char = callback_data.EventChar;
|
|
if (!callback_data.EventChar)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Find the shortest single replacement we can make to get from old_buf to new_buf
|
|
// Note that this doesn't directly alter state->TextA, state->TextLen. They are expected to be made valid separately.
|
|
// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage
|
|
// (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly.
|
|
static void InputTextReconcileUndoState(ImGuiInputTextState *state, const char *old_buf, int old_length,
|
|
const char *new_buf, int new_length)
|
|
{
|
|
const int shorter_length = ImMin(old_length, new_length);
|
|
int first_diff;
|
|
for (first_diff = 0; first_diff < shorter_length; first_diff++)
|
|
if (old_buf[first_diff] != new_buf[first_diff])
|
|
break;
|
|
if (first_diff == old_length && first_diff == new_length)
|
|
return;
|
|
|
|
int old_last_diff = old_length - 1;
|
|
int new_last_diff = new_length - 1;
|
|
for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--)
|
|
if (old_buf[old_last_diff] != new_buf[new_last_diff])
|
|
break;
|
|
|
|
const int insert_len = new_last_diff - first_diff + 1;
|
|
const int delete_len = old_last_diff - first_diff + 1;
|
|
if (insert_len > 0 || delete_len > 0)
|
|
if (IMSTB_TEXTEDIT_CHARTYPE *p =
|
|
stb_text_createundo(&state->Stb->undostate, first_diff, delete_len, insert_len))
|
|
for (int i = 0; i < delete_len; i++)
|
|
p[i] = old_buf[first_diff + i];
|
|
}
|
|
|
|
// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables)
|
|
// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714)
|
|
// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick,
|
|
// but that more likely be attractive when we do have _NoLiveEdit flag available.
|
|
void ImGui::InputTextDeactivateHook(ImGuiID id)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiInputTextState *state = &g.InputTextState;
|
|
if (id == 0 || state->ID != id)
|
|
return;
|
|
g.InputTextDeactivatedState.ID = state->ID;
|
|
if (state->Flags & ImGuiInputTextFlags_ReadOnly)
|
|
{
|
|
g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat.
|
|
}
|
|
else
|
|
{
|
|
IM_ASSERT(state->TextA.Data != 0);
|
|
IM_ASSERT(state->TextA[state->TextLen] == 0);
|
|
g.InputTextDeactivatedState.TextA.resize(state->TextLen + 1);
|
|
memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->TextLen + 1);
|
|
}
|
|
}
|
|
|
|
// Edit a string of text
|
|
// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
|
|
// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
|
|
// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
|
|
// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the
|
|
// InputText is active has no effect.
|
|
// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
|
|
// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some
|
|
// point.. Partly because we are
|
|
// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8
|
|
// all the time. See https://github.com/nothings/stb/issues/188)
|
|
bool ImGui::InputTextEx(const char *label, const char *hint, char *buf, int buf_size, const ImVec2 &size_arg,
|
|
ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void *callback_user_data)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
IM_ASSERT(buf != NULL && buf_size >= 0);
|
|
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) &&
|
|
(flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)
|
|
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) &&
|
|
(flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
|
|
IM_ASSERT(!((flags & ImGuiInputTextFlags_ElideLeft) &&
|
|
(flags & ImGuiInputTextFlags_Multiline))); // Multiline will not work with left-trimming
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiIO &io = g.IO;
|
|
const ImGuiStyle &style = g.Style;
|
|
|
|
const bool RENDER_SELECTION_WHEN_INACTIVE = false;
|
|
const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
|
|
|
|
if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope
|
|
// (including the scrollbar)
|
|
BeginGroup();
|
|
const ImGuiID id = window->GetID(label);
|
|
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
const ImVec2 frame_size =
|
|
CalcItemSize(size_arg, CalcItemWidth(),
|
|
(is_multiline ? g.FontSize * 8.0f : label_size.y) +
|
|
style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line
|
|
const ImVec2 total_size =
|
|
ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y);
|
|
|
|
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
|
|
const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size);
|
|
|
|
ImGuiWindow *draw_window = window;
|
|
ImVec2 inner_size = frame_size;
|
|
ImGuiLastItemData item_data_backup;
|
|
if (is_multiline)
|
|
{
|
|
ImVec2 backup_pos = window->DC.CursorPos;
|
|
ItemSize(total_bb, style.FramePadding.y);
|
|
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
|
|
{
|
|
EndGroup();
|
|
return false;
|
|
}
|
|
item_data_backup = g.LastItemData;
|
|
window->DC.CursorPos = backup_pos;
|
|
|
|
// Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets
|
|
// without stopping.
|
|
if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) &&
|
|
(flags & ImGuiInputTextFlags_AllowTabInput))
|
|
g.NavActivateId = 0;
|
|
|
|
// Prevent NavActivate reactivating in BeginChild() when we are already active.
|
|
const ImGuiID backup_activate_id = g.NavActivateId;
|
|
if (g.ActiveId == id) // Prevent reactivation
|
|
g.NavActivateId = 0;
|
|
|
|
// We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are
|
|
// easier to read/debug.
|
|
PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
|
|
PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
|
|
PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
|
|
PushStyleVar(ImGuiStyleVar_WindowPadding,
|
|
ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges
|
|
bool child_visible =
|
|
BeginChildEx(label, id, frame_bb.GetSize(), ImGuiChildFlags_Borders, ImGuiWindowFlags_NoMove);
|
|
g.NavActivateId = backup_activate_id;
|
|
PopStyleVar(3);
|
|
PopStyleColor();
|
|
if (!child_visible)
|
|
{
|
|
EndChild();
|
|
EndGroup();
|
|
return false;
|
|
}
|
|
draw_window = g.CurrentWindow; // Child window
|
|
draw_window->DC.NavLayersActiveMaskNext |=
|
|
(1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation
|
|
// highlight so we can "enter" into it.
|
|
draw_window->DC.CursorPos += style.FramePadding;
|
|
inner_size.x -= draw_window->ScrollbarSizes.x;
|
|
}
|
|
else
|
|
{
|
|
// Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed
|
|
// (with test performed in ItemAdd)
|
|
ItemSize(total_bb, style.FramePadding.y);
|
|
if (!(flags & ImGuiInputTextFlags_MergedItem))
|
|
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
|
|
return false;
|
|
}
|
|
|
|
// Ensure mouse cursor is set even after switching to keyboard/gamepad mode. May generalize further? (#6417)
|
|
bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.ItemFlags | ImGuiItemFlags_NoNavDisableMouseHover);
|
|
if (hovered)
|
|
SetMouseCursor(ImGuiMouseCursor_TextInput);
|
|
if (hovered && g.NavHighlightItemUnderNav)
|
|
hovered = false;
|
|
|
|
// We are only allowed to access the state if we are already the active widget.
|
|
ImGuiInputTextState *state = GetInputTextState(id);
|
|
|
|
if (g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly)
|
|
flags |= ImGuiInputTextFlags_ReadOnly;
|
|
const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;
|
|
const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
|
|
const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
|
|
const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;
|
|
if (is_resizable)
|
|
IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
|
|
|
|
const bool input_requested_by_nav =
|
|
(g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) ||
|
|
(g.NavInputSource == ImGuiInputSource_Keyboard)));
|
|
|
|
const bool user_clicked = hovered && io.MouseClicked[0];
|
|
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 &&
|
|
g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
|
const bool user_scroll_active =
|
|
is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
|
|
bool clear_active_id = false;
|
|
bool select_all = false;
|
|
|
|
float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
|
|
|
|
const bool init_reload_from_user_buf = (state != NULL && state->WantReloadUserBuf);
|
|
const bool init_changed_specs =
|
|
(state != NULL && state->Stb->single_line != !is_multiline); // state != NULL means its our state.
|
|
const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav);
|
|
const bool init_state = (init_make_active || user_scroll_active);
|
|
if (init_reload_from_user_buf)
|
|
{
|
|
int new_len = (int)ImStrlen(buf);
|
|
IM_ASSERT(new_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?");
|
|
state->WantReloadUserBuf = false;
|
|
InputTextReconcileUndoState(state, state->TextA.Data, state->TextLen, buf, new_len);
|
|
state->TextA.resize(buf_size +
|
|
1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
|
|
state->TextLen = new_len;
|
|
memcpy(state->TextA.Data, buf, state->TextLen + 1);
|
|
state->Stb->select_start = state->ReloadSelectionStart;
|
|
state->Stb->cursor = state->Stb->select_end = state->ReloadSelectionEnd;
|
|
state->CursorClamp();
|
|
}
|
|
else if ((init_state && g.ActiveId != id) || init_changed_specs)
|
|
{
|
|
// Access state even if we don't own it yet.
|
|
state = &g.InputTextState;
|
|
state->CursorAnimReset();
|
|
|
|
// Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame
|
|
// they report IsItemDeactivatedAfterEdit (#4714)
|
|
InputTextDeactivateHook(state->ID);
|
|
|
|
// Take a copy of the initial buffer value.
|
|
// From the moment we focused we are normally ignoring the content of 'buf' (unless we are in read-only mode)
|
|
const int buf_len = (int)ImStrlen(buf);
|
|
IM_ASSERT(buf_len + 1 <= buf_size && "Is your input buffer properly zero-terminated?");
|
|
state->TextToRevertTo.resize(
|
|
buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
|
|
memcpy(state->TextToRevertTo.Data, buf, buf_len + 1);
|
|
|
|
// Preserve cursor position and undo/redo stack if we come back to same widget
|
|
// FIXME: Since we reworked this on 2022/06, may want to differentiate recycle_cursor vs recycle_undostate?
|
|
bool recycle_state = (state->ID == id && !init_changed_specs);
|
|
if (recycle_state &&
|
|
(state->TextLen != buf_len || (state->TextA.Data == NULL || strncmp(state->TextA.Data, buf, buf_len) != 0)))
|
|
recycle_state = false;
|
|
|
|
// Start edition
|
|
state->ID = id;
|
|
state->TextLen = buf_len;
|
|
if (!is_readonly)
|
|
{
|
|
state->TextA.resize(buf_size +
|
|
1); // we use +1 to make sure that .Data is always pointing to at least an empty string.
|
|
memcpy(state->TextA.Data, buf, state->TextLen + 1);
|
|
}
|
|
|
|
// Find initial scroll position for right alignment
|
|
state->Scroll = ImVec2(0.0f, 0.0f);
|
|
if (flags & ImGuiInputTextFlags_ElideLeft)
|
|
state->Scroll.x += ImMax(0.0f, CalcTextSize(buf).x - frame_size.x + style.FramePadding.x * 2.0f);
|
|
|
|
// Recycle existing cursor/selection/undo stack but clamp position
|
|
// Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click
|
|
// handler.
|
|
if (recycle_state)
|
|
state->CursorClamp();
|
|
else
|
|
stb_textedit_initialize_state(state->Stb, !is_multiline);
|
|
|
|
if (!is_multiline)
|
|
{
|
|
if (flags & ImGuiInputTextFlags_AutoSelectAll)
|
|
select_all = true;
|
|
if (input_requested_by_nav &&
|
|
(!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState)))
|
|
select_all = true;
|
|
if (user_clicked && io.KeyCtrl)
|
|
select_all = true;
|
|
}
|
|
|
|
if (flags & ImGuiInputTextFlags_AlwaysOverwrite)
|
|
state->Stb->insert_mode = 1; // stb field name is indeed incorrect (see #2863)
|
|
}
|
|
|
|
const bool is_osx = io.ConfigMacOSXBehaviors;
|
|
if (g.ActiveId != id && init_make_active)
|
|
{
|
|
IM_ASSERT(state && state->ID == id);
|
|
SetActiveID(id, window);
|
|
SetFocusID(id, window);
|
|
FocusWindow(window);
|
|
}
|
|
if (g.ActiveId == id)
|
|
{
|
|
// Declare some inputs, the other are registered and polled via Shortcut() routing system.
|
|
// FIXME: The reason we don't use Shortcut() is we would need a routing flag to specify multiple mods, or to all
|
|
// mods combination into individual shortcuts.
|
|
const ImGuiKey always_owned_keys[] = {ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_Enter,
|
|
ImGuiKey_KeypadEnter, ImGuiKey_Delete, ImGuiKey_Backspace,
|
|
ImGuiKey_Home, ImGuiKey_End};
|
|
for (ImGuiKey key : always_owned_keys)
|
|
SetKeyOwner(key, id);
|
|
if (user_clicked)
|
|
SetKeyOwner(ImGuiKey_MouseLeft, id);
|
|
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
|
|
if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
|
|
{
|
|
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
|
|
SetKeyOwner(ImGuiKey_UpArrow, id);
|
|
SetKeyOwner(ImGuiKey_DownArrow, id);
|
|
}
|
|
if (is_multiline)
|
|
{
|
|
SetKeyOwner(ImGuiKey_PageUp, id);
|
|
SetKeyOwner(ImGuiKey_PageDown, id);
|
|
}
|
|
// FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to
|
|
// toggle menu
|
|
if (is_osx)
|
|
SetKeyOwner(ImGuiMod_Alt, id);
|
|
|
|
// Expose scroll in a manner that is agnostic to us using a child window
|
|
if (is_multiline && state != NULL)
|
|
state->Scroll.y = draw_window->Scroll.y;
|
|
|
|
// Read-only mode always ever read from source buffer. Refresh TextLen when active.
|
|
if (is_readonly && state != NULL)
|
|
state->TextLen = (int)ImStrlen(buf);
|
|
// if (is_readonly && state != NULL)
|
|
// state->TextA.clear(); // Uncomment to facilitate debugging, but we otherwise prefer to keep/amortize th
|
|
// allocation.
|
|
}
|
|
if (state != NULL)
|
|
state->TextSrc = is_readonly ? buf : state->TextA.Data;
|
|
|
|
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately
|
|
// (don't wait until the end of the function)
|
|
if (g.ActiveId == id && state == NULL)
|
|
ClearActiveID();
|
|
|
|
// Release focus when we click outside
|
|
if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560
|
|
clear_active_id = true;
|
|
|
|
// Lock the decision of whether we are going to take the path displaying the cursor or selection
|
|
bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
|
|
bool render_selection =
|
|
state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
|
|
bool value_changed = false;
|
|
bool validated = false;
|
|
|
|
// Select the buffer to render.
|
|
const bool buf_display_from_state =
|
|
(render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state;
|
|
bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);
|
|
|
|
// Password pushes a temporary font with only a fallback glyph
|
|
if (is_password && !is_displaying_hint)
|
|
PushPasswordFont();
|
|
|
|
// Process mouse inputs and character inputs
|
|
if (g.ActiveId == id)
|
|
{
|
|
IM_ASSERT(state != NULL);
|
|
state->Edited = false;
|
|
state->BufCapacity = buf_size;
|
|
state->Flags = flags;
|
|
|
|
// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right
|
|
// now with the widget. Down the line we should have a cleaner library-wide concept of Selected vs Active.
|
|
g.ActiveIdAllowOverlap = !io.MouseDown[0];
|
|
|
|
// Edit in progress
|
|
const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->Scroll.x;
|
|
const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));
|
|
|
|
if (select_all)
|
|
{
|
|
state->SelectAll();
|
|
state->SelectedAllMouseLock = true;
|
|
}
|
|
else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift)
|
|
{
|
|
stb_textedit_click(state, state->Stb, mouse_x, mouse_y);
|
|
const int multiclick_count = (io.MouseClickedCount[0] - 2);
|
|
if ((multiclick_count % 2) == 0)
|
|
{
|
|
// Double-click: Select word
|
|
// We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform
|
|
// dependent variant:
|
|
// FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends
|
|
// on use-case, software, OS)
|
|
const bool is_bol =
|
|
(state->Stb->cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor - 1) == '\n';
|
|
if (STB_TEXT_HAS_SELECTION(state->Stb) || !is_bol)
|
|
state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
|
|
// state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
|
|
if (!STB_TEXT_HAS_SELECTION(state->Stb))
|
|
ImStb::stb_textedit_prep_selection_at_cursor(state->Stb);
|
|
state->Stb->cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb->cursor);
|
|
state->Stb->select_end = state->Stb->cursor;
|
|
ImStb::stb_textedit_clamp(state, state->Stb);
|
|
}
|
|
else
|
|
{
|
|
// Triple-click: Select line
|
|
const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb->cursor) == '\n';
|
|
state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART);
|
|
state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT);
|
|
state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT);
|
|
if (!is_eol && is_multiline)
|
|
{
|
|
ImSwap(state->Stb->select_start, state->Stb->select_end);
|
|
state->Stb->cursor = state->Stb->select_end;
|
|
}
|
|
state->CursorFollow = false;
|
|
}
|
|
state->CursorAnimReset();
|
|
}
|
|
else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)
|
|
{
|
|
if (hovered)
|
|
{
|
|
if (io.KeyShift)
|
|
stb_textedit_drag(state, state->Stb, mouse_x, mouse_y);
|
|
else
|
|
stb_textedit_click(state, state->Stb, mouse_x, mouse_y);
|
|
state->CursorAnimReset();
|
|
}
|
|
}
|
|
else if (io.MouseDown[0] && !state->SelectedAllMouseLock &&
|
|
(io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
|
|
{
|
|
stb_textedit_drag(state, state->Stb, mouse_x, mouse_y);
|
|
state->CursorAnimReset();
|
|
state->CursorFollow = true;
|
|
}
|
|
if (state->SelectedAllMouseLock && !io.MouseDown[0])
|
|
state->SelectedAllMouseLock = false;
|
|
|
|
// We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
|
|
// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys.
|
|
// For Space they all send all threes)
|
|
if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly)
|
|
{
|
|
if (Shortcut(ImGuiKey_Tab, ImGuiInputFlags_Repeat, id))
|
|
{
|
|
unsigned int c = '\t'; // Insert TAB
|
|
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
|
|
state->OnCharPressed(c);
|
|
}
|
|
// FIXME: Implement Shift+Tab
|
|
/*
|
|
if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, ImGuiInputFlags_Repeat, id))
|
|
{
|
|
}
|
|
*/
|
|
}
|
|
|
|
// Process regular text input (before we check for Return because using some IME will effectively send a
|
|
// Return?) We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which
|
|
// _is_ Alt+Ctrl) to input certain characters.
|
|
const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl);
|
|
if (io.InputQueueCharacters.Size > 0)
|
|
{
|
|
if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)
|
|
for (int n = 0; n < io.InputQueueCharacters.Size; n++)
|
|
{
|
|
// Insert character if they pass filtering
|
|
unsigned int c = (unsigned int)io.InputQueueCharacters[n];
|
|
if (c == '\t') // Skip Tab, see above.
|
|
continue;
|
|
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
|
|
state->OnCharPressed(c);
|
|
}
|
|
|
|
// Consume characters
|
|
io.InputQueueCharacters.resize(0);
|
|
}
|
|
}
|
|
|
|
// Process other shortcuts/key-presses
|
|
bool revert_edit = false;
|
|
if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
|
|
{
|
|
IM_ASSERT(state != NULL);
|
|
|
|
const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1);
|
|
state->Stb->row_count_per_page = row_count_per_page;
|
|
|
|
const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
|
|
const bool is_wordmove_key_down =
|
|
is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
|
|
const bool is_startend_key_down =
|
|
is_osx && io.KeyCtrl && !io.KeySuper &&
|
|
!io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
|
|
|
|
// Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other
|
|
// code (e.g. calling window trying to use CTRL+A and CTRL+B: former would be handled by InputText) Otherwise we
|
|
// could simply assume that we own the keys as we are active.
|
|
const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;
|
|
const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, f_repeat, id) ||
|
|
Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, f_repeat, id)) &&
|
|
!is_readonly && !is_password && (!is_multiline || state->HasSelection());
|
|
const bool is_copy =
|
|
(Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, 0, id)) &&
|
|
!is_password && (!is_multiline || state->HasSelection());
|
|
const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, f_repeat, id) ||
|
|
Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, f_repeat, id)) &&
|
|
!is_readonly;
|
|
const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, f_repeat, id)) && !is_readonly && is_undoable;
|
|
const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, f_repeat, id) ||
|
|
Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, f_repeat, id)) &&
|
|
!is_readonly && is_undoable;
|
|
const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, 0, id);
|
|
|
|
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press
|
|
// with no keyboard wired, but otherwise it isn't very useful.
|
|
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 &&
|
|
(io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
|
|
const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
|
|
const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) ||
|
|
IsKeyPressed(ImGuiKey_NavGamepadInput, false));
|
|
const bool is_cancel = Shortcut(ImGuiKey_Escape, f_repeat, id) ||
|
|
(nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, f_repeat, id));
|
|
|
|
// FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination
|
|
// to be taken account of.
|
|
// FIXME-OSX: Missing support for Alt(option)+Right/Left = go to end of line, or next line if already in end of
|
|
// line.
|
|
if (IsKeyPressed(ImGuiKey_LeftArrow))
|
|
{
|
|
state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART
|
|
: is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT
|
|
: STB_TEXTEDIT_K_LEFT) |
|
|
k_mask);
|
|
}
|
|
else if (IsKeyPressed(ImGuiKey_RightArrow))
|
|
{
|
|
state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND
|
|
: is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT
|
|
: STB_TEXTEDIT_K_RIGHT) |
|
|
k_mask);
|
|
}
|
|
else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline)
|
|
{
|
|
if (io.KeyCtrl)
|
|
SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f));
|
|
else
|
|
state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask);
|
|
}
|
|
else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline)
|
|
{
|
|
if (io.KeyCtrl)
|
|
SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY()));
|
|
else
|
|
state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask);
|
|
}
|
|
else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline)
|
|
{
|
|
state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask);
|
|
scroll_y -= row_count_per_page * g.FontSize;
|
|
}
|
|
else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline)
|
|
{
|
|
state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask);
|
|
scroll_y += row_count_per_page * g.FontSize;
|
|
}
|
|
else if (IsKeyPressed(ImGuiKey_Home))
|
|
{
|
|
state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask);
|
|
}
|
|
else if (IsKeyPressed(ImGuiKey_End))
|
|
{
|
|
state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask);
|
|
}
|
|
else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut)
|
|
{
|
|
if (!state->HasSelection())
|
|
{
|
|
// OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as
|
|
// opposed to Super+Backspace)
|
|
if (is_wordmove_key_down)
|
|
state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
|
|
}
|
|
state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask);
|
|
}
|
|
else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly)
|
|
{
|
|
if (!state->HasSelection())
|
|
{
|
|
if (is_wordmove_key_down)
|
|
state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);
|
|
else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper)
|
|
state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);
|
|
}
|
|
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
|
|
}
|
|
else if (is_enter_pressed || is_gamepad_validate)
|
|
{
|
|
// Determine if we turn Enter into a \n character
|
|
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
|
|
if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) ||
|
|
(!ctrl_enter_for_new_line && io.KeyCtrl))
|
|
{
|
|
validated = true;
|
|
if (io.ConfigInputTextEnterKeepActive && !is_multiline)
|
|
state->SelectAll(); // No need to scroll
|
|
else
|
|
clear_active_id = true;
|
|
}
|
|
else if (!is_readonly)
|
|
{
|
|
unsigned int c = '\n'; // Insert new line
|
|
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data))
|
|
state->OnCharPressed(c);
|
|
}
|
|
}
|
|
else if (is_cancel)
|
|
{
|
|
if (flags & ImGuiInputTextFlags_EscapeClearsAll)
|
|
{
|
|
if (buf[0] != 0)
|
|
{
|
|
revert_edit = true;
|
|
}
|
|
else
|
|
{
|
|
render_cursor = render_selection = false;
|
|
clear_active_id = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
clear_active_id = revert_edit = true;
|
|
render_cursor = render_selection = false;
|
|
}
|
|
}
|
|
else if (is_undo || is_redo)
|
|
{
|
|
state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
|
|
state->ClearSelection();
|
|
}
|
|
else if (is_select_all)
|
|
{
|
|
state->SelectAll();
|
|
state->CursorFollow = true;
|
|
}
|
|
else if (is_cut || is_copy)
|
|
{
|
|
// Cut, Copy
|
|
if (g.PlatformIO.Platform_SetClipboardTextFn != NULL)
|
|
{
|
|
// SetClipboardText() only takes null terminated strings + state->TextSrc may point to read-only user
|
|
// buffer, so we need to make a copy.
|
|
const int ib = state->HasSelection() ? ImMin(state->Stb->select_start, state->Stb->select_end) : 0;
|
|
const int ie =
|
|
state->HasSelection() ? ImMax(state->Stb->select_start, state->Stb->select_end) : state->TextLen;
|
|
g.TempBuffer.reserve(ie - ib + 1);
|
|
memcpy(g.TempBuffer.Data, state->TextSrc + ib, ie - ib);
|
|
g.TempBuffer.Data[ie - ib] = 0;
|
|
SetClipboardText(g.TempBuffer.Data);
|
|
}
|
|
if (is_cut)
|
|
{
|
|
if (!state->HasSelection())
|
|
state->SelectAll();
|
|
state->CursorFollow = true;
|
|
stb_textedit_cut(state, state->Stb);
|
|
}
|
|
}
|
|
else if (is_paste)
|
|
{
|
|
if (const char *clipboard = GetClipboardText())
|
|
{
|
|
// Filter pasted buffer
|
|
const int clipboard_len = (int)ImStrlen(clipboard);
|
|
ImVector<char> clipboard_filtered;
|
|
clipboard_filtered.reserve(clipboard_len + 1);
|
|
for (const char *s = clipboard; *s != 0;)
|
|
{
|
|
unsigned int c;
|
|
int in_len = ImTextCharFromUtf8(&c, s, NULL);
|
|
s += in_len;
|
|
if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, true))
|
|
continue;
|
|
char c_utf8[5];
|
|
ImTextCharToUtf8(c_utf8, c);
|
|
int out_len = (int)ImStrlen(c_utf8);
|
|
clipboard_filtered.resize(clipboard_filtered.Size + out_len);
|
|
memcpy(clipboard_filtered.Data + clipboard_filtered.Size - out_len, c_utf8, out_len);
|
|
}
|
|
if (clipboard_filtered.Size > 0) // If everything was filtered, ignore the pasting operation
|
|
{
|
|
clipboard_filtered.push_back(0);
|
|
stb_textedit_paste(state, state->Stb, clipboard_filtered.Data, clipboard_filtered.Size - 1);
|
|
state->CursorFollow = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update render selection flag after events have been handled, so selection highlight can be displayed during
|
|
// the same frame.
|
|
render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
|
|
}
|
|
|
|
// Process callbacks and apply result back to user's buffer.
|
|
const char *apply_new_text = NULL;
|
|
int apply_new_text_length = 0;
|
|
if (g.ActiveId == id)
|
|
{
|
|
IM_ASSERT(state != NULL);
|
|
if (revert_edit && !is_readonly)
|
|
{
|
|
if (flags & ImGuiInputTextFlags_EscapeClearsAll)
|
|
{
|
|
// Clear input
|
|
IM_ASSERT(buf[0] != 0);
|
|
apply_new_text = "";
|
|
apply_new_text_length = 0;
|
|
value_changed = true;
|
|
IMSTB_TEXTEDIT_CHARTYPE empty_string;
|
|
stb_textedit_replace(state, state->Stb, &empty_string, 0);
|
|
}
|
|
else if (strcmp(buf, state->TextToRevertTo.Data) != 0)
|
|
{
|
|
apply_new_text = state->TextToRevertTo.Data;
|
|
apply_new_text_length = state->TextToRevertTo.Size - 1;
|
|
|
|
// Restore initial value. Only return true if restoring to the initial value changes the current buffer
|
|
// contents. Push records into the undo stack so we can CTRL+Z the revert operation itself
|
|
value_changed = true;
|
|
stb_textedit_replace(state, state->Stb, state->TextToRevertTo.Data, state->TextToRevertTo.Size - 1);
|
|
}
|
|
}
|
|
|
|
// FIXME-OPT: We always reapply the live buffer back to the input buffer before clearing ActiveId,
|
|
// even though strictly speaking it wasn't modified on this frame. Should mark dirty state from the stb_textedit
|
|
// callbacks. If we do that, need to ensure that as special case, 'validated == true' also writes back. This
|
|
// also allows the user to use InputText() without maintaining any user-side storage. (please note that if you
|
|
// use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object
|
|
// unnecessarily allocating once a frame, either store your string data, either if you don't then don't use
|
|
// ImGuiInputTextFlags_CallbackResize).
|
|
const bool apply_edit_back_to_user_buffer =
|
|
true; // !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
|
|
if (apply_edit_back_to_user_buffer)
|
|
{
|
|
// Apply current edited text immediately.
|
|
// Note that as soon as the input box is active, the in-widget value gets priority over any underlying
|
|
// modification of the input buffer
|
|
|
|
// User callback
|
|
if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory |
|
|
ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)
|
|
{
|
|
IM_ASSERT(callback != NULL);
|
|
|
|
// The reason we specify the usage semantic (Completion/History) is that Completion needs to disable
|
|
// keyboard TABBING at the moment.
|
|
ImGuiInputTextFlags event_flag = 0;
|
|
ImGuiKey event_key = ImGuiKey_None;
|
|
if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, 0, id))
|
|
{
|
|
event_flag = ImGuiInputTextFlags_CallbackCompletion;
|
|
event_key = ImGuiKey_Tab;
|
|
}
|
|
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow))
|
|
{
|
|
event_flag = ImGuiInputTextFlags_CallbackHistory;
|
|
event_key = ImGuiKey_UpArrow;
|
|
}
|
|
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow))
|
|
{
|
|
event_flag = ImGuiInputTextFlags_CallbackHistory;
|
|
event_key = ImGuiKey_DownArrow;
|
|
}
|
|
else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited)
|
|
{
|
|
event_flag = ImGuiInputTextFlags_CallbackEdit;
|
|
}
|
|
else if (flags & ImGuiInputTextFlags_CallbackAlways)
|
|
{
|
|
event_flag = ImGuiInputTextFlags_CallbackAlways;
|
|
}
|
|
|
|
if (event_flag)
|
|
{
|
|
ImGuiInputTextCallbackData callback_data;
|
|
callback_data.Ctx = &g;
|
|
callback_data.EventFlag = event_flag;
|
|
callback_data.Flags = flags;
|
|
callback_data.UserData = callback_user_data;
|
|
|
|
// FIXME-OPT: Undo stack reconcile needs a backup of the data until we rework API, see #7925
|
|
char *callback_buf = is_readonly ? buf : state->TextA.Data;
|
|
IM_ASSERT(callback_buf == state->TextSrc);
|
|
state->CallbackTextBackup.resize(state->TextLen + 1);
|
|
memcpy(state->CallbackTextBackup.Data, callback_buf, state->TextLen + 1);
|
|
|
|
callback_data.EventKey = event_key;
|
|
callback_data.Buf = callback_buf;
|
|
callback_data.BufTextLen = state->TextLen;
|
|
callback_data.BufSize = state->BufCapacity;
|
|
callback_data.BufDirty = false;
|
|
|
|
const int utf8_cursor_pos = callback_data.CursorPos = state->Stb->cursor;
|
|
const int utf8_selection_start = callback_data.SelectionStart = state->Stb->select_start;
|
|
const int utf8_selection_end = callback_data.SelectionEnd = state->Stb->select_end;
|
|
|
|
// Call user code
|
|
callback(&callback_data);
|
|
|
|
// Read back what user may have modified
|
|
callback_buf =
|
|
is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback
|
|
IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields
|
|
IM_ASSERT(callback_data.BufSize == state->BufCapacity);
|
|
IM_ASSERT(callback_data.Flags == flags);
|
|
const bool buf_dirty = callback_data.BufDirty;
|
|
if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty)
|
|
{
|
|
state->Stb->cursor = callback_data.CursorPos;
|
|
state->CursorFollow = true;
|
|
}
|
|
if (callback_data.SelectionStart != utf8_selection_start || buf_dirty)
|
|
{
|
|
state->Stb->select_start = (callback_data.SelectionStart == callback_data.CursorPos)
|
|
? state->Stb->cursor
|
|
: callback_data.SelectionStart;
|
|
}
|
|
if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty)
|
|
{
|
|
state->Stb->select_end = (callback_data.SelectionEnd == callback_data.SelectionStart)
|
|
? state->Stb->select_start
|
|
: callback_data.SelectionEnd;
|
|
}
|
|
if (buf_dirty)
|
|
{
|
|
// Callback may update buffer and thus set buf_dirty even in read-only mode.
|
|
IM_ASSERT(callback_data.BufTextLen ==
|
|
(int)ImStrlen(
|
|
callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
|
|
InputTextReconcileUndoState(state, state->CallbackTextBackup.Data,
|
|
state->CallbackTextBackup.Size - 1, callback_data.Buf,
|
|
callback_data.BufTextLen);
|
|
state->TextLen = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user,
|
|
// saves us an extra strlen()
|
|
state->CursorAnimReset();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Will copy result string if modified
|
|
if (!is_readonly && strcmp(state->TextSrc, buf) != 0)
|
|
{
|
|
apply_new_text = state->TextSrc;
|
|
apply_new_text_length = state->TextLen;
|
|
value_changed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details)
|
|
if (g.InputTextDeactivatedState.ID == id)
|
|
{
|
|
if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly &&
|
|
strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0)
|
|
{
|
|
apply_new_text = g.InputTextDeactivatedState.TextA.Data;
|
|
apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1;
|
|
value_changed = true;
|
|
// IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length,
|
|
// apply_new_text);
|
|
}
|
|
g.InputTextDeactivatedState.ID = 0;
|
|
}
|
|
|
|
// Copy result to user buffer. This can currently only happen when (g.ActiveId == id)
|
|
if (apply_new_text != NULL)
|
|
{
|
|
//// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee
|
|
///that the size / of our owned buffer matches the size of the string object held by the user, and by design we
|
|
///allow InputText() to be used / without any storage on user's side.
|
|
IM_ASSERT(apply_new_text_length >= 0);
|
|
if (is_resizable)
|
|
{
|
|
ImGuiInputTextCallbackData callback_data;
|
|
callback_data.Ctx = &g;
|
|
callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;
|
|
callback_data.Flags = flags;
|
|
callback_data.Buf = buf;
|
|
callback_data.BufTextLen = apply_new_text_length;
|
|
callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);
|
|
callback_data.UserData = callback_user_data;
|
|
callback(&callback_data);
|
|
buf = callback_data.Buf;
|
|
buf_size = callback_data.BufSize;
|
|
apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);
|
|
IM_ASSERT(apply_new_text_length <= buf_size);
|
|
}
|
|
// IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);
|
|
|
|
// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be
|
|
// >= buf_size.
|
|
ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
|
|
}
|
|
|
|
// Release active ID at the end of the function (so e.g. pressing Return still does a final application of the
|
|
// value) Otherwise request text input ahead for next frame.
|
|
if (g.ActiveId == id && clear_active_id)
|
|
ClearActiveID();
|
|
|
|
// Render frame
|
|
if (!is_multiline)
|
|
{
|
|
RenderNavCursor(frame_bb, id);
|
|
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
|
|
}
|
|
|
|
const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x,
|
|
frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size
|
|
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.
|
|
const int buf_display_max_length = 2 * 1024 * 1024;
|
|
const char *buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595
|
|
const char *buf_display_end = NULL; // We have specialized paths below for setting the length
|
|
|
|
// Display hint when contents is empty
|
|
// At this point we need to handle the possibility that a callback could have modified the underlying buffer (#8368)
|
|
const bool new_is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);
|
|
if (new_is_displaying_hint != is_displaying_hint)
|
|
{
|
|
if (is_password && !is_displaying_hint)
|
|
PopPasswordFont();
|
|
is_displaying_hint = new_is_displaying_hint;
|
|
if (is_password && !is_displaying_hint)
|
|
PushPasswordFont();
|
|
}
|
|
if (is_displaying_hint)
|
|
{
|
|
buf_display = hint;
|
|
buf_display_end = hint + ImStrlen(hint);
|
|
}
|
|
|
|
// 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->TextLen;
|
|
|
|
// 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 char *text_begin = buf_display;
|
|
const char *text_end = text_begin + state->TextLen;
|
|
ImVec2 cursor_offset, select_start_offset;
|
|
|
|
{
|
|
// Find lines numbers straddling cursor and selection min position
|
|
int cursor_line_no = render_cursor ? -1 : -1000;
|
|
int selmin_line_no = render_selection ? -1 : -1000;
|
|
const char *cursor_ptr = render_cursor ? text_begin + state->Stb->cursor : NULL;
|
|
const char *selmin_ptr =
|
|
render_selection ? text_begin + ImMin(state->Stb->select_start, state->Stb->select_end) : NULL;
|
|
|
|
// Count lines and find line number for cursor and selection ends
|
|
int line_count = 1;
|
|
if (is_multiline)
|
|
{
|
|
for (const char *s = text_begin; (s = (const char *)ImMemchr(s, '\n', (size_t)(text_end - s))) != NULL;
|
|
s++)
|
|
{
|
|
if (cursor_line_no == -1 && s >= cursor_ptr)
|
|
{
|
|
cursor_line_no = line_count;
|
|
}
|
|
if (selmin_line_no == -1 && s >= selmin_ptr)
|
|
{
|
|
selmin_line_no = line_count;
|
|
}
|
|
line_count++;
|
|
}
|
|
}
|
|
if (cursor_line_no == -1)
|
|
cursor_line_no = line_count;
|
|
if (selmin_line_no == -1)
|
|
selmin_line_no = line_count;
|
|
|
|
// Calculate 2d position by finding the beginning of the line and measuring distance
|
|
cursor_offset.x = InputTextCalcTextSize(&g, ImStrbol(cursor_ptr, text_begin), cursor_ptr).x;
|
|
cursor_offset.y = cursor_line_no * g.FontSize;
|
|
if (selmin_line_no >= 0)
|
|
{
|
|
select_start_offset.x = InputTextCalcTextSize(&g, ImStrbol(selmin_ptr, text_begin), selmin_ptr).x;
|
|
select_start_offset.y = selmin_line_no * g.FontSize;
|
|
}
|
|
|
|
// Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
|
|
if (is_multiline)
|
|
text_size = ImVec2(inner_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 = inner_size.x * 0.25f;
|
|
const float visible_width = inner_size.x - style.FramePadding.x;
|
|
if (cursor_offset.x < state->Scroll.x)
|
|
state->Scroll.x = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x));
|
|
else if (cursor_offset.x - visible_width >= state->Scroll.x)
|
|
state->Scroll.x = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x);
|
|
}
|
|
else
|
|
{
|
|
state->Scroll.y = 0.0f;
|
|
}
|
|
|
|
// Vertical scroll
|
|
if (is_multiline)
|
|
{
|
|
// Test if cursor is vertically visible
|
|
if (cursor_offset.y - g.FontSize < scroll_y)
|
|
scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
|
|
else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y)
|
|
scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;
|
|
const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);
|
|
scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);
|
|
draw_pos.y +=
|
|
(draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag
|
|
draw_window->Scroll.y = scroll_y;
|
|
}
|
|
|
|
state->CursorFollow = false;
|
|
}
|
|
|
|
// Draw selection
|
|
const ImVec2 draw_scroll = ImVec2(state->Scroll.x, 0.0f);
|
|
if (render_selection)
|
|
{
|
|
const char *text_selected_begin = text_begin + ImMin(state->Stb->select_start, state->Stb->select_end);
|
|
const char *text_selected_end = text_begin + ImMax(state->Stb->select_start, state->Stb->select_end);
|
|
|
|
ImU32 bg_color = GetColorU32(
|
|
ImGuiCol_TextSelectedBg,
|
|
render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true
|
|
// here, we are leaving the transparent one for tests.
|
|
float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they
|
|
// don't play so well with multi-line selection.
|
|
float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
|
|
ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll;
|
|
for (const char *p = text_selected_begin; p < text_selected_end;)
|
|
{
|
|
if (rect_pos.y > clip_rect.w + g.FontSize)
|
|
break;
|
|
if (rect_pos.y < clip_rect.y)
|
|
{
|
|
p = (const char *)ImMemchr((void *)p, '\n', text_selected_end - p);
|
|
p = p ? p + 1 : text_selected_end;
|
|
}
|
|
else
|
|
{
|
|
ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true);
|
|
if (rect_size.x <= 0.0f)
|
|
rect_size.x = IM_TRUNC(g.FontBaked->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.
|
|
// FIXME-OPT: Multiline could submit a smaller amount of contents to AddText() since we already iterated through
|
|
// it.
|
|
if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
|
|
{
|
|
ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);
|
|
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 = ImTrunc(draw_pos + cursor_offset - draw_scroll);
|
|
ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f,
|
|
cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);
|
|
if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
|
|
draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(),
|
|
GetColorU32(ImGuiCol_InputTextCursor),
|
|
1.0f); // FIXME-DPI: Cursor thickness (#7031)
|
|
|
|
// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor.
|
|
// Bit of an extra nicety.) This is required for some backends (SDL3) to start emitting character/text
|
|
// inputs. As per #6341, make sure we don't set that on the deactivating frame.
|
|
if (!is_readonly && g.ActiveId == id)
|
|
{
|
|
ImGuiPlatformImeData *ime_data =
|
|
&g.PlatformImeData; // (this is a public struct, passed to io.Platform_SetImeDataFn() handler)
|
|
ime_data->WantVisible = true;
|
|
ime_data->WantTextInput = true;
|
|
ime_data->InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
|
|
ime_data->InputLineHeight = g.FontSize;
|
|
ime_data->ViewportId = window->Viewport->ID;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Render text only (no selection, no cursor)
|
|
if (is_multiline)
|
|
text_size = ImVec2(inner_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->TextLen;
|
|
else if (!is_displaying_hint)
|
|
buf_display_end = buf_display + ImStrlen(buf_display);
|
|
|
|
if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)
|
|
{
|
|
// Find render position for right alignment
|
|
if (flags & ImGuiInputTextFlags_ElideLeft)
|
|
draw_pos.x =
|
|
ImMin(draw_pos.x, frame_bb.Max.x - CalcTextSize(buf_display, NULL).x - style.FramePadding.x);
|
|
|
|
const ImVec2 draw_scroll =
|
|
/*state ? ImVec2(state->Scroll.x, 0.0f) :*/ ImVec2(0.0f, 0.0f); // Preserve scroll when inactive?
|
|
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);
|
|
}
|
|
}
|
|
|
|
if (is_password && !is_displaying_hint)
|
|
PopPasswordFont();
|
|
|
|
if (is_multiline)
|
|
{
|
|
// For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the
|
|
// ImGuiItemFlags_Inputable (see #4761, #7870)...
|
|
Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y));
|
|
g.NextItemData.ItemFlags |= (ImGuiItemFlags)ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop;
|
|
EndChild();
|
|
item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow);
|
|
|
|
// ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries
|
|
// to forward scrollbar being active...
|
|
// FIXME: This quite messy/tricky, should attempt to get rid of the child window.
|
|
EndGroup();
|
|
if (g.LastItemData.ID == 0 || g.LastItemData.ID != GetWindowScrollbarID(draw_window, ImGuiAxis_Y))
|
|
{
|
|
g.LastItemData.ID = id;
|
|
g.LastItemData.ItemFlags = item_data_backup.ItemFlags;
|
|
g.LastItemData.StatusFlags = item_data_backup.StatusFlags;
|
|
}
|
|
}
|
|
if (state)
|
|
state->TextSrc = NULL;
|
|
|
|
// Log as text
|
|
if (g.LogEnabled && (!is_password || is_displaying_hint))
|
|
{
|
|
LogSetNextTextDecoration("{", "}");
|
|
LogRenderedText(&draw_pos, buf_display, buf_display_end);
|
|
}
|
|
|
|
if (label_size.x > 0)
|
|
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
|
|
|
if (value_changed)
|
|
MarkItemEdited(id);
|
|
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);
|
|
if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
|
|
return validated;
|
|
else
|
|
return value_changed;
|
|
}
|
|
|
|
void ImGui::DebugNodeInputTextState(ImGuiInputTextState *state)
|
|
{
|
|
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
|
|
ImGuiContext &g = *GImGui;
|
|
ImStb::STB_TexteditState *stb_state = state->Stb;
|
|
ImStb::StbUndoState *undo_state = &stb_state->undostate;
|
|
Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId);
|
|
DebugLocateItemOnHover(state->ID);
|
|
Text("CurLenA: %d, Cursor: %d, Selection: %d..%d", state->TextLen, stb_state->cursor, stb_state->select_start,
|
|
stb_state->select_end);
|
|
Text("BufCapacityA: %d", state->BufCapacity);
|
|
Text("(Internal Buffer: TextA Size: %d, Capacity: %d)", state->TextA.Size, state->TextA.Capacity);
|
|
Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x);
|
|
Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point,
|
|
undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point);
|
|
if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10),
|
|
ImGuiChildFlags_Borders | ImGuiChildFlags_ResizeY)) // Visualize undo state
|
|
{
|
|
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
|
|
for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++)
|
|
{
|
|
ImStb::StbUndoRecord *undo_rec = &undo_state->undo_rec[n];
|
|
const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' ';
|
|
if (undo_rec_type == ' ')
|
|
BeginDisabled();
|
|
const int buf_preview_len =
|
|
(undo_rec_type != ' ' && undo_rec->char_storage != -1) ? undo_rec->insert_length : 0;
|
|
const char *buf_preview_str = undo_state->undo_char + undo_rec->char_storage;
|
|
Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%.*s\"", undo_rec_type, n,
|
|
undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage,
|
|
buf_preview_len, buf_preview_str);
|
|
if (undo_rec_type == ' ')
|
|
EndDisabled();
|
|
}
|
|
PopStyleVar();
|
|
}
|
|
EndChild();
|
|
#else
|
|
IM_UNUSED(state);
|
|
#endif
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
|
|
//-------------------------------------------------------------------------
|
|
// - ColorEdit3()
|
|
// - ColorEdit4()
|
|
// - ColorPicker3()
|
|
// - RenderColorRectWithAlphaCheckerboard() [Internal]
|
|
// - ColorPicker4()
|
|
// - ColorButton()
|
|
// - SetColorEditOptions()
|
|
// - ColorTooltip() [Internal]
|
|
// - ColorEditOptionsPopup() [Internal]
|
|
// - ColorPickerOptionsPopup() [Internal]
|
|
//-------------------------------------------------------------------------
|
|
|
|
bool ImGui::ColorEdit3(const char *label, float col[3], ImGuiColorEditFlags flags)
|
|
{
|
|
return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
|
|
}
|
|
|
|
static void ColorEditRestoreH(const float *col, float *H)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
IM_ASSERT(g.ColorEditCurrentID != 0);
|
|
if (g.ColorEditSavedID != g.ColorEditCurrentID ||
|
|
g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
|
|
return;
|
|
*H = g.ColorEditSavedHue;
|
|
}
|
|
|
|
// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.
|
|
// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.
|
|
static void ColorEditRestoreHS(const float *col, float *H, float *S, float *V)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
IM_ASSERT(g.ColorEditCurrentID != 0);
|
|
if (g.ColorEditSavedID != g.ColorEditCurrentID ||
|
|
g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
|
|
return;
|
|
|
|
// When S == 0, H is undefined.
|
|
// When H == 1 it wraps around to 0.
|
|
if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1))
|
|
*H = g.ColorEditSavedHue;
|
|
|
|
// When V == 0, S is undefined.
|
|
if (*V == 0.0f)
|
|
*S = g.ColorEditSavedSat;
|
|
}
|
|
|
|
// Edit colors components (each component in 0.0f..1.0f range).
|
|
// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is
|
|
// set. With typical options: Left-click on color square to open color picker. Right-click to open option menu.
|
|
// CTRL+Click over input fields to edit them and TAB to go to next item.
|
|
bool ImGui::ColorEdit4(const char *label, float col[4], ImGuiColorEditFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
const float square_sz = GetFrameHeight();
|
|
const char *label_display_end = FindRenderedTextEnd(label);
|
|
float w_full = CalcItemWidth();
|
|
g.NextItemData.ClearFlags();
|
|
|
|
BeginGroup();
|
|
PushID(label);
|
|
const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);
|
|
if (set_current_color_edit_id)
|
|
g.ColorEditCurrentID = window->IDStack.back();
|
|
|
|
// If we're not showing any slider there's no point in doing any HSV conversions
|
|
const ImGuiColorEditFlags flags_untouched = flags;
|
|
if (flags & ImGuiColorEditFlags_NoInputs)
|
|
flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB |
|
|
ImGuiColorEditFlags_NoOptions;
|
|
|
|
// Context menu: display and modify options (before defaults are applied)
|
|
if (!(flags & ImGuiColorEditFlags_NoOptions))
|
|
ColorEditOptionsPopup(col, flags);
|
|
|
|
// Read stored options
|
|
if (!(flags & ImGuiColorEditFlags_DisplayMask_))
|
|
flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_);
|
|
if (!(flags & ImGuiColorEditFlags_DataTypeMask_))
|
|
flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_);
|
|
if (!(flags & ImGuiColorEditFlags_PickerMask_))
|
|
flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_);
|
|
if (!(flags & ImGuiColorEditFlags_InputMask_))
|
|
flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_);
|
|
flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ |
|
|
ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_));
|
|
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected
|
|
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected
|
|
|
|
const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;
|
|
const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;
|
|
const int components = alpha ? 4 : 3;
|
|
const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);
|
|
const float w_inputs = ImMax(w_full - w_button, 1.0f);
|
|
w_full = w_inputs + w_button;
|
|
|
|
// Convert to the formats we need
|
|
float f[4] = {col[0], col[1], col[2], alpha ? col[3] : 1.0f};
|
|
if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB))
|
|
ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
|
|
else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))
|
|
{
|
|
// Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
|
|
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
|
|
ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);
|
|
}
|
|
int i[4] = {IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]),
|
|
IM_F32_TO_INT8_UNBOUND(f[3])};
|
|
|
|
bool value_changed = false;
|
|
bool value_changed_as_float = false;
|
|
|
|
const ImVec2 pos = window->DC.CursorPos;
|
|
const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f;
|
|
window->DC.CursorPos.x = pos.x + inputs_offset_x;
|
|
|
|
if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 &&
|
|
(flags & ImGuiColorEditFlags_NoInputs) == 0)
|
|
{
|
|
// RGB/HSV 0..255 Sliders
|
|
const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1);
|
|
|
|
const bool hide_prefix = (IM_TRUNC(w_items / components) <=
|
|
CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
|
|
static const char *ids[4] = {"##X", "##Y", "##Z", "##W"};
|
|
static const char *fmt_table_int[3][4] = {
|
|
{"%3d", "%3d", "%3d", "%3d"}, // Short display
|
|
{"R:%3d", "G:%3d", "B:%3d", "A:%3d"}, // Long display for RGBA
|
|
{"H:%3d", "S:%3d", "V:%3d", "A:%3d"} // Long display for HSVA
|
|
};
|
|
static const char *fmt_table_float[3][4] = {
|
|
{"%0.3f", "%0.3f", "%0.3f", "%0.3f"}, // Short display
|
|
{"R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f"}, // Long display for RGBA
|
|
{"H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f"} // Long display for HSVA
|
|
};
|
|
const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1;
|
|
|
|
float prev_split = 0.0f;
|
|
for (int n = 0; n < components; n++)
|
|
{
|
|
if (n > 0)
|
|
SameLine(0, style.ItemInnerSpacing.x);
|
|
float next_split = IM_TRUNC(w_items * (n + 1) / components);
|
|
SetNextItemWidth(ImMax(next_split - prev_split, 1.0f));
|
|
prev_split = next_split;
|
|
|
|
// FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below
|
|
// 0.
|
|
if (flags & ImGuiColorEditFlags_Float)
|
|
{
|
|
value_changed |=
|
|
DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
|
|
value_changed_as_float |= value_changed;
|
|
}
|
|
else
|
|
{
|
|
value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
|
|
}
|
|
if (!(flags & ImGuiColorEditFlags_NoOptions))
|
|
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
|
|
}
|
|
}
|
|
else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
|
|
{
|
|
// RGB Hexadecimal Input
|
|
char buf[64];
|
|
if (alpha)
|
|
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255),
|
|
ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255));
|
|
else
|
|
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255),
|
|
ImClamp(i[2], 0, 255));
|
|
SetNextItemWidth(w_inputs);
|
|
if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase))
|
|
{
|
|
value_changed = true;
|
|
char *p = buf;
|
|
while (*p == '#' || ImCharIsBlankA(*p))
|
|
p++;
|
|
i[0] = i[1] = i[2] = 0;
|
|
i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha)
|
|
int r;
|
|
if (alpha)
|
|
r = sscanf(p, "%02X%02X%02X%02X", (unsigned int *)&i[0], (unsigned int *)&i[1], (unsigned int *)&i[2],
|
|
(unsigned int *)&i[3]); // Treat at unsigned (%X is unsigned)
|
|
else
|
|
r = sscanf(p, "%02X%02X%02X", (unsigned int *)&i[0], (unsigned int *)&i[1], (unsigned int *)&i[2]);
|
|
IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'.
|
|
}
|
|
if (!(flags & ImGuiColorEditFlags_NoOptions))
|
|
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
|
|
}
|
|
|
|
ImGuiWindow *picker_active_window = NULL;
|
|
if (!(flags & ImGuiColorEditFlags_NoSmallPreview))
|
|
{
|
|
const float button_offset_x =
|
|
((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left))
|
|
? 0.0f
|
|
: w_inputs + style.ItemInnerSpacing.x;
|
|
window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y);
|
|
|
|
const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);
|
|
if (ColorButton("##ColorButton", col_v4, flags))
|
|
{
|
|
if (!(flags & ImGuiColorEditFlags_NoPicker))
|
|
{
|
|
// Store current color and open a picker
|
|
g.ColorPickerRef = col_v4;
|
|
OpenPopup("picker");
|
|
SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y));
|
|
}
|
|
}
|
|
if (!(flags & ImGuiColorEditFlags_NoOptions))
|
|
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
|
|
|
|
if (BeginPopup("picker"))
|
|
{
|
|
if (g.CurrentWindow->BeginCount == 1)
|
|
{
|
|
picker_active_window = g.CurrentWindow;
|
|
if (label != label_display_end)
|
|
{
|
|
TextEx(label, label_display_end);
|
|
Spacing();
|
|
}
|
|
ImGuiColorEditFlags picker_flags_to_forward =
|
|
ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ |
|
|
ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha |
|
|
ImGuiColorEditFlags_AlphaBar;
|
|
ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) |
|
|
ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel |
|
|
ImGuiColorEditFlags_AlphaPreviewHalf;
|
|
SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
|
|
value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
|
|
}
|
|
EndPopup();
|
|
}
|
|
}
|
|
|
|
if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))
|
|
{
|
|
// Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left),
|
|
// but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify
|
|
// this.
|
|
SameLine(0.0f, style.ItemInnerSpacing.x);
|
|
window->DC.CursorPos.x =
|
|
pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x);
|
|
TextEx(label, label_display_end);
|
|
}
|
|
|
|
// Convert back
|
|
if (value_changed && picker_active_window == NULL)
|
|
{
|
|
if (!value_changed_as_float)
|
|
for (int n = 0; n < 4; n++)
|
|
f[n] = i[n] / 255.0f;
|
|
if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))
|
|
{
|
|
g.ColorEditSavedHue = f[0];
|
|
g.ColorEditSavedSat = f[1];
|
|
ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
|
|
g.ColorEditSavedID = g.ColorEditCurrentID;
|
|
g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));
|
|
}
|
|
if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))
|
|
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
|
|
|
|
col[0] = f[0];
|
|
col[1] = f[1];
|
|
col[2] = f[2];
|
|
if (alpha)
|
|
col[3] = f[3];
|
|
}
|
|
|
|
if (set_current_color_edit_id)
|
|
g.ColorEditCurrentID = 0;
|
|
PopID();
|
|
EndGroup();
|
|
|
|
// Drag and Drop Target
|
|
// NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.
|
|
if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) &&
|
|
!(g.LastItemData.ItemFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) &&
|
|
BeginDragDropTarget())
|
|
{
|
|
bool accepted_drag_drop = false;
|
|
if (const ImGuiPayload *payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
|
|
{
|
|
memcpy((float *)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086
|
|
value_changed = accepted_drag_drop = true;
|
|
}
|
|
if (const ImGuiPayload *payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
|
|
{
|
|
memcpy((float *)col, payload->Data, sizeof(float) * components);
|
|
value_changed = accepted_drag_drop = true;
|
|
}
|
|
|
|
// Drag-drop payloads are always RGB
|
|
if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV))
|
|
ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]);
|
|
EndDragDropTarget();
|
|
}
|
|
|
|
// When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().
|
|
if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
|
|
g.LastItemData.ID = g.ActiveId;
|
|
|
|
if (value_changed &&
|
|
g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
|
|
MarkItemEdited(g.LastItemData.ID);
|
|
|
|
return value_changed;
|
|
}
|
|
|
|
bool ImGui::ColorPicker3(const char *label, float col[3], ImGuiColorEditFlags flags)
|
|
{
|
|
float col4[4] = {col[0], col[1], col[2], 1.0f};
|
|
if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))
|
|
return false;
|
|
col[0] = col4[0];
|
|
col[1] = col4[1];
|
|
col[2] = col4[2];
|
|
return true;
|
|
}
|
|
|
|
// Helper for ColorPicker4()
|
|
static void RenderArrowsForVerticalBar(ImDrawList *draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)
|
|
{
|
|
ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);
|
|
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1),
|
|
ImGuiDir_Right, IM_COL32(0, 0, 0, alpha8));
|
|
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right,
|
|
IM_COL32(255, 255, 255, alpha8));
|
|
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y),
|
|
ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0, 0, 0, alpha8));
|
|
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left,
|
|
IM_COL32(255, 255, 255, alpha8));
|
|
}
|
|
|
|
// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
|
|
// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to
|
|
// facilitate understanding of the code.)
|
|
// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if
|
|
// automatic height makes a vertical scrollbar appears, affecting automatic width..)
|
|
// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping
|
|
// glitches with (style.Alpha < 1.0)
|
|
bool ImGui::ColorPicker4(const char *label, float col[4], ImGuiColorEditFlags flags, const float *ref_col)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImDrawList *draw_list = window->DrawList;
|
|
ImGuiStyle &style = g.Style;
|
|
ImGuiIO &io = g.IO;
|
|
|
|
const float width = CalcItemWidth();
|
|
const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0;
|
|
g.NextItemData.ClearFlags();
|
|
|
|
PushID(label);
|
|
const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);
|
|
if (set_current_color_edit_id)
|
|
g.ColorEditCurrentID = window->IDStack.back();
|
|
BeginGroup();
|
|
|
|
if (!(flags & ImGuiColorEditFlags_NoSidePreview))
|
|
flags |= ImGuiColorEditFlags_NoSmallPreview;
|
|
|
|
// Context menu: display and store options.
|
|
if (!(flags & ImGuiColorEditFlags_NoOptions))
|
|
ColorPickerOptionsPopup(col, flags);
|
|
|
|
// Read stored options
|
|
if (!(flags & ImGuiColorEditFlags_PickerMask_))
|
|
flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions
|
|
: ImGuiColorEditFlags_DefaultOptions_) &
|
|
ImGuiColorEditFlags_PickerMask_;
|
|
if (!(flags & ImGuiColorEditFlags_InputMask_))
|
|
flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions
|
|
: ImGuiColorEditFlags_DefaultOptions_) &
|
|
ImGuiColorEditFlags_InputMask_;
|
|
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected
|
|
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected
|
|
if (!(flags & ImGuiColorEditFlags_NoOptions))
|
|
flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);
|
|
|
|
// Setup
|
|
int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;
|
|
bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);
|
|
ImVec2 picker_pos = window->DC.CursorPos;
|
|
float square_sz = GetFrameHeight();
|
|
float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars
|
|
float sv_picker_size =
|
|
ImMax(bars_width * 1,
|
|
width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
|
|
float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
|
|
float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
|
|
float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f);
|
|
|
|
float backup_initial_col[4];
|
|
memcpy(backup_initial_col, col, components * sizeof(float));
|
|
|
|
float wheel_thickness = sv_picker_size * 0.08f;
|
|
float wheel_r_outer = sv_picker_size * 0.50f;
|
|
float wheel_r_inner = wheel_r_outer - wheel_thickness;
|
|
ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width) * 0.5f, picker_pos.y + sv_picker_size * 0.5f);
|
|
|
|
// Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated
|
|
// for logic.
|
|
float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);
|
|
ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.
|
|
ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.
|
|
ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.
|
|
|
|
float H = col[0], S = col[1], V = col[2];
|
|
float R = col[0], G = col[1], B = col[2];
|
|
if (flags & ImGuiColorEditFlags_InputRGB)
|
|
{
|
|
// Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
|
|
ColorConvertRGBtoHSV(R, G, B, H, S, V);
|
|
ColorEditRestoreHS(col, &H, &S, &V);
|
|
}
|
|
else if (flags & ImGuiColorEditFlags_InputHSV)
|
|
{
|
|
ColorConvertHSVtoRGB(H, S, V, R, G, B);
|
|
}
|
|
|
|
bool value_changed = false, value_changed_h = false, value_changed_sv = false;
|
|
|
|
PushItemFlag(ImGuiItemFlags_NoNav, true);
|
|
if (flags & ImGuiColorEditFlags_PickerHueWheel)
|
|
{
|
|
// Hue wheel + SV triangle logic
|
|
InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));
|
|
if (IsItemActive() && !is_readonly)
|
|
{
|
|
ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;
|
|
ImVec2 current_off = g.IO.MousePos - wheel_center;
|
|
float initial_dist2 = ImLengthSqr(initial_off);
|
|
if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) &&
|
|
initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1))
|
|
{
|
|
// Interactive with Hue wheel
|
|
H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f;
|
|
if (H < 0.0f)
|
|
H += 1.0f;
|
|
value_changed = value_changed_h = true;
|
|
}
|
|
float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);
|
|
float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);
|
|
if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc,
|
|
ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))
|
|
{
|
|
// Interacting with SV triangle
|
|
ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);
|
|
if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))
|
|
current_off_unrotated =
|
|
ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);
|
|
float uu, vv, ww;
|
|
ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);
|
|
V = ImClamp(1.0f - vv, 0.0001f, 1.0f);
|
|
S = ImClamp(uu / V, 0.0001f, 1.0f);
|
|
value_changed = value_changed_sv = true;
|
|
}
|
|
}
|
|
if (!(flags & ImGuiColorEditFlags_NoOptions))
|
|
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
|
|
}
|
|
else if (flags & ImGuiColorEditFlags_PickerHueBar)
|
|
{
|
|
// SV rectangle logic
|
|
InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
|
|
if (IsItemActive() && !is_readonly)
|
|
{
|
|
S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));
|
|
V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
|
|
ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is
|
|
// rapidly modified using SV square.
|
|
value_changed = value_changed_sv = true;
|
|
}
|
|
if (!(flags & ImGuiColorEditFlags_NoOptions))
|
|
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
|
|
|
|
// Hue bar logic
|
|
SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
|
|
InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));
|
|
if (IsItemActive() && !is_readonly)
|
|
{
|
|
H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
|
|
value_changed = value_changed_h = true;
|
|
}
|
|
}
|
|
|
|
// Alpha bar logic
|
|
if (alpha_bar)
|
|
{
|
|
SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));
|
|
InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size));
|
|
if (IsItemActive())
|
|
{
|
|
col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
|
|
value_changed = true;
|
|
}
|
|
}
|
|
PopItemFlag(); // ImGuiItemFlags_NoNav
|
|
|
|
if (!(flags & ImGuiColorEditFlags_NoSidePreview))
|
|
{
|
|
SameLine(0, style.ItemInnerSpacing.x);
|
|
BeginGroup();
|
|
}
|
|
|
|
if (!(flags & ImGuiColorEditFlags_NoLabel))
|
|
{
|
|
const char *label_display_end = FindRenderedTextEnd(label);
|
|
if (label != label_display_end)
|
|
{
|
|
if ((flags & ImGuiColorEditFlags_NoSidePreview))
|
|
SameLine(0, style.ItemInnerSpacing.x);
|
|
TextEx(label, label_display_end);
|
|
}
|
|
}
|
|
|
|
if (!(flags & ImGuiColorEditFlags_NoSidePreview))
|
|
{
|
|
PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
|
|
ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
|
|
if ((flags & ImGuiColorEditFlags_NoLabel))
|
|
Text("Current");
|
|
|
|
ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR |
|
|
ImGuiColorEditFlags_AlphaMask_ | ImGuiColorEditFlags_NoTooltip;
|
|
ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2));
|
|
if (ref_col != NULL)
|
|
{
|
|
Text("Original");
|
|
ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2],
|
|
(flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);
|
|
if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward),
|
|
ImVec2(square_sz * 3, square_sz * 2)))
|
|
{
|
|
memcpy(col, ref_col, components * sizeof(float));
|
|
value_changed = true;
|
|
}
|
|
}
|
|
PopItemFlag();
|
|
EndGroup();
|
|
}
|
|
|
|
// Convert back color to RGB
|
|
if (value_changed_h || value_changed_sv)
|
|
{
|
|
if (flags & ImGuiColorEditFlags_InputRGB)
|
|
{
|
|
ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]);
|
|
g.ColorEditSavedHue = H;
|
|
g.ColorEditSavedSat = S;
|
|
g.ColorEditSavedID = g.ColorEditCurrentID;
|
|
g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));
|
|
}
|
|
else if (flags & ImGuiColorEditFlags_InputHSV)
|
|
{
|
|
col[0] = H;
|
|
col[1] = S;
|
|
col[2] = V;
|
|
}
|
|
}
|
|
|
|
// R,G,B and H,S,V slider color editor
|
|
bool value_changed_fix_hue_wrap = false;
|
|
if ((flags & ImGuiColorEditFlags_NoInputs) == 0)
|
|
{
|
|
PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);
|
|
ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ |
|
|
ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaMask_ |
|
|
ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip |
|
|
ImGuiColorEditFlags_NoSmallPreview;
|
|
ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;
|
|
if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
|
|
if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))
|
|
{
|
|
// FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using
|
|
// the InputText or DropTarget. For the later we don't want to run the hue-wrap canceling code. If you
|
|
// are well versed in HSV picker please provide your input! (See #2050)
|
|
value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);
|
|
value_changed = true;
|
|
}
|
|
if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
|
|
value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV);
|
|
if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)
|
|
value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex);
|
|
PopItemWidth();
|
|
}
|
|
|
|
// Try to cancel hue wrap (after ColorEdit4 call), if any
|
|
if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB))
|
|
{
|
|
float new_H, new_S, new_V;
|
|
ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);
|
|
if (new_H <= 0 && H > 0)
|
|
{
|
|
if (new_V <= 0 && V != new_V)
|
|
ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);
|
|
else if (new_S <= 0)
|
|
ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);
|
|
}
|
|
}
|
|
|
|
if (value_changed)
|
|
{
|
|
if (flags & ImGuiColorEditFlags_InputRGB)
|
|
{
|
|
R = col[0];
|
|
G = col[1];
|
|
B = col[2];
|
|
ColorConvertRGBtoHSV(R, G, B, H, S, V);
|
|
ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately.
|
|
}
|
|
else if (flags & ImGuiColorEditFlags_InputHSV)
|
|
{
|
|
H = col[0];
|
|
S = col[1];
|
|
V = col[2];
|
|
ColorConvertHSVtoRGB(H, S, V, R, G, B);
|
|
}
|
|
}
|
|
|
|
const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);
|
|
const ImU32 col_black = IM_COL32(0, 0, 0, style_alpha8);
|
|
const ImU32 col_white = IM_COL32(255, 255, 255, style_alpha8);
|
|
const ImU32 col_midgrey = IM_COL32(128, 128, 128, style_alpha8);
|
|
const ImU32 col_hues[6 + 1] = {IM_COL32(255, 0, 0, style_alpha8), IM_COL32(255, 255, 0, style_alpha8),
|
|
IM_COL32(0, 255, 0, style_alpha8), IM_COL32(0, 255, 255, style_alpha8),
|
|
IM_COL32(0, 0, 255, style_alpha8), IM_COL32(255, 0, 255, style_alpha8),
|
|
IM_COL32(255, 0, 0, style_alpha8)};
|
|
|
|
ImVec4 hue_color_f(1, 1, 1, style.Alpha);
|
|
ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
|
|
ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
|
|
ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(
|
|
ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!
|
|
|
|
ImVec2 sv_cursor_pos;
|
|
|
|
if (flags & ImGuiColorEditFlags_PickerHueWheel)
|
|
{
|
|
// Render Hue Wheel
|
|
const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
|
|
const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
|
|
for (int n = 0; n < 6; n++)
|
|
{
|
|
const float a0 = (n) / 6.0f * 2.0f * IM_PI - aeps;
|
|
const float a1 = (n + 1.0f) / 6.0f * 2.0f * IM_PI + aeps;
|
|
const int vert_start_idx = draw_list->VtxBuffer.Size;
|
|
draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer) * 0.5f, a0, a1, segment_per_arc);
|
|
draw_list->PathStroke(col_white, 0, wheel_thickness);
|
|
const int vert_end_idx = draw_list->VtxBuffer.Size;
|
|
|
|
// Paint colors over existing vertices
|
|
ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
|
|
ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
|
|
ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1,
|
|
col_hues[n], col_hues[n + 1]);
|
|
}
|
|
|
|
// Render Cursor + preview on Hue Wheel
|
|
float cos_hue_angle = ImCos(H * 2.0f * IM_PI);
|
|
float sin_hue_angle = ImSin(H * 2.0f * IM_PI);
|
|
ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f,
|
|
wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f);
|
|
float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
|
|
int hue_cursor_segments =
|
|
draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others.
|
|
draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
|
|
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments);
|
|
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);
|
|
|
|
// Render SV triangle (rotated according to hue)
|
|
ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
|
|
ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);
|
|
ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);
|
|
ImVec2 uv_white = GetFontTexUvWhitePixel();
|
|
draw_list->PrimReserve(3, 3);
|
|
draw_list->PrimVtx(tra, uv_white, hue_color32);
|
|
draw_list->PrimVtx(trb, uv_white, col_black);
|
|
draw_list->PrimVtx(trc, uv_white, col_white);
|
|
draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);
|
|
sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
|
|
}
|
|
else if (flags & ImGuiColorEditFlags_PickerHueBar)
|
|
{
|
|
// Render SV Square
|
|
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white,
|
|
hue_color32, hue_color32, col_white);
|
|
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0,
|
|
col_black, col_black);
|
|
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
|
|
sv_cursor_pos.x =
|
|
ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2,
|
|
picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
|
|
sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2,
|
|
picker_pos.y + sv_picker_size - 2);
|
|
|
|
// Render Hue Bar
|
|
for (int i = 0; i < 6; ++i)
|
|
draw_list->AddRectFilledMultiColor(
|
|
ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)),
|
|
ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i],
|
|
col_hues[i], col_hues[i + 1], col_hues[i + 1]);
|
|
float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size);
|
|
RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y),
|
|
ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
|
|
RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y),
|
|
ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f,
|
|
style.Alpha);
|
|
}
|
|
|
|
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to
|
|
// be out of range)
|
|
float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f;
|
|
int sv_cursor_segments =
|
|
draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others.
|
|
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments);
|
|
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments);
|
|
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments);
|
|
|
|
// Render alpha bar
|
|
if (alpha_bar)
|
|
{
|
|
float alpha = ImSaturate(col[3]);
|
|
ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
|
|
RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f,
|
|
ImVec2(0.0f, 0.0f));
|
|
draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha,
|
|
user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK,
|
|
user_col32_striped_of_alpha & ~IM_COL32_A_MASK);
|
|
float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size);
|
|
RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
|
|
RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y),
|
|
ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f,
|
|
style.Alpha);
|
|
}
|
|
|
|
EndGroup();
|
|
|
|
if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)
|
|
value_changed = false;
|
|
if (value_changed &&
|
|
g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
|
|
MarkItemEdited(g.LastItemData.ID);
|
|
|
|
if (set_current_color_edit_id)
|
|
g.ColorEditCurrentID = 0;
|
|
PopID();
|
|
|
|
return value_changed;
|
|
}
|
|
|
|
// A little color square. Return true when clicked.
|
|
// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
|
|
// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
|
|
// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.
|
|
bool ImGui::ColorButton(const char *desc_id, const ImVec4 &col, ImGuiColorEditFlags flags, const ImVec2 &size_arg)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiID id = window->GetID(desc_id);
|
|
const float default_size = GetFrameHeight();
|
|
const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y);
|
|
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
|
|
ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
|
|
if (!ItemAdd(bb, id))
|
|
return false;
|
|
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
|
|
|
|
if (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque))
|
|
flags &= ~(ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf);
|
|
|
|
ImVec4 col_rgb = col;
|
|
if (flags & ImGuiColorEditFlags_InputHSV)
|
|
ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z);
|
|
|
|
ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f);
|
|
float grid_step = ImMin(size.x, size.y) / 2.99f;
|
|
float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
|
|
ImRect bb_inner = bb;
|
|
float off = 0.0f;
|
|
if ((flags & ImGuiColorEditFlags_NoBorder) == 0)
|
|
{
|
|
off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is
|
|
// enabled. This offset seemed like a good middle ground to reduce those artifacts.
|
|
bb_inner.Expand(off);
|
|
}
|
|
if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)
|
|
{
|
|
float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);
|
|
if ((flags & ImGuiColorEditFlags_AlphaNoBg) == 0)
|
|
RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y),
|
|
bb_inner.Max, GetColorU32(col_rgb), grid_step,
|
|
ImVec2(-grid_step + off, off), rounding,
|
|
ImDrawFlags_RoundCornersRight);
|
|
else
|
|
window->DrawList->AddRectFilled(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max,
|
|
GetColorU32(col_rgb), rounding, ImDrawFlags_RoundCornersRight);
|
|
window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha),
|
|
rounding, ImDrawFlags_RoundCornersLeft);
|
|
}
|
|
else
|
|
{
|
|
// Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the
|
|
// source code had no alpha
|
|
ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaOpaque) ? col_rgb_without_alpha : col_rgb;
|
|
if (col_source.w < 1.0f && (flags & ImGuiColorEditFlags_AlphaNoBg) == 0)
|
|
RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source),
|
|
grid_step, ImVec2(off, off), rounding);
|
|
else
|
|
window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding);
|
|
}
|
|
RenderNavCursor(bb, id);
|
|
if ((flags & ImGuiColorEditFlags_NoBorder) == 0)
|
|
{
|
|
if (g.Style.FrameBorderSize > 0.0f)
|
|
RenderFrameBorder(bb.Min, bb.Max, rounding);
|
|
else
|
|
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg),
|
|
rounding); // Color buttons are often in need of some sort of border // FIXME-DPI
|
|
}
|
|
|
|
// Drag and Drop Source
|
|
// NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.
|
|
if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource())
|
|
{
|
|
if (flags & ImGuiColorEditFlags_NoAlpha)
|
|
SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once);
|
|
else
|
|
SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once);
|
|
ColorButton(desc_id, col, flags);
|
|
SameLine();
|
|
TextEx("Color");
|
|
EndDragDropSource();
|
|
}
|
|
|
|
// Tooltip
|
|
if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip))
|
|
ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_));
|
|
|
|
return pressed;
|
|
}
|
|
|
|
// Initialize/override default color options
|
|
void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0)
|
|
flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_;
|
|
if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0)
|
|
flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_;
|
|
if ((flags & ImGuiColorEditFlags_PickerMask_) == 0)
|
|
flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_;
|
|
if ((flags & ImGuiColorEditFlags_InputMask_) == 0)
|
|
flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_;
|
|
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected
|
|
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected
|
|
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected
|
|
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected
|
|
g.ColorEditOptions = flags;
|
|
}
|
|
|
|
// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
|
|
void ImGui::ColorTooltip(const char *text, const float *col, ImGuiColorEditFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
|
|
if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
|
|
return;
|
|
const char *text_end = text ? FindRenderedTextEnd(text, NULL) : text;
|
|
if (text_end > text)
|
|
{
|
|
TextEx(text, text_end);
|
|
Separator();
|
|
}
|
|
|
|
ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);
|
|
ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
|
|
int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]),
|
|
ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
|
|
ImGuiColorEditFlags flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_AlphaMask_;
|
|
ColorButton("##preview", cf, (flags & flags_to_forward) | ImGuiColorEditFlags_NoTooltip, sz);
|
|
SameLine();
|
|
if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_))
|
|
{
|
|
if (flags & ImGuiColorEditFlags_NoAlpha)
|
|
Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1],
|
|
col[2]);
|
|
else
|
|
Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca,
|
|
col[0], col[1], col[2], col[3]);
|
|
}
|
|
else if (flags & ImGuiColorEditFlags_InputHSV)
|
|
{
|
|
if (flags & ImGuiColorEditFlags_NoAlpha)
|
|
Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]);
|
|
else
|
|
Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]);
|
|
}
|
|
EndTooltip();
|
|
}
|
|
|
|
void ImGui::ColorEditOptionsPopup(const float *col, ImGuiColorEditFlags flags)
|
|
{
|
|
bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_);
|
|
bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_);
|
|
if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context"))
|
|
return;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
PushItemFlag(ImGuiItemFlags_NoMarkEdited, true);
|
|
ImGuiColorEditFlags opts = g.ColorEditOptions;
|
|
if (allow_opt_inputs)
|
|
{
|
|
if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0))
|
|
opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB;
|
|
if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0))
|
|
opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV;
|
|
if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0))
|
|
opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex;
|
|
}
|
|
if (allow_opt_datatype)
|
|
{
|
|
if (allow_opt_inputs)
|
|
Separator();
|
|
if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0))
|
|
opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8;
|
|
if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0))
|
|
opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float;
|
|
}
|
|
|
|
if (allow_opt_inputs || allow_opt_datatype)
|
|
Separator();
|
|
if (Button("Copy as..", ImVec2(-1, 0)))
|
|
OpenPopup("Copy");
|
|
if (BeginPopup("Copy"))
|
|
{
|
|
int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]),
|
|
ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
|
|
char buf[64];
|
|
ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2],
|
|
(flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
|
|
if (Selectable(buf))
|
|
SetClipboardText(buf);
|
|
ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca);
|
|
if (Selectable(buf))
|
|
SetClipboardText(buf);
|
|
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb);
|
|
if (Selectable(buf))
|
|
SetClipboardText(buf);
|
|
if (!(flags & ImGuiColorEditFlags_NoAlpha))
|
|
{
|
|
ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca);
|
|
if (Selectable(buf))
|
|
SetClipboardText(buf);
|
|
}
|
|
EndPopup();
|
|
}
|
|
|
|
g.ColorEditOptions = opts;
|
|
PopItemFlag();
|
|
EndPopup();
|
|
}
|
|
|
|
void ImGui::ColorPickerOptionsPopup(const float *ref_col, ImGuiColorEditFlags flags)
|
|
{
|
|
bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_);
|
|
bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);
|
|
if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context"))
|
|
return;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
PushItemFlag(ImGuiItemFlags_NoMarkEdited, true);
|
|
if (allow_opt_picker)
|
|
{
|
|
ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x),
|
|
1.0f)); // FIXME: Picker size copied from main picker function
|
|
PushItemWidth(picker_size.x);
|
|
for (int picker_type = 0; picker_type < 2; picker_type++)
|
|
{
|
|
// Draw small/thumbnail version of each picker type (over an invisible button for selection)
|
|
if (picker_type > 0)
|
|
Separator();
|
|
PushID(picker_type);
|
|
ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions |
|
|
ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview |
|
|
(flags & ImGuiColorEditFlags_NoAlpha);
|
|
if (picker_type == 0)
|
|
picker_flags |= ImGuiColorEditFlags_PickerHueBar;
|
|
if (picker_type == 1)
|
|
picker_flags |= ImGuiColorEditFlags_PickerHueWheel;
|
|
ImVec2 backup_pos = GetCursorScreenPos();
|
|
if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup
|
|
g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) |
|
|
(picker_flags & ImGuiColorEditFlags_PickerMask_);
|
|
SetCursorScreenPos(backup_pos);
|
|
ImVec4 previewing_ref_col;
|
|
memcpy(&previewing_ref_col, ref_col,
|
|
sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));
|
|
ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags);
|
|
PopID();
|
|
}
|
|
PopItemWidth();
|
|
}
|
|
if (allow_opt_alpha_bar)
|
|
{
|
|
if (allow_opt_picker)
|
|
Separator();
|
|
CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
|
|
}
|
|
PopItemFlag();
|
|
EndPopup();
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
|
|
//-------------------------------------------------------------------------
|
|
// - TreeNode()
|
|
// - TreeNodeV()
|
|
// - TreeNodeEx()
|
|
// - TreeNodeExV()
|
|
// - TreeNodeStoreStackData() [Internal]
|
|
// - TreeNodeBehavior() [Internal]
|
|
// - TreePush()
|
|
// - TreePop()
|
|
// - GetTreeNodeToLabelSpacing()
|
|
// - SetNextItemOpen()
|
|
// - CollapsingHeader()
|
|
//-------------------------------------------------------------------------
|
|
|
|
bool ImGui::TreeNode(const char *str_id, const char *fmt, ...)
|
|
{
|
|
va_list args;
|
|
va_start(args, fmt);
|
|
bool is_open = TreeNodeExV(str_id, 0, fmt, args);
|
|
va_end(args);
|
|
return is_open;
|
|
}
|
|
|
|
bool ImGui::TreeNode(const void *ptr_id, const char *fmt, ...)
|
|
{
|
|
va_list args;
|
|
va_start(args, fmt);
|
|
bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);
|
|
va_end(args);
|
|
return is_open;
|
|
}
|
|
|
|
bool ImGui::TreeNode(const char *label)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
ImGuiID id = window->GetID(label);
|
|
return TreeNodeBehavior(id, ImGuiTreeNodeFlags_None, label, NULL);
|
|
}
|
|
|
|
bool ImGui::TreeNodeV(const char *str_id, const char *fmt, va_list args)
|
|
{
|
|
return TreeNodeExV(str_id, 0, fmt, args);
|
|
}
|
|
|
|
bool ImGui::TreeNodeV(const void *ptr_id, const char *fmt, va_list args)
|
|
{
|
|
return TreeNodeExV(ptr_id, 0, fmt, args);
|
|
}
|
|
|
|
bool ImGui::TreeNodeEx(const char *label, ImGuiTreeNodeFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
ImGuiID id = window->GetID(label);
|
|
return TreeNodeBehavior(id, flags, label, NULL);
|
|
}
|
|
|
|
bool ImGui::TreeNodeEx(const char *str_id, ImGuiTreeNodeFlags flags, const char *fmt, ...)
|
|
{
|
|
va_list args;
|
|
va_start(args, fmt);
|
|
bool is_open = TreeNodeExV(str_id, flags, fmt, args);
|
|
va_end(args);
|
|
return is_open;
|
|
}
|
|
|
|
bool ImGui::TreeNodeEx(const void *ptr_id, ImGuiTreeNodeFlags flags, const char *fmt, ...)
|
|
{
|
|
va_list args;
|
|
va_start(args, fmt);
|
|
bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);
|
|
va_end(args);
|
|
return is_open;
|
|
}
|
|
|
|
bool ImGui::TreeNodeExV(const char *str_id, ImGuiTreeNodeFlags flags, const char *fmt, va_list args)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiID id = window->GetID(str_id);
|
|
const char *label, *label_end;
|
|
ImFormatStringToTempBufferV(&label, &label_end, fmt, args);
|
|
return TreeNodeBehavior(id, flags, label, label_end);
|
|
}
|
|
|
|
bool ImGui::TreeNodeExV(const void *ptr_id, ImGuiTreeNodeFlags flags, const char *fmt, va_list args)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiID id = window->GetID(ptr_id);
|
|
const char *label, *label_end;
|
|
ImFormatStringToTempBufferV(&label, &label_end, fmt, args);
|
|
return TreeNodeBehavior(id, flags, label, label_end);
|
|
}
|
|
|
|
bool ImGui::TreeNodeGetOpen(ImGuiID storage_id)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiStorage *storage = g.CurrentWindow->DC.StateStorage;
|
|
return storage->GetInt(storage_id, 0) != 0;
|
|
}
|
|
|
|
void ImGui::TreeNodeSetOpen(ImGuiID storage_id, bool open)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiStorage *storage = g.CurrentWindow->DC.StateStorage;
|
|
storage->SetInt(storage_id, open ? 1 : 0);
|
|
}
|
|
|
|
bool ImGui::TreeNodeUpdateNextOpen(ImGuiID storage_id, ImGuiTreeNodeFlags flags)
|
|
{
|
|
if (flags & ImGuiTreeNodeFlags_Leaf)
|
|
return true;
|
|
|
|
// We only write to the tree storage if the user clicks, or explicitly use the SetNextItemOpen function
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
ImGuiStorage *storage = window->DC.StateStorage;
|
|
|
|
bool is_open;
|
|
if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasOpen)
|
|
{
|
|
if (g.NextItemData.OpenCond & ImGuiCond_Always)
|
|
{
|
|
is_open = g.NextItemData.OpenVal;
|
|
TreeNodeSetOpen(storage_id, is_open);
|
|
}
|
|
else
|
|
{
|
|
// We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved
|
|
// persistently.
|
|
const int stored_value = storage->GetInt(storage_id, -1);
|
|
if (stored_value == -1)
|
|
{
|
|
is_open = g.NextItemData.OpenVal;
|
|
TreeNodeSetOpen(storage_id, is_open);
|
|
}
|
|
else
|
|
{
|
|
is_open = stored_value != 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
is_open = storage->GetInt(storage_id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
|
|
}
|
|
|
|
// When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible
|
|
// behavior). NB- If we are above max depth we still allow manually opened nodes to be logged.
|
|
if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) &&
|
|
(window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand)
|
|
is_open = true;
|
|
|
|
return is_open;
|
|
}
|
|
|
|
// Store ImGuiTreeNodeStackData for just submitted node.
|
|
// Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase.
|
|
static void TreeNodeStoreStackData(ImGuiTreeNodeFlags flags, float x1)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
|
|
g.TreeNodeStack.resize(g.TreeNodeStack.Size + 1);
|
|
ImGuiTreeNodeStackData *tree_node_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
|
|
tree_node_data->ID = g.LastItemData.ID;
|
|
tree_node_data->TreeFlags = flags;
|
|
tree_node_data->ItemFlags = g.LastItemData.ItemFlags;
|
|
tree_node_data->NavRect = g.LastItemData.NavRect;
|
|
|
|
// Initially I tried to latch value for GetColorU32(ImGuiCol_TreeLines) but it's not a good trade-off for very large
|
|
// trees.
|
|
const bool draw_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) != 0;
|
|
tree_node_data->DrawLinesX1 = draw_lines ? (x1 + g.FontSize * 0.5f + g.Style.FramePadding.x) : +FLT_MAX;
|
|
tree_node_data->DrawLinesTableColumn =
|
|
(draw_lines && g.CurrentTable) ? (ImGuiTableColumnIdx)g.CurrentTable->CurrentColumn : -1;
|
|
tree_node_data->DrawLinesToNodesY2 = -FLT_MAX;
|
|
window->DC.TreeHasStackDataDepthMask |= (1 << window->DC.TreeDepth);
|
|
if (flags & ImGuiTreeNodeFlags_DrawLinesToNodes)
|
|
window->DC.TreeRecordsClippedNodesY2Mask |= (1 << window->DC.TreeDepth);
|
|
}
|
|
|
|
// When using public API, currently 'id == storage_id' is always true, but we separate the values to facilitate advanced
|
|
// user code doing storage queries outside of UI loop.
|
|
bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char *label, const char *label_end)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
|
|
const ImVec2 padding =
|
|
(display_frame || (flags & ImGuiTreeNodeFlags_FramePadding))
|
|
? style.FramePadding
|
|
: ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));
|
|
|
|
if (!label_end)
|
|
label_end = FindRenderedTextEnd(label);
|
|
const ImVec2 label_size = CalcTextSize(label, label_end, false);
|
|
|
|
const float text_offset_x =
|
|
g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing
|
|
const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it
|
|
const float text_width = g.FontSize + label_size.x + padding.x * 2; // Include collapsing arrow
|
|
|
|
// We vertically grow up to current line height up the typical widget height.
|
|
const float frame_height =
|
|
ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);
|
|
const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL);
|
|
const bool span_all_columns_label =
|
|
(flags & ImGuiTreeNodeFlags_LabelSpanAllColumns) != 0 && (g.CurrentTable != NULL);
|
|
ImRect frame_bb;
|
|
frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x
|
|
: (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x
|
|
: window->DC.CursorPos.x;
|
|
frame_bb.Min.y = window->DC.CursorPos.y;
|
|
frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x
|
|
: (flags & ImGuiTreeNodeFlags_SpanLabelWidth) ? window->DC.CursorPos.x + text_width + padding.x
|
|
: window->WorkRect.Max.x;
|
|
frame_bb.Max.y = window->DC.CursorPos.y + frame_height;
|
|
if (display_frame)
|
|
{
|
|
const float outer_extend =
|
|
IM_TRUNC(window->WindowPadding.x * 0.5f); // Framed header expand a little outside of current limits
|
|
frame_bb.Min.x -= outer_extend;
|
|
frame_bb.Max.x += outer_extend;
|
|
}
|
|
|
|
ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);
|
|
ItemSize(ImVec2(text_width, frame_height), padding.y);
|
|
|
|
// For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
|
|
ImRect interact_bb = frame_bb;
|
|
if ((flags & (ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth |
|
|
ImGuiTreeNodeFlags_SpanLabelWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0)
|
|
interact_bb.Max.x = frame_bb.Min.x + text_width + (label_size.x > 0.0f ? style.ItemSpacing.x * 2.0f : 0.0f);
|
|
|
|
// Compute open and multi-select states before ItemAdd() as it clear NextItem data.
|
|
ImGuiID storage_id =
|
|
(g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasStorageID) ? g.NextItemData.StorageId : id;
|
|
bool is_open = TreeNodeUpdateNextOpen(storage_id, flags);
|
|
|
|
bool is_visible;
|
|
if (span_all_columns || span_all_columns_label)
|
|
{
|
|
// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for
|
|
// every Selectable..
|
|
const float backup_clip_rect_min_x = window->ClipRect.Min.x;
|
|
const float backup_clip_rect_max_x = window->ClipRect.Max.x;
|
|
window->ClipRect.Min.x = window->ParentWorkRect.Min.x;
|
|
window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
|
|
is_visible = ItemAdd(interact_bb, id);
|
|
window->ClipRect.Min.x = backup_clip_rect_min_x;
|
|
window->ClipRect.Max.x = backup_clip_rect_max_x;
|
|
}
|
|
else
|
|
{
|
|
is_visible = ItemAdd(interact_bb, id);
|
|
}
|
|
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
|
|
g.LastItemData.DisplayRect = frame_bb;
|
|
|
|
// If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsToParent enabled:
|
|
// Store data for the current depth to allow returning to this node from any child item.
|
|
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
|
|
// It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsToParent by default or move it to ImGuiStyle.
|
|
bool store_tree_node_stack_data = false;
|
|
if ((flags & ImGuiTreeNodeFlags_DrawLinesMask_) == 0)
|
|
flags |= g.Style.TreeLinesFlags;
|
|
const bool draw_tree_lines = (flags & (ImGuiTreeNodeFlags_DrawLinesFull | ImGuiTreeNodeFlags_DrawLinesToNodes)) &&
|
|
(frame_bb.Min.y < window->ClipRect.Max.y) && (g.Style.TreeLinesSize > 0.0f);
|
|
if (!(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
|
|
{
|
|
store_tree_node_stack_data = draw_tree_lines;
|
|
if ((flags & ImGuiTreeNodeFlags_NavLeftJumpsToParent) && !g.NavIdIsAlive)
|
|
if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
|
|
store_tree_node_stack_data = true;
|
|
}
|
|
|
|
const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
|
|
if (!is_visible)
|
|
{
|
|
if ((flags & ImGuiTreeNodeFlags_DrawLinesToNodes) &&
|
|
(window->DC.TreeRecordsClippedNodesY2Mask & (1 << (window->DC.TreeDepth - 1))))
|
|
{
|
|
ImGuiTreeNodeStackData *parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
|
|
parent_data->DrawLinesToNodesY2 =
|
|
ImMax(parent_data->DrawLinesToNodesY2,
|
|
window->DC.CursorPos.y); // Don't need to aim to mid Y position as we are clipped anyway.
|
|
if (frame_bb.Min.y >= window->ClipRect.Max.y)
|
|
window->DC.TreeRecordsClippedNodesY2Mask &= ~(1 << (window->DC.TreeDepth - 1)); // Done
|
|
}
|
|
if (is_open && store_tree_node_stack_data)
|
|
TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID()
|
|
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
|
|
TreePushOverrideID(id);
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label,
|
|
g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) |
|
|
(is_open ? ImGuiItemStatusFlags_Opened : 0));
|
|
return is_open;
|
|
}
|
|
|
|
if (span_all_columns || span_all_columns_label)
|
|
{
|
|
TablePushBackgroundChannel();
|
|
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
|
|
g.LastItemData.ClipRect = window->ClipRect;
|
|
}
|
|
|
|
ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;
|
|
if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap))
|
|
button_flags |= ImGuiButtonFlags_AllowOverlap;
|
|
if (!is_leaf)
|
|
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
|
|
|
|
// We allow clicking on the arrow section with keyboard modifiers held, in order to easily
|
|
// allow browsing a tree while preserving selection with code implementing multi-selection patterns.
|
|
// When clicking on the rest of the tree node we always disallow keyboard modifiers.
|
|
const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x;
|
|
const float arrow_hit_x2 =
|
|
(text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x;
|
|
const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2);
|
|
|
|
const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0;
|
|
if (is_multi_select) // We absolutely need to distinguish open vs select so _OpenOnArrow comes by default
|
|
flags |= (flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0
|
|
? ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick
|
|
: ImGuiTreeNodeFlags_OpenOnArrow;
|
|
|
|
// Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags.
|
|
// Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for
|
|
// multi-selection and drag and drop support.
|
|
// - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0)
|
|
// - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0)
|
|
// - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1)
|
|
// - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)
|
|
// - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)
|
|
// It is rather standard that arrow click react on Down rather than Up.
|
|
// We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the
|
|
// initial MouseDown in order for drag and drop to work.
|
|
if (is_mouse_x_over_arrow)
|
|
button_flags |= ImGuiButtonFlags_PressedOnClick;
|
|
else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
|
|
button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
|
|
else
|
|
button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
|
|
if (flags & ImGuiTreeNodeFlags_NoNavFocus)
|
|
button_flags |= ImGuiButtonFlags_NoNavFocus;
|
|
|
|
bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
|
|
const bool was_selected = selected;
|
|
|
|
// Multi-selection support (header)
|
|
if (is_multi_select)
|
|
{
|
|
// Handle multi-select + alter button flags for it
|
|
MultiSelectItemHeader(id, &selected, &button_flags);
|
|
if (is_mouse_x_over_arrow)
|
|
button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease;
|
|
}
|
|
else
|
|
{
|
|
if (window != g.HoveredWindow || !is_mouse_x_over_arrow)
|
|
button_flags |= ImGuiButtonFlags_NoKeyModsAllowed;
|
|
}
|
|
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
|
|
bool toggled = false;
|
|
if (!is_leaf)
|
|
{
|
|
if (pressed && g.DragDropHoldJustPressedId != id)
|
|
{
|
|
if ((flags & ImGuiTreeNodeFlags_OpenOnMask_) == 0 || (g.NavActivateId == id && !is_multi_select))
|
|
toggled = true; // Single click
|
|
if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
|
|
toggled |= is_mouse_x_over_arrow &&
|
|
!g.NavHighlightItemUnderNav; // Lightweight equivalent of IsMouseHoveringRect() since
|
|
// ButtonBehavior() already did the job
|
|
if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2)
|
|
toggled = true; // Double click
|
|
}
|
|
else if (pressed && g.DragDropHoldJustPressedId == id)
|
|
{
|
|
IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold);
|
|
if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but
|
|
// never close it again.
|
|
toggled = true;
|
|
else
|
|
pressed = false; // Cancel press so it doesn't trigger selection.
|
|
}
|
|
|
|
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)
|
|
{
|
|
toggled = true;
|
|
NavClearPreferredPosForAxis(ImGuiAxis_X);
|
|
NavMoveRequestCancel();
|
|
}
|
|
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right &&
|
|
!is_open) // If there's something upcoming on the line we may want to give it the priority?
|
|
{
|
|
toggled = true;
|
|
NavClearPreferredPosForAxis(ImGuiAxis_X);
|
|
NavMoveRequestCancel();
|
|
}
|
|
|
|
if (toggled)
|
|
{
|
|
is_open = !is_open;
|
|
window->DC.StateStorage->SetInt(storage_id, is_open);
|
|
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen;
|
|
}
|
|
}
|
|
|
|
// Multi-selection support (footer)
|
|
if (is_multi_select)
|
|
{
|
|
bool pressed_copy = pressed && !toggled;
|
|
MultiSelectItemFooter(id, &selected, &pressed_copy);
|
|
if (pressed)
|
|
SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, interact_bb);
|
|
}
|
|
|
|
if (selected != was_selected)
|
|
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
|
|
|
|
// Render
|
|
{
|
|
const ImU32 text_col = GetColorU32(ImGuiCol_Text);
|
|
ImGuiNavRenderCursorFlags nav_render_cursor_flags = ImGuiNavRenderCursorFlags_Compact;
|
|
if (is_multi_select)
|
|
nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle
|
|
if (display_frame)
|
|
{
|
|
// Framed type
|
|
const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive
|
|
: hovered ? ImGuiCol_HeaderHovered
|
|
: ImGuiCol_Header);
|
|
RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding);
|
|
RenderNavCursor(frame_bb, id, nav_render_cursor_flags);
|
|
if (span_all_columns && !span_all_columns_label)
|
|
TablePopBackgroundChannel();
|
|
if (flags & ImGuiTreeNodeFlags_Bullet)
|
|
RenderBullet(window->DrawList,
|
|
ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col);
|
|
else if (!is_leaf)
|
|
RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col,
|
|
is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down)
|
|
: ImGuiDir_Right,
|
|
1.0f);
|
|
else // Leaf without bullet, left-adjusted text
|
|
text_pos.x -= text_offset_x - padding.x;
|
|
if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton)
|
|
frame_bb.Max.x -= g.FontSize + style.FramePadding.x;
|
|
if (g.LogEnabled)
|
|
LogSetNextTextDecoration("###", "###");
|
|
}
|
|
else
|
|
{
|
|
// Unframed typed for tree nodes
|
|
if (hovered || selected)
|
|
{
|
|
const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive
|
|
: hovered ? ImGuiCol_HeaderHovered
|
|
: ImGuiCol_Header);
|
|
RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false);
|
|
}
|
|
RenderNavCursor(frame_bb, id, nav_render_cursor_flags);
|
|
if (span_all_columns && !span_all_columns_label)
|
|
TablePopBackgroundChannel();
|
|
if (flags & ImGuiTreeNodeFlags_Bullet)
|
|
RenderBullet(window->DrawList,
|
|
ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);
|
|
else if (!is_leaf)
|
|
RenderArrow(window->DrawList,
|
|
ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col,
|
|
is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down)
|
|
: ImGuiDir_Right,
|
|
0.70f);
|
|
if (g.LogEnabled)
|
|
LogSetNextTextDecoration(">", NULL);
|
|
}
|
|
|
|
if (draw_tree_lines)
|
|
TreeNodeDrawLineToChildNode(ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.5f));
|
|
|
|
// Label
|
|
if (display_frame)
|
|
RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
|
|
else
|
|
RenderText(text_pos, label, label_end, false);
|
|
|
|
if (span_all_columns_label)
|
|
TablePopBackgroundChannel();
|
|
}
|
|
|
|
if (is_open && store_tree_node_stack_data)
|
|
TreeNodeStoreStackData(flags, text_pos.x - text_offset_x); // Call before TreePushOverrideID()
|
|
if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
|
|
TreePushOverrideID(id); // Could use TreePush(label) but this avoid computing twice
|
|
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, label,
|
|
g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) |
|
|
(is_open ? ImGuiItemStatusFlags_Opened : 0));
|
|
return is_open;
|
|
}
|
|
|
|
// Draw horizontal line from our parent node
|
|
// This is only called for visible child nodes so we are not too fussy anymore about performances
|
|
void ImGui::TreeNodeDrawLineToChildNode(const ImVec2 &target_pos)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if (window->DC.TreeDepth == 0 || (window->DC.TreeHasStackDataDepthMask & (1 << (window->DC.TreeDepth - 1))) == 0)
|
|
return;
|
|
|
|
ImGuiTreeNodeStackData *parent_data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
|
|
float x1 = ImTrunc(parent_data->DrawLinesX1);
|
|
float x2 = ImTrunc(target_pos.x - g.Style.ItemInnerSpacing.x);
|
|
float y = ImTrunc(target_pos.y);
|
|
float rounding = (g.Style.TreeLinesRounding > 0.0f) ? ImMin(x2 - x1, g.Style.TreeLinesRounding) : 0.0f;
|
|
parent_data->DrawLinesToNodesY2 = ImMax(parent_data->DrawLinesToNodesY2, y - rounding);
|
|
if (x1 >= x2)
|
|
return;
|
|
if (rounding > 0.0f)
|
|
{
|
|
x1 += 0.5f + rounding;
|
|
window->DrawList->PathArcToFast(ImVec2(x1, y - rounding), rounding, 6, 3);
|
|
if (x1 < x2)
|
|
window->DrawList->PathLineTo(ImVec2(x2, y));
|
|
window->DrawList->PathStroke(GetColorU32(ImGuiCol_TreeLines), ImDrawFlags_None, g.Style.TreeLinesSize);
|
|
}
|
|
else
|
|
{
|
|
window->DrawList->AddLine(ImVec2(x1, y), ImVec2(x2, y), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
|
|
}
|
|
}
|
|
|
|
// Draw vertical line of the hierarchy
|
|
void ImGui::TreeNodeDrawLineToTreePop(const ImGuiTreeNodeStackData *data)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
float y1 = ImMax(data->NavRect.Max.y, window->ClipRect.Min.y);
|
|
float y2 = data->DrawLinesToNodesY2;
|
|
if (data->TreeFlags & ImGuiTreeNodeFlags_DrawLinesFull)
|
|
{
|
|
float y2_full = window->DC.CursorPos.y;
|
|
if (g.CurrentTable)
|
|
y2_full = ImMax(g.CurrentTable->RowPosY2, y2_full);
|
|
y2_full = ImTrunc(y2_full - g.Style.ItemSpacing.y - g.FontSize * 0.5f);
|
|
if (y2 + (g.Style.ItemSpacing.y + g.Style.TreeLinesRounding) <
|
|
y2_full) // FIXME: threshold to use ToNodes Y2 instead of Full Y2 when close by ItemSpacing.y
|
|
y2 = y2_full;
|
|
}
|
|
y2 = ImMin(y2, window->ClipRect.Max.y);
|
|
if (y2 <= y1)
|
|
return;
|
|
float x = ImTrunc(data->DrawLinesX1);
|
|
if (data->DrawLinesTableColumn != -1)
|
|
TablePushColumnChannel(data->DrawLinesTableColumn);
|
|
window->DrawList->AddLine(ImVec2(x, y1), ImVec2(x, y2), GetColorU32(ImGuiCol_TreeLines), g.Style.TreeLinesSize);
|
|
if (data->DrawLinesTableColumn != -1)
|
|
TablePopColumnChannel();
|
|
}
|
|
|
|
void ImGui::TreePush(const char *str_id)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
Indent();
|
|
window->DC.TreeDepth++;
|
|
PushID(str_id);
|
|
}
|
|
|
|
void ImGui::TreePush(const void *ptr_id)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
Indent();
|
|
window->DC.TreeDepth++;
|
|
PushID(ptr_id);
|
|
}
|
|
|
|
void ImGui::TreePushOverrideID(ImGuiID id)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
Indent();
|
|
window->DC.TreeDepth++;
|
|
PushOverrideID(id);
|
|
}
|
|
|
|
void ImGui::TreePop()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
Unindent();
|
|
|
|
window->DC.TreeDepth--;
|
|
ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);
|
|
|
|
if (window->DC.TreeHasStackDataDepthMask & tree_depth_mask)
|
|
{
|
|
const ImGuiTreeNodeStackData *data = &g.TreeNodeStack.Data[g.TreeNodeStack.Size - 1];
|
|
IM_ASSERT(data->ID == window->IDStack.back());
|
|
|
|
// Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsToParent is enabled)
|
|
if (data->TreeFlags & ImGuiTreeNodeFlags_NavLeftJumpsToParent)
|
|
if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window &&
|
|
NavMoveRequestButNoResultYet())
|
|
NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, data);
|
|
|
|
// Draw hierarchy lines
|
|
if (data->DrawLinesX1 != +FLT_MAX && window->DC.CursorPos.y >= window->ClipRect.Min.y)
|
|
TreeNodeDrawLineToTreePop(data);
|
|
|
|
g.TreeNodeStack.pop_back();
|
|
window->DC.TreeHasStackDataDepthMask &= ~tree_depth_mask;
|
|
window->DC.TreeRecordsClippedNodesY2Mask &= ~tree_depth_mask;
|
|
}
|
|
|
|
IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window
|
|
// creation). If this triggers you called TreePop/PopID too much.
|
|
PopID();
|
|
}
|
|
|
|
// Horizontal distance preceding label when using TreeNode() or Bullet()
|
|
float ImGui::GetTreeNodeToLabelSpacing()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
return g.FontSize + (g.Style.FramePadding.x * 2.0f);
|
|
}
|
|
|
|
// Set next TreeNode/CollapsingHeader open state.
|
|
void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
if (g.CurrentWindow->SkipItems)
|
|
return;
|
|
g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasOpen;
|
|
g.NextItemData.OpenVal = is_open;
|
|
g.NextItemData.OpenCond = (ImU8)(cond ? cond : ImGuiCond_Always);
|
|
}
|
|
|
|
// Set next TreeNode/CollapsingHeader storage id.
|
|
void ImGui::SetNextItemStorageID(ImGuiID storage_id)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
if (g.CurrentWindow->SkipItems)
|
|
return;
|
|
g.NextItemData.HasFlags |= ImGuiNextItemDataFlags_HasStorageID;
|
|
g.NextItemData.StorageId = storage_id;
|
|
}
|
|
|
|
// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the
|
|
// ImGuiTreeNodeFlags_NoTreePushOnOpen flag). This is basically the same as calling TreeNodeEx(label,
|
|
// ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal
|
|
// TreeNode().
|
|
bool ImGui::CollapsingHeader(const char *label, ImGuiTreeNodeFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
ImGuiID id = window->GetID(label);
|
|
return TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader, label);
|
|
}
|
|
|
|
// p_visible == NULL : regular collapsing header
|
|
// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button
|
|
// will set *p_visible = false p_visible != NULL && *p_visible == false : do not show the header at all Do not mistake
|
|
// this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or
|
|
// ImGuiTreeNodeFlags_DefaultOpen.
|
|
bool ImGui::CollapsingHeader(const char *label, bool *p_visible, ImGuiTreeNodeFlags flags)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
if (p_visible && !*p_visible)
|
|
return false;
|
|
|
|
ImGuiID id = window->GetID(label);
|
|
flags |= ImGuiTreeNodeFlags_CollapsingHeader;
|
|
if (p_visible)
|
|
flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
|
|
bool is_open = TreeNodeBehavior(id, flags, label);
|
|
if (p_visible != NULL)
|
|
{
|
|
// Create a small overlapping close button
|
|
// FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
|
|
// FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiLastItemData last_item_backup = g.LastItemData;
|
|
float button_size = g.FontSize;
|
|
float button_x =
|
|
ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size);
|
|
float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y;
|
|
ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id);
|
|
if (CloseButton(close_button_id, ImVec2(button_x, button_y)))
|
|
*p_visible = false;
|
|
g.LastItemData = last_item_backup;
|
|
}
|
|
|
|
return is_open;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: Selectable
|
|
//-------------------------------------------------------------------------
|
|
// - Selectable()
|
|
//-------------------------------------------------------------------------
|
|
|
|
// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.
|
|
// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.
|
|
// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used
|
|
// flags.
|
|
// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not
|
|
// supported.
|
|
bool ImGui::Selectable(const char *label, bool selected, ImGuiSelectableFlags flags, const ImVec2 &size_arg)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
|
|
// Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.
|
|
ImGuiID id = window->GetID(label);
|
|
ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
|
|
ImVec2 pos = window->DC.CursorPos;
|
|
pos.y += window->DC.CurrLineTextBaseOffset;
|
|
ItemSize(size, 0.0f);
|
|
|
|
// Fill horizontal space
|
|
// We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly
|
|
// right-aligned sizes not visibly match other widgets.
|
|
const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0;
|
|
const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x;
|
|
const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;
|
|
if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))
|
|
size.x = ImMax(label_size.x, max_x - min_x);
|
|
|
|
// Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing
|
|
// between selectable.
|
|
// FIXME: Not part of layout so not included in clipper calculation, but ItemSize currently doesn't allow offsetting
|
|
// CursorPos.
|
|
ImRect bb(min_x, pos.y, min_x + size.x, pos.y + size.y);
|
|
if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0)
|
|
{
|
|
const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x;
|
|
const float spacing_y = style.ItemSpacing.y;
|
|
const float spacing_L = IM_TRUNC(spacing_x * 0.50f);
|
|
const float spacing_U = IM_TRUNC(spacing_y * 0.50f);
|
|
bb.Min.x -= spacing_L;
|
|
bb.Min.y -= spacing_U;
|
|
bb.Max.x += (spacing_x - spacing_L);
|
|
bb.Max.y += (spacing_y - spacing_U);
|
|
}
|
|
// if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }
|
|
|
|
const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;
|
|
const ImGuiItemFlags extra_item_flags =
|
|
disabled_item ? (ImGuiItemFlags)ImGuiItemFlags_Disabled : ImGuiItemFlags_None;
|
|
bool is_visible;
|
|
if (span_all_columns)
|
|
{
|
|
// Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for
|
|
// every Selectable..
|
|
const float backup_clip_rect_min_x = window->ClipRect.Min.x;
|
|
const float backup_clip_rect_max_x = window->ClipRect.Max.x;
|
|
window->ClipRect.Min.x = window->ParentWorkRect.Min.x;
|
|
window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
|
|
is_visible = ItemAdd(bb, id, NULL, extra_item_flags);
|
|
window->ClipRect.Min.x = backup_clip_rect_min_x;
|
|
window->ClipRect.Max.x = backup_clip_rect_max_x;
|
|
}
|
|
else
|
|
{
|
|
is_visible = ItemAdd(bb, id, NULL, extra_item_flags);
|
|
}
|
|
|
|
const bool is_multi_select = (g.LastItemData.ItemFlags & ImGuiItemFlags_IsMultiSelect) != 0;
|
|
if (!is_visible)
|
|
if (!is_multi_select || !g.BoxSelectState.UnclipMode ||
|
|
!g.BoxSelectState.UnclipRect.Overlaps(
|
|
bb)) // Extra layer of "no logic clip" for box-select support (would be more overhead to add to ItemAdd)
|
|
return false;
|
|
|
|
const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
|
|
if (disabled_item && !disabled_global) // Only testing this as an optimization
|
|
BeginDisabled();
|
|
|
|
// FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full
|
|
// push on render only, which would be advantageous since most selectable are not selected.
|
|
if (span_all_columns)
|
|
{
|
|
if (g.CurrentTable)
|
|
TablePushBackgroundChannel();
|
|
else if (window->DC.CurrentColumns)
|
|
PushColumnsBackground();
|
|
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect;
|
|
g.LastItemData.ClipRect = window->ClipRect;
|
|
}
|
|
|
|
// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
|
|
ImGuiButtonFlags button_flags = 0;
|
|
if (flags & ImGuiSelectableFlags_NoHoldingActiveID)
|
|
{
|
|
button_flags |= ImGuiButtonFlags_NoHoldingActiveId;
|
|
}
|
|
if (flags & ImGuiSelectableFlags_NoSetKeyOwner)
|
|
{
|
|
button_flags |= ImGuiButtonFlags_NoSetKeyOwner;
|
|
}
|
|
if (flags & ImGuiSelectableFlags_SelectOnClick)
|
|
{
|
|
button_flags |= ImGuiButtonFlags_PressedOnClick;
|
|
}
|
|
if (flags & ImGuiSelectableFlags_SelectOnRelease)
|
|
{
|
|
button_flags |= ImGuiButtonFlags_PressedOnRelease;
|
|
}
|
|
if (flags & ImGuiSelectableFlags_AllowDoubleClick)
|
|
{
|
|
button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
|
|
}
|
|
if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap))
|
|
{
|
|
button_flags |= ImGuiButtonFlags_AllowOverlap;
|
|
}
|
|
|
|
// Multi-selection support (header)
|
|
const bool was_selected = selected;
|
|
if (is_multi_select)
|
|
{
|
|
// Handle multi-select + alter button flags for it
|
|
MultiSelectItemHeader(id, &selected, &button_flags);
|
|
}
|
|
|
|
bool hovered, held;
|
|
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
|
|
|
|
// Multi-selection support (footer)
|
|
if (is_multi_select)
|
|
{
|
|
MultiSelectItemFooter(id, &selected, &pressed);
|
|
}
|
|
else
|
|
{
|
|
// Auto-select when moved into
|
|
// - This will be more fully fleshed in the range-select branch
|
|
// - This is not exposed as it won't nicely work with some user side handling of shift/control
|
|
// - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons
|
|
// - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g.
|
|
// BeginSelection() calling PushFocusScope())
|
|
// - (2) usage will fail with clipped items
|
|
// The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
|
|
if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 &&
|
|
g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId)
|
|
if (g.NavJustMovedToId == id)
|
|
selected = pressed = true;
|
|
}
|
|
|
|
// Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed
|
|
// with keyboard/gamepad
|
|
if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))
|
|
{
|
|
if (!g.NavHighlightItemUnderNav && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
|
|
{
|
|
SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId,
|
|
WindowRectAbsToRel(window, bb)); // (bb == NavRect)
|
|
if (g.IO.ConfigNavCursorVisibleAuto)
|
|
g.NavCursorVisible = false;
|
|
}
|
|
}
|
|
if (pressed)
|
|
MarkItemEdited(id);
|
|
|
|
if (selected != was_selected)
|
|
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;
|
|
|
|
// Render
|
|
if (is_visible)
|
|
{
|
|
const bool highlighted = hovered || (flags & ImGuiSelectableFlags_Highlight);
|
|
if (highlighted || selected)
|
|
{
|
|
// Between 1.91.0 and 1.91.4 we made selected Selectable use an arbitrary lerp between _Header and
|
|
// _HeaderHovered. Removed that now. (#8106)
|
|
ImU32 col = GetColorU32((held && highlighted) ? ImGuiCol_HeaderActive
|
|
: highlighted ? ImGuiCol_HeaderHovered
|
|
: ImGuiCol_Header);
|
|
RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
|
|
}
|
|
if (g.NavId == id)
|
|
{
|
|
ImGuiNavRenderCursorFlags nav_render_cursor_flags =
|
|
ImGuiNavRenderCursorFlags_Compact | ImGuiNavRenderCursorFlags_NoRounding;
|
|
if (is_multi_select)
|
|
nav_render_cursor_flags |= ImGuiNavRenderCursorFlags_AlwaysDraw; // Always show the nav rectangle
|
|
RenderNavCursor(bb, id, nav_render_cursor_flags);
|
|
}
|
|
}
|
|
|
|
if (span_all_columns)
|
|
{
|
|
if (g.CurrentTable)
|
|
TablePopBackgroundChannel();
|
|
else if (window->DC.CurrentColumns)
|
|
PopColumnsBackground();
|
|
}
|
|
|
|
// Text stays at the submission position. Alignment/clipping extents ignore SpanAllColumns.
|
|
if (is_visible)
|
|
RenderTextClipped(pos, ImVec2(ImMin(pos.x + size.x, window->WorkRect.Max.x), pos.y + size.y), label, NULL,
|
|
&label_size, style.SelectableTextAlign, &bb);
|
|
|
|
// Automatically close popups
|
|
if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_NoAutoClosePopups) &&
|
|
(g.LastItemData.ItemFlags & ImGuiItemFlags_AutoClosePopups))
|
|
CloseCurrentPopup();
|
|
|
|
if (disabled_item && !disabled_global)
|
|
EndDisabled();
|
|
|
|
// Selectable() always returns a pressed state!
|
|
// Users of BeginMultiSelect()/EndMultiSelect() scope: you may call ImGui::IsItemToggledSelection() to retrieve
|
|
// selection toggle, only useful if you need that state updated (e.g. for rendering purpose) before reaching
|
|
// EndMultiSelect().
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
|
|
return pressed; //-V1020
|
|
}
|
|
|
|
bool ImGui::Selectable(const char *label, bool *p_selected, ImGuiSelectableFlags flags, const ImVec2 &size_arg)
|
|
{
|
|
if (Selectable(label, *p_selected, flags, size_arg))
|
|
{
|
|
*p_selected = !*p_selected;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: Typing-Select support
|
|
//-------------------------------------------------------------------------
|
|
|
|
// [Experimental] Currently not exposed in public API.
|
|
// Consume character inputs and return search request, if any.
|
|
// This would typically only be called on the focused window or location you want to grab inputs for, e.g.
|
|
// if (ImGui::IsWindowFocused(...))
|
|
// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest())
|
|
// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name;
|
|
// }, &my_items, -1);
|
|
// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer).
|
|
ImGuiTypingSelectRequest *ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiTypingSelectState *data = &g.TypingSelectState;
|
|
ImGuiTypingSelectRequest *out_request = &data->Request;
|
|
|
|
// Clear buffer
|
|
const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config.
|
|
const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK =
|
|
4; // Lock single char matching when repeating same char 4 times
|
|
if (data->SearchBuffer[0] != 0)
|
|
{
|
|
bool clear_buffer = false;
|
|
clear_buffer |= (g.NavFocusScopeId != data->FocusScope);
|
|
clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time);
|
|
clear_buffer |= g.NavAnyRequest;
|
|
clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere
|
|
clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter);
|
|
clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0;
|
|
// if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); }
|
|
if (clear_buffer)
|
|
data->Clear();
|
|
}
|
|
|
|
// Append to buffer
|
|
const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1;
|
|
int buffer_len = (int)ImStrlen(data->SearchBuffer);
|
|
bool select_request = false;
|
|
for (ImWchar w : g.IO.InputQueueCharacters)
|
|
{
|
|
const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1);
|
|
if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) ||
|
|
(buffer_len + w_len > buffer_max_len)) // Ignore leading blanks
|
|
continue;
|
|
char w_buf[5];
|
|
ImTextCharToUtf8(w_buf, (unsigned int)w);
|
|
if (data->SingleCharModeLock && w_len == out_request->SingleCharSize &&
|
|
memcmp(w_buf, data->SearchBuffer, w_len) == 0)
|
|
{
|
|
select_request = true; // Same character: don't need to append to buffer.
|
|
continue;
|
|
}
|
|
if (data->SingleCharModeLock)
|
|
{
|
|
data->Clear(); // Different character: clear
|
|
buffer_len = 0;
|
|
}
|
|
memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append
|
|
buffer_len += w_len;
|
|
select_request = true;
|
|
}
|
|
g.IO.InputQueueCharacters.resize(0);
|
|
|
|
// Handle backspace
|
|
if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, ImGuiInputFlags_Repeat))
|
|
{
|
|
char *p = (char *)(void *)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len);
|
|
*p = 0;
|
|
buffer_len = (int)(p - data->SearchBuffer);
|
|
}
|
|
|
|
// Return request if any
|
|
if (buffer_len == 0)
|
|
return NULL;
|
|
if (select_request)
|
|
{
|
|
data->FocusScope = g.NavFocusScopeId;
|
|
data->LastRequestFrame = g.FrameCount;
|
|
data->LastRequestTime = (float)g.Time;
|
|
}
|
|
out_request->Flags = flags;
|
|
out_request->SearchBufferLen = buffer_len;
|
|
out_request->SearchBuffer = data->SearchBuffer;
|
|
out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount);
|
|
out_request->SingleCharMode = false;
|
|
out_request->SingleCharSize = 0;
|
|
|
|
// Calculate if buffer contains the same character repeated.
|
|
// - This can be used to implement a special search mode on first character.
|
|
// - Performed on UTF-8 codepoint for correctness.
|
|
// - SingleCharMode is always set for first input character, because it usually leads to a "next".
|
|
if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode)
|
|
{
|
|
const char *buf_begin = out_request->SearchBuffer;
|
|
const char *buf_end = out_request->SearchBuffer + out_request->SearchBufferLen;
|
|
const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end);
|
|
const char *p = buf_begin + c0_len;
|
|
for (; p < buf_end; p += c0_len)
|
|
if (memcmp(buf_begin, p, (size_t)c0_len) != 0)
|
|
break;
|
|
const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0;
|
|
out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock);
|
|
out_request->SingleCharSize = (ImS8)c0_len;
|
|
data->SingleCharModeLock |=
|
|
(single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to
|
|
// lock to single char mode.
|
|
}
|
|
|
|
return out_request;
|
|
}
|
|
|
|
static int ImStrimatchlen(const char *s1, const char *s1_end, const char *s2)
|
|
{
|
|
int match_len = 0;
|
|
while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++))
|
|
match_len++;
|
|
return match_len;
|
|
}
|
|
|
|
// Default handler for finding a result for typing-select. You may implement your own.
|
|
// You might want to display a tooltip to visualize the current request SearchBuffer
|
|
// When SingleCharMode is set:
|
|
// - it is better to NOT display a tooltip of other on-screen display indicator.
|
|
// - the index of the currently focused item is required.
|
|
// if your SetNextItemSelectionUserData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem,
|
|
// otherwise from g.NavLastValidSelectionUserData.
|
|
int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest *req, int items_count,
|
|
const char *(*get_item_name_func)(void *, int), void *user_data, int nav_item_idx)
|
|
{
|
|
if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot.
|
|
return -1;
|
|
int idx = -1;
|
|
if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode))
|
|
idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx);
|
|
else
|
|
idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data);
|
|
if (idx != -1)
|
|
SetNavCursorVisibleAfterMove();
|
|
return idx;
|
|
}
|
|
|
|
// Special handling when a single character is repeated: perform search on a single letter and goes to next.
|
|
int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest *req, int items_count,
|
|
const char *(*get_item_name_func)(void *, int), void *user_data,
|
|
int nav_item_idx)
|
|
{
|
|
// FIXME: Assume selection user data is index. Would be extremely practical.
|
|
// if (nav_item_idx == -1)
|
|
// nav_item_idx = (int)g.NavLastValidSelectionUserData;
|
|
|
|
int first_match_idx = -1;
|
|
bool return_next_match = false;
|
|
for (int idx = 0; idx < items_count; idx++)
|
|
{
|
|
const char *item_name = get_item_name_func(user_data, idx);
|
|
if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize)
|
|
continue;
|
|
if (return_next_match) // Return next matching item after current item.
|
|
return idx;
|
|
if (first_match_idx == -1 &&
|
|
nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value.
|
|
return idx;
|
|
if (first_match_idx == -1) // Record first match for wrapping.
|
|
first_match_idx = idx;
|
|
if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match.
|
|
return_next_match = true;
|
|
}
|
|
return first_match_idx; // First result
|
|
}
|
|
|
|
int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest *req, int items_count,
|
|
const char *(*get_item_name_func)(void *, int), void *user_data)
|
|
{
|
|
int longest_match_idx = -1;
|
|
int longest_match_len = 0;
|
|
for (int idx = 0; idx < items_count; idx++)
|
|
{
|
|
const char *item_name = get_item_name_func(user_data, idx);
|
|
const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name);
|
|
if (match_len <= longest_match_len)
|
|
continue;
|
|
longest_match_idx = idx;
|
|
longest_match_len = match_len;
|
|
if (match_len == req->SearchBufferLen)
|
|
break;
|
|
}
|
|
return longest_match_idx;
|
|
}
|
|
|
|
void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState *data)
|
|
{
|
|
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
|
|
Text("SearchBuffer = \"%s\"", data->SearchBuffer);
|
|
Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize,
|
|
data->SingleCharModeLock);
|
|
Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame);
|
|
#else
|
|
IM_UNUSED(data);
|
|
#endif
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: Box-Select support
|
|
// This has been extracted away from Multi-Select logic in the hope that it could eventually be used elsewhere, but
|
|
// hasn't been yet.
|
|
//-------------------------------------------------------------------------
|
|
// Extra logic in MultiSelectItemFooter() and ImGuiListClipper::Step()
|
|
//-------------------------------------------------------------------------
|
|
// - BoxSelectPreStartDrag() [Internal]
|
|
// - BoxSelectActivateDrag() [Internal]
|
|
// - BoxSelectDeactivateDrag() [Internal]
|
|
// - BoxSelectScrollWithMouseDrag() [Internal]
|
|
// - BeginBoxSelect() [Internal]
|
|
// - EndBoxSelect() [Internal]
|
|
//-------------------------------------------------------------------------
|
|
|
|
// Call on the initial click.
|
|
static void BoxSelectPreStartDrag(ImGuiID id, ImGuiSelectionUserData clicked_item)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiBoxSelectState *bs = &g.BoxSelectState;
|
|
bs->ID = id;
|
|
bs->IsStarting = true; // Consider starting box-select.
|
|
bs->IsStartedFromVoid = (clicked_item == ImGuiSelectionUserData_Invalid);
|
|
bs->IsStartedSetNavIdOnce = bs->IsStartedFromVoid;
|
|
bs->KeyMods = g.IO.KeyMods;
|
|
bs->StartPosRel = bs->EndPosRel = ImGui::WindowPosAbsToRel(g.CurrentWindow, g.IO.MousePos);
|
|
bs->ScrollAccum = ImVec2(0.0f, 0.0f);
|
|
}
|
|
|
|
static void BoxSelectActivateDrag(ImGuiBoxSelectState *bs, ImGuiWindow *window)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Activate\n", bs->ID);
|
|
bs->IsActive = true;
|
|
bs->Window = window;
|
|
bs->IsStarting = false;
|
|
ImGui::SetActiveID(bs->ID, window);
|
|
ImGui::SetActiveIdUsingAllKeyboardKeys();
|
|
if (bs->IsStartedFromVoid && (bs->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0)
|
|
bs->RequestClear = true;
|
|
}
|
|
|
|
static void BoxSelectDeactivateDrag(ImGuiBoxSelectState *bs)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
bs->IsActive = bs->IsStarting = false;
|
|
if (g.ActiveId == bs->ID)
|
|
{
|
|
IMGUI_DEBUG_LOG_SELECTION("[selection] BeginBoxSelect() 0X%08X: Deactivate\n", bs->ID);
|
|
ImGui::ClearActiveID();
|
|
}
|
|
bs->ID = 0;
|
|
}
|
|
|
|
static void BoxSelectScrollWithMouseDrag(ImGuiBoxSelectState *bs, ImGuiWindow *window, const ImRect &inner_r)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
IM_ASSERT(bs->Window == window);
|
|
for (int n = 0; n < 2; n++) // each axis
|
|
{
|
|
const float mouse_pos = g.IO.MousePos[n];
|
|
const float dist = (mouse_pos > inner_r.Max[n]) ? mouse_pos - inner_r.Max[n]
|
|
: (mouse_pos < inner_r.Min[n]) ? mouse_pos - inner_r.Min[n]
|
|
: 0.0f;
|
|
const float scroll_curr = window->Scroll[n];
|
|
if (dist == 0.0f || (dist < 0.0f && scroll_curr < 0.0f) || (dist > 0.0f && scroll_curr >= window->ScrollMax[n]))
|
|
continue;
|
|
|
|
const float speed_multiplier = ImLinearRemapClamp(g.FontSize, g.FontSize * 5.0f, 1.0f, 4.0f,
|
|
ImAbs(dist)); // x1 to x4 depending on distance
|
|
const float scroll_step = g.FontSize * 35.0f * speed_multiplier * ImSign(dist) * g.IO.DeltaTime;
|
|
bs->ScrollAccum[n] += scroll_step;
|
|
|
|
// Accumulate into a stored value so we can handle high-framerate
|
|
const float scroll_step_i = ImFloor(bs->ScrollAccum[n]);
|
|
if (scroll_step_i == 0.0f)
|
|
continue;
|
|
if (n == 0)
|
|
ImGui::SetScrollX(window, scroll_curr + scroll_step_i);
|
|
else
|
|
ImGui::SetScrollY(window, scroll_curr + scroll_step_i);
|
|
bs->ScrollAccum[n] -= scroll_step_i;
|
|
}
|
|
}
|
|
|
|
bool ImGui::BeginBoxSelect(const ImRect &scope_rect, ImGuiWindow *window, ImGuiID box_select_id,
|
|
ImGuiMultiSelectFlags ms_flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiBoxSelectState *bs = &g.BoxSelectState;
|
|
KeepAliveID(box_select_id);
|
|
if (bs->ID != box_select_id)
|
|
return false;
|
|
|
|
// IsStarting is set by MultiSelectItemFooter() when considering a possible box-select. We validate it here and lock
|
|
// geometry.
|
|
bs->UnclipMode = false;
|
|
bs->RequestClear = false;
|
|
if (bs->IsStarting && IsMouseDragPastThreshold(0))
|
|
BoxSelectActivateDrag(bs, window);
|
|
else if ((bs->IsStarting || bs->IsActive) && g.IO.MouseDown[0] == false)
|
|
BoxSelectDeactivateDrag(bs);
|
|
if (!bs->IsActive)
|
|
return false;
|
|
|
|
// Current frame absolute prev/current rectangles are used to toggle selection.
|
|
// They are derived from positions relative to scrolling space.
|
|
ImVec2 start_pos_abs = WindowPosRelToAbs(window, bs->StartPosRel);
|
|
ImVec2 prev_end_pos_abs = WindowPosRelToAbs(window, bs->EndPosRel); // Clamped already
|
|
ImVec2 curr_end_pos_abs = g.IO.MousePos;
|
|
if (ms_flags & ImGuiMultiSelectFlags_ScopeWindow) // Box-select scrolling only happens with ScopeWindow
|
|
curr_end_pos_abs = ImClamp(curr_end_pos_abs, scope_rect.Min, scope_rect.Max);
|
|
bs->BoxSelectRectPrev.Min = ImMin(start_pos_abs, prev_end_pos_abs);
|
|
bs->BoxSelectRectPrev.Max = ImMax(start_pos_abs, prev_end_pos_abs);
|
|
bs->BoxSelectRectCurr.Min = ImMin(start_pos_abs, curr_end_pos_abs);
|
|
bs->BoxSelectRectCurr.Max = ImMax(start_pos_abs, curr_end_pos_abs);
|
|
|
|
// Box-select 2D mode detects horizontal changes (vertical ones are already picked by Clipper)
|
|
// Storing an extra rect used by widgets supporting box-select.
|
|
if (ms_flags & ImGuiMultiSelectFlags_BoxSelect2d)
|
|
if (bs->BoxSelectRectPrev.Min.x != bs->BoxSelectRectCurr.Min.x ||
|
|
bs->BoxSelectRectPrev.Max.x != bs->BoxSelectRectCurr.Max.x)
|
|
{
|
|
bs->UnclipMode = true;
|
|
bs->UnclipRect = bs->BoxSelectRectPrev; // FIXME-OPT: UnclipRect x coordinates could be intersection of Prev
|
|
// and Curr rect on X axis.
|
|
bs->UnclipRect.Add(bs->BoxSelectRectCurr);
|
|
}
|
|
|
|
// GetForegroundDrawList()->AddRect(bs->UnclipRect.Min, bs->UnclipRect.Max, IM_COL32(255,0,0,200), 0.0f, 0, 3.0f);
|
|
// GetForegroundDrawList()->AddRect(bs->BoxSelectRectPrev.Min, bs->BoxSelectRectPrev.Max, IM_COL32(255,0,0,200),
|
|
// 0.0f, 0, 3.0f); GetForegroundDrawList()->AddRect(bs->BoxSelectRectCurr.Min, bs->BoxSelectRectCurr.Max,
|
|
// IM_COL32(0,255,0,200), 0.0f, 0, 1.0f);
|
|
return true;
|
|
}
|
|
|
|
void ImGui::EndBoxSelect(const ImRect &scope_rect, ImGuiMultiSelectFlags ms_flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
ImGuiBoxSelectState *bs = &g.BoxSelectState;
|
|
IM_ASSERT(bs->IsActive);
|
|
bs->UnclipMode = false;
|
|
|
|
// Render selection rectangle
|
|
bs->EndPosRel =
|
|
WindowPosAbsToRel(window, ImClamp(g.IO.MousePos, scope_rect.Min,
|
|
scope_rect.Max)); // Clamp stored position according to current scrolling view
|
|
ImRect box_select_r = bs->BoxSelectRectCurr;
|
|
box_select_r.ClipWith(scope_rect);
|
|
window->DrawList->AddRectFilled(box_select_r.Min, box_select_r.Max,
|
|
GetColorU32(ImGuiCol_SeparatorHovered, 0.30f)); // FIXME-MULTISELECT: Styling
|
|
window->DrawList->AddRect(box_select_r.Min, box_select_r.Max,
|
|
GetColorU32(ImGuiCol_NavCursor)); // FIXME-MULTISELECT FIXME-DPI: Styling
|
|
|
|
// Scroll
|
|
const bool enable_scroll =
|
|
(ms_flags & ImGuiMultiSelectFlags_ScopeWindow) && (ms_flags & ImGuiMultiSelectFlags_BoxSelectNoScroll) == 0;
|
|
if (enable_scroll)
|
|
{
|
|
ImRect scroll_r = scope_rect;
|
|
scroll_r.Expand(-g.FontSize);
|
|
// GetForegroundDrawList()->AddRect(scroll_r.Min, scroll_r.Max, IM_COL32(0, 255, 0, 255));
|
|
if (!scroll_r.Contains(g.IO.MousePos))
|
|
BoxSelectScrollWithMouseDrag(bs, window, scroll_r);
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: Multi-Select support
|
|
//-------------------------------------------------------------------------
|
|
// - DebugLogMultiSelectRequests() [Internal]
|
|
// - CalcScopeRect() [Internal]
|
|
// - BeginMultiSelect()
|
|
// - EndMultiSelect()
|
|
// - SetNextItemSelectionUserData()
|
|
// - MultiSelectItemHeader() [Internal]
|
|
// - MultiSelectItemFooter() [Internal]
|
|
// - DebugNodeMultiSelectState() [Internal]
|
|
//-------------------------------------------------------------------------
|
|
|
|
static void DebugLogMultiSelectRequests(const char *function, const ImGuiMultiSelectIO *io)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
IM_UNUSED(function);
|
|
for (const ImGuiSelectionRequest &req : io->Requests)
|
|
{
|
|
if (req.Type == ImGuiSelectionRequestType_SetAll)
|
|
IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetAll %d (= %s)\n", function, req.Selected,
|
|
req.Selected ? "SelectAll" : "Clear");
|
|
if (req.Type == ImGuiSelectionRequestType_SetRange)
|
|
IMGUI_DEBUG_LOG_SELECTION("[selection] %s: Request: SetRange %" IM_PRId64 "..%" IM_PRId64 " (0x%" IM_PRIX64
|
|
"..0x%" IM_PRIX64 ") = %d (dir %d)\n",
|
|
function, req.RangeFirstItem, req.RangeLastItem, req.RangeFirstItem,
|
|
req.RangeLastItem, req.Selected, req.RangeDirection);
|
|
}
|
|
}
|
|
|
|
static ImRect CalcScopeRect(ImGuiMultiSelectTempData *ms, ImGuiWindow *window)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)
|
|
{
|
|
// Warning: this depends on CursorMaxPos so it means to be called by EndMultiSelect() only
|
|
return ImRect(ms->ScopeRectMin, ImMax(window->DC.CursorMaxPos, ms->ScopeRectMin));
|
|
}
|
|
else
|
|
{
|
|
// When a table, pull HostClipRect, which allows us to predict ClipRect before first row/layout is performed.
|
|
// (#7970)
|
|
ImRect scope_rect = window->InnerClipRect;
|
|
if (g.CurrentTable != NULL)
|
|
scope_rect = g.CurrentTable->HostClipRect;
|
|
|
|
// Add inner table decoration (#7821) // FIXME: Why not baking in InnerClipRect?
|
|
scope_rect.Min =
|
|
ImMin(scope_rect.Min + ImVec2(window->DecoInnerSizeX1, window->DecoInnerSizeY1), scope_rect.Max);
|
|
return scope_rect;
|
|
}
|
|
}
|
|
|
|
// Return ImGuiMultiSelectIO structure.
|
|
// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to
|
|
// BeginMultiSelect() or EndMultiSelect(). Passing 'selection_size' and 'items_count' parameters is currently optional.
|
|
// - 'selection_size' is useful to disable some shortcut routing: e.g. ImGuiMultiSelectFlags_ClearOnEscape won't claim
|
|
// Escape key when selection_size 0,
|
|
// allowing a first press to clear selection THEN the second press to leave child window and return to parent.
|
|
// - 'items_count' is stored in ImGuiMultiSelectIO which makes it a convenient way to pass the information to your
|
|
// ApplyRequest() handler (but you may pass it differently).
|
|
// - If they are costly for you to compute (e.g. external intrusive selection without maintaining size), you may avoid
|
|
// them and pass -1.
|
|
// - If you can easily tell if your selection is empty or not, you may pass 0/1, or you may enable
|
|
// ImGuiMultiSelectFlags_ClearOnEscape flag dynamically.
|
|
ImGuiMultiSelectIO *ImGui::BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size, int items_count)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
|
|
if (++g.MultiSelectTempDataStacked > g.MultiSelectTempData.Size)
|
|
g.MultiSelectTempData.resize(g.MultiSelectTempDataStacked, ImGuiMultiSelectTempData());
|
|
ImGuiMultiSelectTempData *ms = &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1];
|
|
IM_STATIC_ASSERT(offsetof(ImGuiMultiSelectTempData, IO) == 0); // Clear() relies on that.
|
|
g.CurrentMultiSelect = ms;
|
|
if ((flags & (ImGuiMultiSelectFlags_ScopeWindow | ImGuiMultiSelectFlags_ScopeRect)) == 0)
|
|
flags |= ImGuiMultiSelectFlags_ScopeWindow;
|
|
if (flags & ImGuiMultiSelectFlags_SingleSelect)
|
|
flags &= ~(ImGuiMultiSelectFlags_BoxSelect2d | ImGuiMultiSelectFlags_BoxSelect1d);
|
|
if (flags & ImGuiMultiSelectFlags_BoxSelect2d)
|
|
flags &= ~ImGuiMultiSelectFlags_BoxSelect1d;
|
|
|
|
// FIXME: Workaround to the fact we override CursorMaxPos, meaning size measurement are lost. (#8250)
|
|
// They should perhaps be stacked properly?
|
|
if (ImGuiTable *table = g.CurrentTable)
|
|
if (table->CurrentColumn != -1)
|
|
TableEndCell(table); // This is currently safe to call multiple time. If that properly is lost we can
|
|
// extract the "save measurement" part of it.
|
|
|
|
// FIXME: BeginFocusScope()
|
|
const ImGuiID id = window->IDStack.back();
|
|
ms->Clear();
|
|
ms->FocusScopeId = id;
|
|
ms->Flags = flags;
|
|
ms->IsFocused = (ms->FocusScopeId == g.NavFocusScopeId);
|
|
ms->BackupCursorMaxPos = window->DC.CursorMaxPos;
|
|
ms->ScopeRectMin = window->DC.CursorMaxPos = window->DC.CursorPos;
|
|
PushFocusScope(ms->FocusScopeId);
|
|
if (flags & ImGuiMultiSelectFlags_ScopeWindow) // Mark parent child window as navigable into, with highlight. Assume
|
|
// user will always submit interactive items.
|
|
window->DC.NavLayersActiveMask |= 1 << ImGuiNavLayer_Main;
|
|
|
|
// Use copy of keyboard mods at the time of the request, otherwise we would requires mods to be held for an extra
|
|
// frame.
|
|
ms->KeyMods = g.NavJustMovedToId ? (g.NavJustMovedToIsTabbing ? 0 : g.NavJustMovedToKeyMods) : g.IO.KeyMods;
|
|
if (flags & ImGuiMultiSelectFlags_NoRangeSelect)
|
|
ms->KeyMods &= ~ImGuiMod_Shift;
|
|
|
|
// Bind storage
|
|
ImGuiMultiSelectState *storage = g.MultiSelectStorage.GetOrAddByKey(id);
|
|
storage->ID = id;
|
|
storage->LastFrameActive = g.FrameCount;
|
|
storage->LastSelectionSize = selection_size;
|
|
storage->Window = window;
|
|
ms->Storage = storage;
|
|
|
|
// Output to user
|
|
ms->IO.Requests.resize(0);
|
|
ms->IO.RangeSrcItem = storage->RangeSrcItem;
|
|
ms->IO.NavIdItem = storage->NavIdItem;
|
|
ms->IO.NavIdSelected = (storage->NavIdSelected == 1) ? true : false;
|
|
ms->IO.ItemsCount = items_count;
|
|
|
|
// Clear when using Navigation to move within the scope
|
|
// (we compare FocusScopeId so it possible to use multiple selections inside a same window)
|
|
bool request_clear = false;
|
|
bool request_select_all = false;
|
|
if (g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == ms->FocusScopeId && g.NavJustMovedToHasSelectionData)
|
|
{
|
|
if (ms->KeyMods & ImGuiMod_Shift)
|
|
ms->IsKeyboardSetRange = true;
|
|
if (ms->IsKeyboardSetRange)
|
|
IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid); // Not ready -> could clear?
|
|
if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 &&
|
|
(flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0)
|
|
request_clear = true;
|
|
}
|
|
else if (g.NavJustMovedFromFocusScopeId == ms->FocusScopeId)
|
|
{
|
|
// Also clear on leaving scope (may be optional?)
|
|
if ((ms->KeyMods & (ImGuiMod_Ctrl | ImGuiMod_Shift)) == 0 &&
|
|
(flags & (ImGuiMultiSelectFlags_NoAutoClear | ImGuiMultiSelectFlags_NoAutoSelect)) == 0)
|
|
request_clear = true;
|
|
}
|
|
|
|
// Box-select handling: update active state.
|
|
ImGuiBoxSelectState *bs = &g.BoxSelectState;
|
|
if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
|
|
{
|
|
ms->BoxSelectId = GetID("##BoxSelect");
|
|
if (BeginBoxSelect(CalcScopeRect(ms, window), window, ms->BoxSelectId, flags))
|
|
request_clear |= bs->RequestClear;
|
|
}
|
|
|
|
if (ms->IsFocused)
|
|
{
|
|
// Shortcut: Clear selection (Escape)
|
|
// - Only claim shortcut if selection is not empty, allowing further presses on Escape to e.g. leave current
|
|
// child window.
|
|
// - Box select also handle Escape and needs to pass an id to bypass ActiveIdUsingAllKeyboardKeys lock.
|
|
if (flags & ImGuiMultiSelectFlags_ClearOnEscape)
|
|
{
|
|
if (selection_size != 0 || bs->IsActive)
|
|
if (Shortcut(ImGuiKey_Escape, ImGuiInputFlags_None, bs->IsActive ? bs->ID : 0))
|
|
{
|
|
request_clear = true;
|
|
if (bs->IsActive)
|
|
BoxSelectDeactivateDrag(bs);
|
|
}
|
|
}
|
|
|
|
// Shortcut: Select all (CTRL+A)
|
|
if (!(flags & ImGuiMultiSelectFlags_SingleSelect) && !(flags & ImGuiMultiSelectFlags_NoSelectAll))
|
|
if (Shortcut(ImGuiMod_Ctrl | ImGuiKey_A))
|
|
request_select_all = true;
|
|
}
|
|
|
|
if (request_clear || request_select_all)
|
|
{
|
|
MultiSelectAddSetAll(ms, request_select_all);
|
|
if (!request_select_all)
|
|
storage->LastSelectionSize = 0;
|
|
}
|
|
ms->LoopRequestSetAll = request_select_all ? 1 : request_clear ? 0 : -1;
|
|
ms->LastSubmittedItem = ImGuiSelectionUserData_Invalid;
|
|
|
|
if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection)
|
|
DebugLogMultiSelectRequests("BeginMultiSelect", &ms->IO);
|
|
|
|
return &ms->IO;
|
|
}
|
|
|
|
// Return updated ImGuiMultiSelectIO structure.
|
|
// Lifetime: don't hold on ImGuiMultiSelectIO* pointers over multiple frames or past any subsequent call to
|
|
// BeginMultiSelect() or EndMultiSelect().
|
|
ImGuiMultiSelectIO *ImGui::EndMultiSelect()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiMultiSelectTempData *ms = g.CurrentMultiSelect;
|
|
ImGuiMultiSelectState *storage = ms->Storage;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
IM_ASSERT_USER_ERROR(ms->FocusScopeId == g.CurrentFocusScopeId, "EndMultiSelect() FocusScope mismatch!");
|
|
IM_ASSERT(g.CurrentMultiSelect != NULL && storage->Window == g.CurrentWindow);
|
|
IM_ASSERT(g.MultiSelectTempDataStacked > 0 &&
|
|
&g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] == g.CurrentMultiSelect);
|
|
|
|
ImRect scope_rect = CalcScopeRect(ms, window);
|
|
if (ms->IsFocused)
|
|
{
|
|
// We currently don't allow user code to modify RangeSrcItem by writing to BeginIO's version, but that would be
|
|
// an easy change here.
|
|
if (ms->IO.RangeSrcReset ||
|
|
(ms->RangeSrcPassedBy == false &&
|
|
ms->IO.RangeSrcItem !=
|
|
ImGuiSelectionUserData_Invalid)) // Can't read storage->RangeSrcItem here -> we want the state at
|
|
// beginning of the scope (see tests for easy failure)
|
|
{
|
|
IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset RangeSrcItem.\n"); // Will set be to NavId.
|
|
storage->RangeSrcItem = ImGuiSelectionUserData_Invalid;
|
|
}
|
|
if (ms->NavIdPassedBy == false && storage->NavIdItem != ImGuiSelectionUserData_Invalid)
|
|
{
|
|
IMGUI_DEBUG_LOG_SELECTION("[selection] EndMultiSelect: Reset NavIdItem.\n");
|
|
storage->NavIdItem = ImGuiSelectionUserData_Invalid;
|
|
storage->NavIdSelected = -1;
|
|
}
|
|
|
|
if ((ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d)) &&
|
|
GetBoxSelectState(ms->BoxSelectId))
|
|
EndBoxSelect(scope_rect, ms->Flags);
|
|
}
|
|
|
|
if (ms->IsEndIO == false)
|
|
ms->IO.Requests.resize(0);
|
|
|
|
// Clear selection when clicking void?
|
|
// We specifically test for IsMouseDragPastThreshold(0) == false to allow box-selection!
|
|
// The InnerRect test is necessary for non-child/decorated windows.
|
|
bool scope_hovered = IsWindowHovered() && window->InnerRect.Contains(g.IO.MousePos);
|
|
if (scope_hovered && (ms->Flags & ImGuiMultiSelectFlags_ScopeRect))
|
|
scope_hovered &= scope_rect.Contains(g.IO.MousePos);
|
|
if (scope_hovered && g.HoveredId == 0 && g.ActiveId == 0)
|
|
{
|
|
if (ms->Flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
|
|
{
|
|
if (!g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting && g.IO.MouseClickedCount[0] == 1)
|
|
{
|
|
BoxSelectPreStartDrag(ms->BoxSelectId, ImGuiSelectionUserData_Invalid);
|
|
FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
|
|
SetHoveredID(ms->BoxSelectId);
|
|
if (ms->Flags & ImGuiMultiSelectFlags_ScopeRect)
|
|
SetNavID(0, ImGuiNavLayer_Main, ms->FocusScopeId,
|
|
ImRect(g.IO.MousePos, g.IO.MousePos)); // Automatically switch FocusScope for initial click
|
|
// from void to box-select.
|
|
}
|
|
}
|
|
|
|
if (ms->Flags & ImGuiMultiSelectFlags_ClearOnClickVoid)
|
|
if (IsMouseReleased(0) && IsMouseDragPastThreshold(0) == false && g.IO.KeyMods == ImGuiMod_None)
|
|
MultiSelectAddSetAll(ms, false);
|
|
}
|
|
|
|
// Courtesy nav wrapping helper flag
|
|
if (ms->Flags & ImGuiMultiSelectFlags_NavWrapX)
|
|
{
|
|
IM_ASSERT(ms->Flags & ImGuiMultiSelectFlags_ScopeWindow); // Only supported at window scope
|
|
ImGui::NavMoveRequestTryWrapping(ImGui::GetCurrentWindow(), ImGuiNavMoveFlags_WrapX);
|
|
}
|
|
|
|
// Unwind
|
|
window->DC.CursorMaxPos = ImMax(ms->BackupCursorMaxPos, window->DC.CursorMaxPos);
|
|
PopFocusScope();
|
|
|
|
if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection)
|
|
DebugLogMultiSelectRequests("EndMultiSelect", &ms->IO);
|
|
|
|
ms->FocusScopeId = 0;
|
|
ms->Flags = ImGuiMultiSelectFlags_None;
|
|
g.CurrentMultiSelect =
|
|
(--g.MultiSelectTempDataStacked > 0) ? &g.MultiSelectTempData[g.MultiSelectTempDataStacked - 1] : NULL;
|
|
|
|
return &ms->IO;
|
|
}
|
|
|
|
void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data)
|
|
{
|
|
// Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code!
|
|
// This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect
|
|
// api.
|
|
ImGuiContext &g = *GImGui;
|
|
g.NextItemData.SelectionUserData = selection_user_data;
|
|
g.NextItemData.FocusScopeId = g.CurrentFocusScopeId;
|
|
|
|
if (ImGuiMultiSelectTempData *ms = g.CurrentMultiSelect)
|
|
{
|
|
// Auto updating RangeSrcPassedBy for cases were clipper is not used (done before ItemAdd() clipping)
|
|
g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData | ImGuiItemFlags_IsMultiSelect;
|
|
if (ms->IO.RangeSrcItem == selection_user_data)
|
|
ms->RangeSrcPassedBy = true;
|
|
}
|
|
else
|
|
{
|
|
g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData;
|
|
}
|
|
}
|
|
|
|
// In charge of:
|
|
// - Applying SetAll for submitted items.
|
|
// - Applying SetRange for submitted items and record end points.
|
|
// - Altering button behavior flags to facilitate use with drag and drop.
|
|
void ImGui::MultiSelectItemHeader(ImGuiID id, bool *p_selected, ImGuiButtonFlags *p_button_flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiMultiSelectTempData *ms = g.CurrentMultiSelect;
|
|
|
|
bool selected = *p_selected;
|
|
if (ms->IsFocused)
|
|
{
|
|
ImGuiMultiSelectState *storage = ms->Storage;
|
|
ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData;
|
|
IM_ASSERT(g.NextItemData.FocusScopeId == g.CurrentFocusScopeId &&
|
|
"Forgot to call SetNextItemSelectionUserData() prior to item, required in "
|
|
"BeginMultiSelect()/EndMultiSelect() scope");
|
|
|
|
// Apply SetAll (Clear/SelectAll) requests requested by BeginMultiSelect().
|
|
// This is only useful if the user hasn't processed them already, and this only works if the user isn't using
|
|
// the clipper. If you are using a clipper you need to process the SetAll request after calling
|
|
// BeginMultiSelect()
|
|
if (ms->LoopRequestSetAll != -1)
|
|
selected = (ms->LoopRequestSetAll == 1);
|
|
|
|
// When using SHIFT+Nav: because it can incur scrolling we cannot afford a frame of lag with the selection
|
|
// highlight (otherwise scrolling would happen before selection) For this to work, we need someone to set
|
|
// 'RangeSrcPassedBy = true' at some point (either clipper either SetNextItemSelectionUserData() function)
|
|
if (ms->IsKeyboardSetRange)
|
|
{
|
|
IM_ASSERT(id != 0 && (ms->KeyMods & ImGuiMod_Shift) != 0);
|
|
const bool is_range_dst = (ms->RangeDstPassedBy == false) &&
|
|
g.NavJustMovedToId == id; // Assume that g.NavJustMovedToId is not clipped.
|
|
if (is_range_dst)
|
|
ms->RangeDstPassedBy = true;
|
|
if (is_range_dst &&
|
|
storage->RangeSrcItem ==
|
|
ImGuiSelectionUserData_Invalid) // If we don't have RangeSrc, assign RangeSrc = RangeDst
|
|
{
|
|
storage->RangeSrcItem = item_data;
|
|
storage->RangeSelected = selected ? 1 : 0;
|
|
}
|
|
const bool is_range_src = storage->RangeSrcItem == item_data;
|
|
if (is_range_src || is_range_dst || ms->RangeSrcPassedBy != ms->RangeDstPassedBy)
|
|
{
|
|
// Apply range-select value to visible items
|
|
IM_ASSERT(storage->RangeSrcItem != ImGuiSelectionUserData_Invalid && storage->RangeSelected != -1);
|
|
selected = (storage->RangeSelected != 0);
|
|
}
|
|
else if ((ms->KeyMods & ImGuiMod_Ctrl) == 0 && (ms->Flags & ImGuiMultiSelectFlags_NoAutoClear) == 0)
|
|
{
|
|
// Clear other items
|
|
selected = false;
|
|
}
|
|
}
|
|
*p_selected = selected;
|
|
}
|
|
|
|
// Alter button behavior flags
|
|
// To handle drag and drop of multiple items we need to avoid clearing selection on click.
|
|
// Enabling this test makes actions using CTRL+SHIFT delay their effect on MouseUp which is annoying, but it allows
|
|
// drag and drop of multiple items.
|
|
if (p_button_flags != NULL)
|
|
{
|
|
ImGuiButtonFlags button_flags = *p_button_flags;
|
|
button_flags |= ImGuiButtonFlags_NoHoveredOnFocus;
|
|
if ((!selected || (g.ActiveId == id && g.ActiveIdHasBeenPressedBefore)) &&
|
|
!(ms->Flags & ImGuiMultiSelectFlags_SelectOnClickRelease))
|
|
button_flags = (button_flags | ImGuiButtonFlags_PressedOnClick) & ~ImGuiButtonFlags_PressedOnClickRelease;
|
|
else
|
|
button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
|
|
*p_button_flags = button_flags;
|
|
}
|
|
}
|
|
|
|
// In charge of:
|
|
// - Auto-select on navigation.
|
|
// - Box-select toggle handling.
|
|
// - Right-click handling.
|
|
// - Altering selection based on Ctrl/Shift modifiers, both for keyboard and mouse.
|
|
// - Record current selection state for RangeSrc
|
|
// This is all rather complex, best to run and refer to "widgets_multiselect_xxx" tests in imgui_test_suite.
|
|
void ImGui::MultiSelectItemFooter(ImGuiID id, bool *p_selected, bool *p_pressed)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
|
|
bool selected = *p_selected;
|
|
bool pressed = *p_pressed;
|
|
ImGuiMultiSelectTempData *ms = g.CurrentMultiSelect;
|
|
ImGuiMultiSelectState *storage = ms->Storage;
|
|
if (pressed)
|
|
ms->IsFocused = true;
|
|
|
|
bool hovered = false;
|
|
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)
|
|
hovered = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);
|
|
if (!ms->IsFocused && !hovered)
|
|
return;
|
|
|
|
ImGuiSelectionUserData item_data = g.NextItemData.SelectionUserData;
|
|
|
|
ImGuiMultiSelectFlags flags = ms->Flags;
|
|
const bool is_singleselect = (flags & ImGuiMultiSelectFlags_SingleSelect) != 0;
|
|
bool is_ctrl = (ms->KeyMods & ImGuiMod_Ctrl) != 0;
|
|
bool is_shift = (ms->KeyMods & ImGuiMod_Shift) != 0;
|
|
|
|
bool apply_to_range_src = false;
|
|
|
|
if (g.NavId == id && storage->RangeSrcItem == ImGuiSelectionUserData_Invalid)
|
|
apply_to_range_src = true;
|
|
if (ms->IsEndIO == false)
|
|
{
|
|
ms->IO.Requests.resize(0);
|
|
ms->IsEndIO = true;
|
|
}
|
|
|
|
// Auto-select as you navigate a list
|
|
if (g.NavJustMovedToId == id)
|
|
{
|
|
if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
|
|
{
|
|
if (is_ctrl && is_shift)
|
|
pressed = true;
|
|
else if (!is_ctrl)
|
|
selected = pressed = true;
|
|
}
|
|
else
|
|
{
|
|
// With NoAutoSelect, using Shift+keyboard performs a write/copy
|
|
if (is_shift)
|
|
pressed = true;
|
|
else if (!is_ctrl)
|
|
apply_to_range_src = true; // Since if (pressed) {} main block is not running we update this
|
|
}
|
|
}
|
|
|
|
if (apply_to_range_src)
|
|
{
|
|
storage->RangeSrcItem = item_data;
|
|
storage->RangeSelected = selected; // Will be updated at the end of this function anyway.
|
|
}
|
|
|
|
// Box-select toggle handling
|
|
if (ms->BoxSelectId != 0)
|
|
if (ImGuiBoxSelectState *bs = GetBoxSelectState(ms->BoxSelectId))
|
|
{
|
|
const bool rect_overlap_curr = bs->BoxSelectRectCurr.Overlaps(g.LastItemData.Rect);
|
|
const bool rect_overlap_prev = bs->BoxSelectRectPrev.Overlaps(g.LastItemData.Rect);
|
|
if ((rect_overlap_curr && !rect_overlap_prev && !selected) || (rect_overlap_prev && !rect_overlap_curr))
|
|
{
|
|
if (storage->LastSelectionSize <= 0 && bs->IsStartedSetNavIdOnce)
|
|
{
|
|
pressed = true; // First item act as a pressed: code below will emit selection request and set NavId
|
|
// (whatever we emit here will be overridden anyway)
|
|
bs->IsStartedSetNavIdOnce = false;
|
|
}
|
|
else
|
|
{
|
|
selected = !selected;
|
|
MultiSelectAddSetRange(ms, selected, +1, item_data, item_data);
|
|
}
|
|
storage->LastSelectionSize = ImMax(storage->LastSelectionSize + 1, 1);
|
|
}
|
|
}
|
|
|
|
// Right-click handling.
|
|
// FIXME-MULTISELECT: Currently filtered out by ImGuiMultiSelectFlags_NoAutoSelect but maybe should be moved to
|
|
// Selectable(). See https://github.com/ocornut/imgui/pull/5816
|
|
if (hovered && IsMouseClicked(1) && (flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
|
|
{
|
|
if (g.ActiveId != 0 && g.ActiveId != id)
|
|
ClearActiveID();
|
|
SetFocusID(id, window);
|
|
if (!pressed && !selected)
|
|
{
|
|
pressed = true;
|
|
is_ctrl = is_shift = false;
|
|
}
|
|
}
|
|
|
|
// Unlike Space, Enter doesn't alter selection (but can still return a press) unless current item is not selected.
|
|
// The later, "unless current item is not select", may become optional? It seems like a better default if Enter
|
|
// doesn't necessarily open something (unlike e.g. Windows explorer). For use case where Enter always open
|
|
// something, we might decide to make this optional?
|
|
const bool enter_pressed =
|
|
pressed && (g.NavActivateId == id) && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput);
|
|
|
|
// Alter selection
|
|
if (pressed && (!enter_pressed || !selected))
|
|
{
|
|
// Box-select
|
|
ImGuiInputSource input_source =
|
|
(g.NavJustMovedToId == id || g.NavActivateId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
|
|
if (flags & (ImGuiMultiSelectFlags_BoxSelect1d | ImGuiMultiSelectFlags_BoxSelect2d))
|
|
if (selected == false && !g.BoxSelectState.IsActive && !g.BoxSelectState.IsStarting &&
|
|
input_source == ImGuiInputSource_Mouse && g.IO.MouseClickedCount[0] == 1)
|
|
BoxSelectPreStartDrag(ms->BoxSelectId, item_data);
|
|
|
|
//----------------------------------------------------------------------------------------
|
|
// ACTION | Begin | Pressed/Activated | End
|
|
//----------------------------------------------------------------------------------------
|
|
// Keys Navigated: | Clear | Src=item, Sel=1 SetRange 1
|
|
// Keys Navigated: Ctrl | n/a | n/a
|
|
// Keys Navigated: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1
|
|
// Keys Navigated: Ctrl+Shift | n/a | Dst=item, Sel=Src => Clear + SetRange Src-Dst
|
|
// Keys Activated: | n/a | Src=item, Sel=1 => Clear + SetRange 1
|
|
// Keys Activated: Ctrl | n/a | Src=item, Sel=!Sel => SetSange 1
|
|
// Keys Activated: Shift | n/a | Dst=item, Sel=1 => Clear + SetSange 1
|
|
//----------------------------------------------------------------------------------------
|
|
// Mouse Pressed: | n/a | Src=item, Sel=1, => Clear + SetRange 1
|
|
// Mouse Pressed: Ctrl | n/a | Src=item, Sel=!Sel => SetRange 1
|
|
// Mouse Pressed: Shift | n/a | Dst=item, Sel=1, => Clear + SetRange 1
|
|
// Mouse Pressed: Ctrl+Shift | n/a | Dst=item, Sel=!Sel => SetRange Src-Dst
|
|
//----------------------------------------------------------------------------------------
|
|
|
|
if ((flags & ImGuiMultiSelectFlags_NoAutoClear) == 0)
|
|
{
|
|
bool request_clear = false;
|
|
if (is_singleselect)
|
|
request_clear = true;
|
|
else if ((input_source == ImGuiInputSource_Mouse || g.NavActivateId == id) && !is_ctrl)
|
|
request_clear = (flags & ImGuiMultiSelectFlags_NoAutoClearOnReselect) ? !selected : true;
|
|
else if ((input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad) &&
|
|
is_shift && !is_ctrl)
|
|
request_clear =
|
|
true; // With is_shift==false the RequestClear was done in BeginIO, not necessary to do again.
|
|
if (request_clear)
|
|
MultiSelectAddSetAll(ms, false);
|
|
}
|
|
|
|
int range_direction;
|
|
bool range_selected;
|
|
if (is_shift && !is_singleselect)
|
|
{
|
|
// IM_ASSERT(storage->HasRangeSrc && storage->HasRangeValue);
|
|
if (storage->RangeSrcItem == ImGuiSelectionUserData_Invalid)
|
|
storage->RangeSrcItem = item_data;
|
|
if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
|
|
{
|
|
// Shift+Arrow always select
|
|
// Ctrl+Shift+Arrow copy source selection state (already stored by BeginMultiSelect() in
|
|
// storage->RangeSelected)
|
|
range_selected = (is_ctrl && storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true;
|
|
}
|
|
else
|
|
{
|
|
// Shift+Arrow copy source selection state
|
|
// Shift+Click always copy from target selection state
|
|
if (ms->IsKeyboardSetRange)
|
|
range_selected = (storage->RangeSelected != -1) ? (storage->RangeSelected != 0) : true;
|
|
else
|
|
range_selected = !selected;
|
|
}
|
|
range_direction = ms->RangeSrcPassedBy ? +1 : -1;
|
|
}
|
|
else
|
|
{
|
|
// Ctrl inverts selection, otherwise always select
|
|
if ((flags & ImGuiMultiSelectFlags_NoAutoSelect) == 0)
|
|
selected = is_ctrl ? !selected : true;
|
|
else
|
|
selected = !selected;
|
|
storage->RangeSrcItem = item_data;
|
|
range_selected = selected;
|
|
range_direction = +1;
|
|
}
|
|
MultiSelectAddSetRange(ms, range_selected, range_direction, storage->RangeSrcItem, item_data);
|
|
}
|
|
|
|
// Update/store the selection state of the Source item (used by CTRL+SHIFT, when Source is unselected we perform a
|
|
// range unselect)
|
|
if (storage->RangeSrcItem == item_data)
|
|
storage->RangeSelected = selected ? 1 : 0;
|
|
|
|
// Update/store the selection state of focused item
|
|
if (g.NavId == id)
|
|
{
|
|
storage->NavIdItem = item_data;
|
|
storage->NavIdSelected = selected ? 1 : 0;
|
|
}
|
|
if (storage->NavIdItem == item_data)
|
|
ms->NavIdPassedBy = true;
|
|
ms->LastSubmittedItem = item_data;
|
|
|
|
*p_selected = selected;
|
|
*p_pressed = pressed;
|
|
}
|
|
|
|
void ImGui::MultiSelectAddSetAll(ImGuiMultiSelectTempData *ms, bool selected)
|
|
{
|
|
ImGuiSelectionRequest req = {ImGuiSelectionRequestType_SetAll, selected, 0, ImGuiSelectionUserData_Invalid,
|
|
ImGuiSelectionUserData_Invalid};
|
|
ms->IO.Requests.resize(0); // Can always clear previous requests
|
|
ms->IO.Requests.push_back(req); // Add new request
|
|
}
|
|
|
|
void ImGui::MultiSelectAddSetRange(ImGuiMultiSelectTempData *ms, bool selected, int range_dir,
|
|
ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item)
|
|
{
|
|
// Merge contiguous spans into same request (unless NoRangeSelect is set which guarantees single-item ranges)
|
|
if (ms->IO.Requests.Size > 0 && first_item == last_item && (ms->Flags & ImGuiMultiSelectFlags_NoRangeSelect) == 0)
|
|
{
|
|
ImGuiSelectionRequest *prev = &ms->IO.Requests.Data[ms->IO.Requests.Size - 1];
|
|
if (prev->Type == ImGuiSelectionRequestType_SetRange && prev->RangeLastItem == ms->LastSubmittedItem &&
|
|
prev->Selected == selected)
|
|
{
|
|
prev->RangeLastItem = last_item;
|
|
return;
|
|
}
|
|
}
|
|
|
|
ImGuiSelectionRequest req = {ImGuiSelectionRequestType_SetRange, selected, (ImS8)range_dir,
|
|
(range_dir > 0) ? first_item : last_item, (range_dir > 0) ? last_item : first_item};
|
|
ms->IO.Requests.push_back(req); // Add new request
|
|
}
|
|
|
|
void ImGui::DebugNodeMultiSelectState(ImGuiMultiSelectState *storage)
|
|
{
|
|
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
|
|
const bool is_active =
|
|
(storage->LastFrameActive >=
|
|
GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.
|
|
if (!is_active)
|
|
{
|
|
PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled));
|
|
}
|
|
bool open = TreeNode((void *)(intptr_t)storage->ID, "MultiSelect 0x%08X in '%s'%s", storage->ID,
|
|
storage->Window ? storage->Window->Name : "N/A", is_active ? "" : " *Inactive*");
|
|
if (!is_active)
|
|
{
|
|
PopStyleColor();
|
|
}
|
|
if (!open)
|
|
return;
|
|
Text("RangeSrcItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), RangeSelected = %d", storage->RangeSrcItem,
|
|
storage->RangeSrcItem, storage->RangeSelected);
|
|
Text("NavIdItem = %" IM_PRId64 " (0x%" IM_PRIX64 "), NavIdSelected = %d", storage->NavIdItem, storage->NavIdItem,
|
|
storage->NavIdSelected);
|
|
Text("LastSelectionSize = %d", storage->LastSelectionSize); // Provided by user
|
|
TreePop();
|
|
#else
|
|
IM_UNUSED(storage);
|
|
#endif
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: Multi-Select helpers
|
|
//-------------------------------------------------------------------------
|
|
// - ImGuiSelectionBasicStorage
|
|
// - ImGuiSelectionExternalStorage
|
|
//-------------------------------------------------------------------------
|
|
|
|
ImGuiSelectionBasicStorage::ImGuiSelectionBasicStorage()
|
|
{
|
|
Size = 0;
|
|
PreserveOrder = false;
|
|
UserData = NULL;
|
|
AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage *, int idx) { return (ImGuiID)idx; };
|
|
_SelectionOrder = 1; // Always >0
|
|
}
|
|
|
|
void ImGuiSelectionBasicStorage::Clear()
|
|
{
|
|
Size = 0;
|
|
_SelectionOrder = 1; // Always >0
|
|
_Storage.Data.resize(0);
|
|
}
|
|
|
|
void ImGuiSelectionBasicStorage::Swap(ImGuiSelectionBasicStorage &r)
|
|
{
|
|
ImSwap(Size, r.Size);
|
|
ImSwap(_SelectionOrder, r._SelectionOrder);
|
|
_Storage.Data.swap(r._Storage.Data);
|
|
}
|
|
|
|
bool ImGuiSelectionBasicStorage::Contains(ImGuiID id) const
|
|
{
|
|
return _Storage.GetInt(id, 0) != 0;
|
|
}
|
|
|
|
static int IMGUI_CDECL PairComparerByValueInt(const void *lhs, const void *rhs)
|
|
{
|
|
int lhs_v = ((const ImGuiStoragePair *)lhs)->val_i;
|
|
int rhs_v = ((const ImGuiStoragePair *)rhs)->val_i;
|
|
return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0);
|
|
}
|
|
|
|
// GetNextSelectedItem() is an abstraction allowing us to change our underlying actual storage system without impacting
|
|
// user. (e.g. store unselected vs compact down, compact down on demand, use raw ImVector<ImGuiID> instead of
|
|
// ImGuiStorage...)
|
|
bool ImGuiSelectionBasicStorage::GetNextSelectedItem(void **opaque_it, ImGuiID *out_id)
|
|
{
|
|
ImGuiStoragePair *it = (ImGuiStoragePair *)*opaque_it;
|
|
ImGuiStoragePair *it_end = _Storage.Data.Data + _Storage.Data.Size;
|
|
if (PreserveOrder && it == NULL && it_end != NULL)
|
|
ImQsort(_Storage.Data.Data, (size_t)_Storage.Data.Size, sizeof(ImGuiStoragePair),
|
|
PairComparerByValueInt); // ~ImGuiStorage::BuildSortByValueInt()
|
|
if (it == NULL)
|
|
it = _Storage.Data.Data;
|
|
IM_ASSERT(it >= _Storage.Data.Data && it <= it_end);
|
|
if (it != it_end)
|
|
while (it->val_i == 0 && it < it_end)
|
|
it++;
|
|
const bool has_more = (it != it_end);
|
|
*opaque_it = has_more ? (void **)(it + 1) : (void **)(it);
|
|
*out_id = has_more ? it->key : 0;
|
|
if (PreserveOrder && !has_more)
|
|
_Storage.BuildSortByKey();
|
|
return has_more;
|
|
}
|
|
|
|
void ImGuiSelectionBasicStorage::SetItemSelected(ImGuiID id, bool selected)
|
|
{
|
|
int *p_int = _Storage.GetIntRef(id, 0);
|
|
if (selected && *p_int == 0)
|
|
{
|
|
*p_int = _SelectionOrder++;
|
|
Size++;
|
|
}
|
|
else if (!selected && *p_int != 0)
|
|
{
|
|
*p_int = 0;
|
|
Size--;
|
|
}
|
|
}
|
|
|
|
// Optimized for batch edits (with same value of 'selected')
|
|
static void ImGuiSelectionBasicStorage_BatchSetItemSelected(ImGuiSelectionBasicStorage *selection, ImGuiID id,
|
|
bool selected, int size_before_amends, int selection_order)
|
|
{
|
|
ImGuiStorage *storage = &selection->_Storage;
|
|
ImGuiStoragePair *it = ImLowerBound(storage->Data.Data, storage->Data.Data + size_before_amends, id);
|
|
const bool is_contained = (it != storage->Data.Data + size_before_amends) && (it->key == id);
|
|
if (selected == (is_contained && it->val_i != 0))
|
|
return;
|
|
if (selected && !is_contained)
|
|
storage->Data.push_back(ImGuiStoragePair(
|
|
id, selection_order)); // Push unsorted at end of vector, will be sorted in SelectionMultiAmendsFinish()
|
|
else if (is_contained)
|
|
it->val_i = selected ? selection_order : 0; // Modify in-place.
|
|
selection->Size += selected ? +1 : -1;
|
|
}
|
|
|
|
static void ImGuiSelectionBasicStorage_BatchFinish(ImGuiSelectionBasicStorage *selection, bool selected,
|
|
int size_before_amends)
|
|
{
|
|
ImGuiStorage *storage = &selection->_Storage;
|
|
if (selected && selection->Size != size_before_amends)
|
|
storage->BuildSortByKey(); // When done selecting: sort everything
|
|
}
|
|
|
|
// Apply requests coming from BeginMultiSelect() and EndMultiSelect().
|
|
// - Enable 'Demo->Tools->Debug Log->Selection' to see selection requests as they happen.
|
|
// - Honoring SetRange requests requires that you can iterate/interpolate between RangeFirstItem and RangeLastItem.
|
|
// - In this demo we often submit indices to SetNextItemSelectionUserData() + store the same indices in persistent
|
|
// selection.
|
|
// - Your code may do differently. If you store pointers or objects ID in ImGuiSelectionUserData you may need to
|
|
// perform
|
|
// a lookup in order to have some way to iterate/interpolate between two items.
|
|
// - A full-featured application is likely to allow search/filtering which is likely to lead to using indices
|
|
// and constructing a view index <> object id/ptr data structure anyway.
|
|
// WHEN YOUR APPLICATION SETTLES ON A CHOICE, YOU WILL PROBABLY PREFER TO GET RID OF THIS UNNECESSARY
|
|
// 'ImGuiSelectionBasicStorage' INDIRECTION LOGIC. Notice that with the simplest adapter (using indices everywhere), all
|
|
// functions return their parameters. The most simple implementation (using indices everywhere) would look like:
|
|
// for (ImGuiSelectionRequest& req : ms_io->Requests)
|
|
// {
|
|
// if (req.Type == ImGuiSelectionRequestType_SetAll) { Clear(); if (req.Selected) { for (int n = 0; n <
|
|
// items_count; n++) { SetItemSelected(n, true); } } if (req.Type == ImGuiSelectionRequestType_SetRange) { for
|
|
// (int n = (int)ms_io->RangeFirstItem; n <= (int)ms_io->RangeLastItem; n++) { SetItemSelected(n, ms_io->Selected);
|
|
// } }
|
|
// }
|
|
void ImGuiSelectionBasicStorage::ApplyRequests(ImGuiMultiSelectIO *ms_io)
|
|
{
|
|
// For convenience we obtain ItemsCount as passed to BeginMultiSelect(), which is optional.
|
|
// It makes sense when using ImGuiSelectionBasicStorage to simply pass your items count to BeginMultiSelect().
|
|
// Other scheme may handle SetAll differently.
|
|
IM_ASSERT(ms_io->ItemsCount != -1 && "Missing value for items_count in BeginMultiSelect() call!");
|
|
IM_ASSERT(AdapterIndexToStorageId != NULL);
|
|
|
|
// This is optimized/specialized to cope with very large selections (e.g. 100k+ items)
|
|
// - A simpler version could call SetItemSelected() directly instead of
|
|
// ImGuiSelectionBasicStorage_BatchSetItemSelected() + ImGuiSelectionBasicStorage_BatchFinish().
|
|
// - Optimized select can append unsorted, then sort in a second pass. Optimized unselect can clear in-place then
|
|
// compact in a second pass.
|
|
// - A more optimal version wouldn't even use ImGuiStorage but directly a ImVector<ImGuiID> to reduce bandwidth, but
|
|
// this is a reasonable trade off to reuse code.
|
|
// - There are many ways this could be better optimized. The worse case scenario being: using BoxSelect2d in a grid,
|
|
// box-select scrolling down while wiggling
|
|
// left and right: it affects coarse clipping + can emit multiple SetRange with 1 item each.)
|
|
// FIXME-OPT: For each block of consecutive SetRange request:
|
|
// - add all requests to a sorted list, store ID, selected, offset in ImGuiStorage.
|
|
// - rewrite sorted storage a single time.
|
|
for (ImGuiSelectionRequest &req : ms_io->Requests)
|
|
{
|
|
if (req.Type == ImGuiSelectionRequestType_SetAll)
|
|
{
|
|
Clear();
|
|
if (req.Selected)
|
|
{
|
|
_Storage.Data.reserve(ms_io->ItemsCount);
|
|
const int size_before_amends = _Storage.Data.Size;
|
|
for (int idx = 0; idx < ms_io->ItemsCount; idx++, _SelectionOrder++)
|
|
ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected,
|
|
size_before_amends, _SelectionOrder);
|
|
ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends);
|
|
}
|
|
}
|
|
else if (req.Type == ImGuiSelectionRequestType_SetRange)
|
|
{
|
|
const int selection_changes = (int)req.RangeLastItem - (int)req.RangeFirstItem + 1;
|
|
// ImGuiContext& g = *GImGui; IMGUI_DEBUG_LOG_SELECTION("Req %d/%d: set %d to %d\n",
|
|
// ms_io->Requests.index_from_ptr(&req), ms_io->Requests.Size, selection_changes, req.Selected);
|
|
if (selection_changes == 1 || (selection_changes < Size / 100))
|
|
{
|
|
// Multiple sorted insertion + copy likely to be faster.
|
|
// Technically we could do a single copy with a little more work (sort sequential SetRange requests)
|
|
for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++)
|
|
SetItemSelected(GetStorageIdFromIndex(idx), req.Selected);
|
|
}
|
|
else
|
|
{
|
|
// Append insertion + single sort likely be faster.
|
|
// Use req.RangeDirection to set order field so that shift+clicking from 1 to 5 is different than
|
|
// shift+clicking from 5 to 1
|
|
const int size_before_amends = _Storage.Data.Size;
|
|
int selection_order = _SelectionOrder + ((req.RangeDirection < 0) ? selection_changes - 1 : 0);
|
|
for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem;
|
|
idx++, selection_order += req.RangeDirection)
|
|
ImGuiSelectionBasicStorage_BatchSetItemSelected(this, GetStorageIdFromIndex(idx), req.Selected,
|
|
size_before_amends, selection_order);
|
|
if (req.Selected)
|
|
_SelectionOrder += selection_changes;
|
|
ImGuiSelectionBasicStorage_BatchFinish(this, req.Selected, size_before_amends);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
|
|
ImGuiSelectionExternalStorage::ImGuiSelectionExternalStorage()
|
|
{
|
|
UserData = NULL;
|
|
AdapterSetItemSelected = NULL;
|
|
}
|
|
|
|
// Apply requests coming from BeginMultiSelect() and EndMultiSelect().
|
|
// We also pull 'ms_io->ItemsCount' as passed for BeginMultiSelect() for consistency with ImGuiSelectionBasicStorage
|
|
// This makes no assumption about underlying storage.
|
|
void ImGuiSelectionExternalStorage::ApplyRequests(ImGuiMultiSelectIO *ms_io)
|
|
{
|
|
IM_ASSERT(AdapterSetItemSelected);
|
|
for (ImGuiSelectionRequest &req : ms_io->Requests)
|
|
{
|
|
if (req.Type == ImGuiSelectionRequestType_SetAll)
|
|
for (int idx = 0; idx < ms_io->ItemsCount; idx++)
|
|
AdapterSetItemSelected(this, idx, req.Selected);
|
|
if (req.Type == ImGuiSelectionRequestType_SetRange)
|
|
for (int idx = (int)req.RangeFirstItem; idx <= (int)req.RangeLastItem; idx++)
|
|
AdapterSetItemSelected(this, idx, req.Selected);
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: ListBox
|
|
//-------------------------------------------------------------------------
|
|
// - BeginListBox()
|
|
// - EndListBox()
|
|
// - ListBox()
|
|
//-------------------------------------------------------------------------
|
|
|
|
// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for
|
|
// stylistic changes + displaying a label. This handle some subtleties with capturing info from the label. If you don't
|
|
// need a label you can pretty much directly use ImGui::BeginChild() with ImGuiChildFlags_FrameStyle. Tip: To have a
|
|
// list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" Tip: If your
|
|
// vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to
|
|
// facilitate seeing scrolling boundaries (e.g. 10.5f * item_height).
|
|
bool ImGui::BeginListBox(const char *label, const ImVec2 &size_arg)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
const ImGuiStyle &style = g.Style;
|
|
const ImGuiID id = GetID(label);
|
|
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
|
|
// Size default to hold ~7.25 items.
|
|
// Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
|
|
ImVec2 size = ImTrunc(
|
|
CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f));
|
|
ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
|
|
ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
|
|
ImRect bb(frame_bb.Min,
|
|
frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
|
g.NextItemData.ClearFlags();
|
|
|
|
if (!IsRectVisible(bb.Min, bb.Max))
|
|
{
|
|
ItemSize(bb.GetSize(), style.FramePadding.y);
|
|
ItemAdd(bb, 0, &frame_bb);
|
|
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
|
|
return false;
|
|
}
|
|
|
|
// FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well.
|
|
BeginGroup();
|
|
if (label_size.x > 0.0f)
|
|
{
|
|
ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y);
|
|
RenderText(label_pos, label);
|
|
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size);
|
|
AlignTextToFramePadding();
|
|
}
|
|
|
|
BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle);
|
|
return true;
|
|
}
|
|
|
|
void ImGui::EndListBox()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) &&
|
|
"Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?");
|
|
IM_UNUSED(window);
|
|
|
|
EndChild();
|
|
EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label
|
|
}
|
|
|
|
bool ImGui::ListBox(const char *label, int *current_item, const char *const items[], int items_count, int height_items)
|
|
{
|
|
const bool value_changed =
|
|
ListBox(label, current_item, Items_ArrayGetter, (void *)items, items_count, height_items);
|
|
return value_changed;
|
|
}
|
|
|
|
// This is merely a helper around BeginListBox(), EndListBox().
|
|
// Considering using those directly to submit custom data or store selection differently.
|
|
bool ImGui::ListBox(const char *label, int *current_item, const char *(*getter)(void *user_data, int idx),
|
|
void *user_data, int items_count, int height_in_items)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
|
|
// Calculate size from "height_in_items"
|
|
if (height_in_items < 0)
|
|
height_in_items = ImMin(items_count, 7);
|
|
float height_in_items_f = height_in_items + 0.25f;
|
|
ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f));
|
|
|
|
if (!BeginListBox(label, size))
|
|
return false;
|
|
|
|
// Assume all items have even height (= 1 line of text). If you need items of different height,
|
|
// you can create a custom version of ListBox() in your code without using the clipper.
|
|
bool value_changed = false;
|
|
ImGuiListClipper clipper;
|
|
clipper.Begin(items_count,
|
|
GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor
|
|
// optimization, but generally you don't need to.
|
|
clipper.IncludeItemByIndex(*current_item);
|
|
while (clipper.Step())
|
|
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
|
|
{
|
|
const char *item_text = getter(user_data, i);
|
|
if (item_text == NULL)
|
|
item_text = "*Unknown item*";
|
|
|
|
PushID(i);
|
|
const bool item_selected = (i == *current_item);
|
|
if (Selectable(item_text, item_selected))
|
|
{
|
|
*current_item = i;
|
|
value_changed = true;
|
|
}
|
|
if (item_selected)
|
|
SetItemDefaultFocus();
|
|
PopID();
|
|
}
|
|
EndListBox();
|
|
|
|
if (value_changed)
|
|
MarkItemEdited(g.LastItemData.ID);
|
|
|
|
return value_changed;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: PlotLines, PlotHistogram
|
|
//-------------------------------------------------------------------------
|
|
// - PlotEx() [Internal]
|
|
// - PlotLines()
|
|
// - PlotHistogram()
|
|
//-------------------------------------------------------------------------
|
|
// Plot/Graph widgets are not very good.
|
|
// Consider writing your own, or using a third-party one, see:
|
|
// - ImPlot https://github.com/epezent/implot
|
|
// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions
|
|
//-------------------------------------------------------------------------
|
|
|
|
int ImGui::PlotEx(ImGuiPlotType plot_type, const char *label, float (*values_getter)(void *data, int idx), void *data,
|
|
int values_count, int values_offset, const char *overlay_text, float scale_min, float scale_max,
|
|
const ImVec2 &size_arg)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return -1;
|
|
|
|
const ImGuiStyle &style = g.Style;
|
|
const ImGuiID id = window->GetID(label);
|
|
|
|
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f);
|
|
|
|
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
|
|
const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
|
|
const ImRect total_bb(
|
|
frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
|
|
ItemSize(total_bb, style.FramePadding.y);
|
|
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_NoNav))
|
|
return -1;
|
|
bool hovered;
|
|
ButtonBehavior(frame_bb, id, &hovered, NULL);
|
|
|
|
// Determine scale from values if not specified
|
|
if (scale_min == FLT_MAX || scale_max == FLT_MAX)
|
|
{
|
|
float v_min = FLT_MAX;
|
|
float v_max = -FLT_MAX;
|
|
for (int i = 0; i < values_count; i++)
|
|
{
|
|
const float v = values_getter(data, i);
|
|
if (v != v) // Ignore NaN values
|
|
continue;
|
|
v_min = ImMin(v_min, v);
|
|
v_max = ImMax(v_max, v);
|
|
}
|
|
if (scale_min == FLT_MAX)
|
|
scale_min = v_min;
|
|
if (scale_max == FLT_MAX)
|
|
scale_max = v_max;
|
|
}
|
|
|
|
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
|
|
|
|
const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1;
|
|
int idx_hovered = -1;
|
|
if (values_count >= values_count_min)
|
|
{
|
|
int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
|
|
int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
|
|
|
|
// Tooltip on hover
|
|
if (hovered && inner_bb.Contains(g.IO.MousePos))
|
|
{
|
|
const float t =
|
|
ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
|
|
const int v_idx = (int)(t * item_count);
|
|
IM_ASSERT(v_idx >= 0 && v_idx < values_count);
|
|
|
|
const float v0 = values_getter(data, (v_idx + values_offset) % values_count);
|
|
const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);
|
|
if (plot_type == ImGuiPlotType_Lines)
|
|
SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1);
|
|
else if (plot_type == ImGuiPlotType_Histogram)
|
|
SetTooltip("%d: %8.4g", v_idx, v0);
|
|
idx_hovered = v_idx;
|
|
}
|
|
|
|
const float t_step = 1.0f / (float)res_w;
|
|
const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));
|
|
|
|
float v0 = values_getter(data, (0 + values_offset) % values_count);
|
|
float t0 = 0.0f;
|
|
ImVec2 tp0 = ImVec2(t0, 1.0f - ImSaturate((v0 - scale_min) *
|
|
inv_scale)); // Point in the normalized space of our target rectangle
|
|
float histogram_zero_line_t = (scale_min * scale_max < 0.0f)
|
|
? (1 + scale_min * inv_scale)
|
|
: (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands
|
|
|
|
const ImU32 col_base =
|
|
GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
|
|
const ImU32 col_hovered =
|
|
GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
|
|
|
|
for (int n = 0; n < res_w; n++)
|
|
{
|
|
const float t1 = t0 + t_step;
|
|
const int v1_idx = (int)(t0 * item_count + 0.5f);
|
|
IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);
|
|
const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);
|
|
const ImVec2 tp1 = ImVec2(t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale));
|
|
|
|
// NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower
|
|
// level to save a bit of CPU.
|
|
ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);
|
|
ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max,
|
|
(plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));
|
|
if (plot_type == ImGuiPlotType_Lines)
|
|
{
|
|
window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);
|
|
}
|
|
else if (plot_type == ImGuiPlotType_Histogram)
|
|
{
|
|
if (pos1.x >= pos0.x + 2.0f)
|
|
pos1.x -= 1.0f;
|
|
window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);
|
|
}
|
|
|
|
t0 = t1;
|
|
tp0 = tp1;
|
|
}
|
|
}
|
|
|
|
// Text overlay
|
|
if (overlay_text)
|
|
RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text,
|
|
NULL, NULL, ImVec2(0.5f, 0.0f));
|
|
|
|
if (label_size.x > 0.0f)
|
|
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
|
|
|
|
// Return hovered index or -1 if none are hovered.
|
|
// This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the
|
|
// short-term we are making it available in PlotEx().
|
|
return idx_hovered;
|
|
}
|
|
|
|
struct ImGuiPlotArrayGetterData
|
|
{
|
|
const float *Values;
|
|
int Stride;
|
|
|
|
ImGuiPlotArrayGetterData(const float *values, int stride)
|
|
{
|
|
Values = values;
|
|
Stride = stride;
|
|
}
|
|
};
|
|
|
|
static float Plot_ArrayGetter(void *data, int idx)
|
|
{
|
|
ImGuiPlotArrayGetterData *plot_data = (ImGuiPlotArrayGetterData *)data;
|
|
const float v =
|
|
*(const float *)(const void *)((const unsigned char *)plot_data->Values + (size_t)idx * plot_data->Stride);
|
|
return v;
|
|
}
|
|
|
|
void ImGui::PlotLines(const char *label, const float *values, int values_count, int values_offset,
|
|
const char *overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
|
|
{
|
|
ImGuiPlotArrayGetterData data(values, stride);
|
|
PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void *)&data, values_count, values_offset, overlay_text,
|
|
scale_min, scale_max, graph_size);
|
|
}
|
|
|
|
void ImGui::PlotLines(const char *label, float (*values_getter)(void *data, int idx), void *data, int values_count,
|
|
int values_offset, const char *overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
|
|
{
|
|
PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min,
|
|
scale_max, graph_size);
|
|
}
|
|
|
|
void ImGui::PlotHistogram(const char *label, const float *values, int values_count, int values_offset,
|
|
const char *overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
|
|
{
|
|
ImGuiPlotArrayGetterData data(values, stride);
|
|
PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void *)&data, values_count, values_offset, overlay_text,
|
|
scale_min, scale_max, graph_size);
|
|
}
|
|
|
|
void ImGui::PlotHistogram(const char *label, float (*values_getter)(void *data, int idx), void *data, int values_count,
|
|
int values_offset, const char *overlay_text, float scale_min, float scale_max,
|
|
ImVec2 graph_size)
|
|
{
|
|
PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min,
|
|
scale_max, graph_size);
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: Value helpers
|
|
// Those is not very useful, legacy API.
|
|
//-------------------------------------------------------------------------
|
|
// - Value()
|
|
//-------------------------------------------------------------------------
|
|
|
|
void ImGui::Value(const char *prefix, bool b)
|
|
{
|
|
Text("%s: %s", prefix, (b ? "true" : "false"));
|
|
}
|
|
|
|
void ImGui::Value(const char *prefix, int v)
|
|
{
|
|
Text("%s: %d", prefix, v);
|
|
}
|
|
|
|
void ImGui::Value(const char *prefix, unsigned int v)
|
|
{
|
|
Text("%s: %d", prefix, v);
|
|
}
|
|
|
|
void ImGui::Value(const char *prefix, float v, const char *float_format)
|
|
{
|
|
if (float_format)
|
|
{
|
|
char fmt[64];
|
|
ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);
|
|
Text(fmt, prefix, v);
|
|
}
|
|
else
|
|
{
|
|
Text("%s: %.3f", prefix, v);
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] MenuItem, BeginMenu, EndMenu, etc.
|
|
//-------------------------------------------------------------------------
|
|
// - ImGuiMenuColumns [Internal]
|
|
// - BeginMenuBar()
|
|
// - EndMenuBar()
|
|
// - BeginMainMenuBar()
|
|
// - EndMainMenuBar()
|
|
// - BeginMenu()
|
|
// - EndMenu()
|
|
// - MenuItemEx() [Internal]
|
|
// - MenuItem()
|
|
//-------------------------------------------------------------------------
|
|
|
|
// Helpers for internal use
|
|
void ImGuiMenuColumns::Update(float spacing, bool window_reappearing)
|
|
{
|
|
if (window_reappearing)
|
|
memset(Widths, 0, sizeof(Widths));
|
|
Spacing = (ImU16)spacing;
|
|
CalcNextTotalWidth(true);
|
|
memset(Widths, 0, sizeof(Widths));
|
|
TotalWidth = NextTotalWidth;
|
|
NextTotalWidth = 0;
|
|
}
|
|
|
|
void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets)
|
|
{
|
|
ImU16 offset = 0;
|
|
bool want_spacing = false;
|
|
for (int i = 0; i < IM_ARRAYSIZE(Widths); i++)
|
|
{
|
|
ImU16 width = Widths[i];
|
|
if (want_spacing && width > 0)
|
|
offset += Spacing;
|
|
want_spacing |= (width > 0);
|
|
if (update_offsets)
|
|
{
|
|
if (i == 1)
|
|
{
|
|
OffsetLabel = offset;
|
|
}
|
|
if (i == 2)
|
|
{
|
|
OffsetShortcut = offset;
|
|
}
|
|
if (i == 3)
|
|
{
|
|
OffsetMark = offset;
|
|
}
|
|
}
|
|
offset += width;
|
|
}
|
|
NextTotalWidth = offset;
|
|
}
|
|
|
|
float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark)
|
|
{
|
|
Widths[0] = ImMax(Widths[0], (ImU16)w_icon);
|
|
Widths[1] = ImMax(Widths[1], (ImU16)w_label);
|
|
Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut);
|
|
Widths[3] = ImMax(Widths[3], (ImU16)w_mark);
|
|
CalcNextTotalWidth(false);
|
|
return (float)ImMax(TotalWidth, NextTotalWidth);
|
|
}
|
|
|
|
// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..
|
|
// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation
|
|
// layer. Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in
|
|
// which case ImGuiWindowFlags_MenuBar will become unnecessary. Then later the same system could be used for multiple
|
|
// menu-bars, scrollbars, side-bars.
|
|
bool ImGui::BeginMenuBar()
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
if (!(window->Flags & ImGuiWindowFlags_MenuBar))
|
|
return false;
|
|
|
|
IM_ASSERT(!window->DC.MenuBarAppending);
|
|
BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore
|
|
PushID("##MenuBar");
|
|
|
|
// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with
|
|
// window full rect. We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend
|
|
// to display over the lower-right rounded area, which looks particularly glitchy.
|
|
const float border_top = ImMax(window->WindowBorderSize * 0.5f - window->TitleBarHeight, 0.0f);
|
|
ImRect bar_rect = window->MenuBarRect();
|
|
ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize * 0.5f), IM_ROUND(bar_rect.Min.y + border_top),
|
|
IM_ROUND(ImMax(bar_rect.Min.x,
|
|
bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize * 0.5f))),
|
|
IM_ROUND(bar_rect.Max.y));
|
|
clip_rect.ClipWith(window->OuterRectClipped);
|
|
PushClipRect(clip_rect.Min, clip_rect.Max, false);
|
|
|
|
// We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar()
|
|
// would need something analogous here, maybe a BeginGroupEx() with flags).
|
|
window->DC.CursorPos = window->DC.CursorMaxPos =
|
|
ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
|
|
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
|
|
window->DC.IsSameLine = false;
|
|
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
|
|
window->DC.MenuBarAppending = true;
|
|
AlignTextToFramePadding();
|
|
return true;
|
|
}
|
|
|
|
void ImGui::EndMenuBar()
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return;
|
|
ImGuiContext &g = *GImGui;
|
|
|
|
IM_MSVC_WARNING_SUPPRESS(
|
|
6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
|
|
IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
|
|
IM_ASSERT(window->DC.MenuBarAppending);
|
|
|
|
// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
|
|
if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) &&
|
|
(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
|
{
|
|
// Try to find out if the request is for one of our child menu
|
|
ImGuiWindow *nav_earliest_child = g.NavWindow;
|
|
while (nav_earliest_child->ParentWindow &&
|
|
(nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
|
nav_earliest_child = nav_earliest_child->ParentWindow;
|
|
if (nav_earliest_child->ParentWindow == window &&
|
|
nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal &&
|
|
(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
|
|
{
|
|
// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
|
|
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by
|
|
// scoring in advance for multiple window (probably not worth bothering)
|
|
const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
|
|
IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary)
|
|
FocusWindow(window);
|
|
SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
|
|
// FIXME-NAV: How to deal with this when not using g.IO.ConfigNavCursorVisibleAuto?
|
|
if (g.NavCursorVisible)
|
|
{
|
|
g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary
|
|
// selection. Will be set again
|
|
g.NavCursorHideFrames = 2;
|
|
}
|
|
g.NavHighlightItemUnderNav = g.NavMousePosDirty = true;
|
|
NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat
|
|
}
|
|
}
|
|
|
|
PopClipRect();
|
|
PopID();
|
|
window->DC.MenuBarOffset.x =
|
|
window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda
|
|
// equivalent to a per-layer CursorPos.
|
|
|
|
// FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly
|
|
// here.
|
|
ImGuiGroupData &group_data = g.GroupStack.back();
|
|
group_data.EmitItem = false;
|
|
ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos;
|
|
window->DC.IdealMaxPos.x =
|
|
ImMax(window->DC.IdealMaxPos.x,
|
|
window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent.
|
|
EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore
|
|
window->DC.LayoutType = ImGuiLayoutType_Vertical;
|
|
window->DC.IsSameLine = false;
|
|
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
|
|
window->DC.MenuBarAppending = false;
|
|
window->DC.CursorMaxPos = restore_cursor_max_pos;
|
|
}
|
|
|
|
// Important: calling order matters!
|
|
// FIXME: Somehow overlapping with docking tech.
|
|
// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut:
|
|
// https://halt.software/dead-simple-layouts)
|
|
bool ImGui::BeginViewportSideBar(const char *name, ImGuiViewport *viewport_p, ImGuiDir dir, float axis_size,
|
|
ImGuiWindowFlags window_flags)
|
|
{
|
|
IM_ASSERT(dir != ImGuiDir_None);
|
|
|
|
ImGuiWindow *bar_window = FindWindowByName(name);
|
|
if (bar_window == NULL || bar_window->BeginCount == 0)
|
|
{
|
|
// Calculate and set window size/position
|
|
ImGuiViewportP *viewport = (ImGuiViewportP *)(void *)(viewport_p ? viewport_p : GetMainViewport());
|
|
ImRect avail_rect = viewport->GetBuildWorkRect();
|
|
ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
|
|
ImVec2 pos = avail_rect.Min;
|
|
if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
|
|
pos[axis] = avail_rect.Max[axis] - axis_size;
|
|
ImVec2 size = avail_rect.GetSize();
|
|
size[axis] = axis_size;
|
|
SetNextWindowPos(pos);
|
|
SetNextWindowSize(size);
|
|
|
|
// Report our size into work area (for next frame) using actual window size
|
|
if (dir == ImGuiDir_Up || dir == ImGuiDir_Left)
|
|
viewport->BuildWorkInsetMin[axis] += axis_size;
|
|
else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right)
|
|
viewport->BuildWorkInsetMax[axis] += axis_size;
|
|
}
|
|
|
|
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
|
|
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
|
|
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint
|
|
bool is_open = Begin(name, NULL, window_flags);
|
|
PopStyleVar(2);
|
|
|
|
return is_open;
|
|
}
|
|
|
|
bool ImGui::BeginMainMenuBar()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiViewportP *viewport = (ImGuiViewportP *)(void *)GetMainViewport();
|
|
|
|
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be
|
|
// visible on a TV set.
|
|
// FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea?
|
|
// FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV
|
|
// calibration in OS settings.
|
|
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(
|
|
g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
|
|
ImGuiWindowFlags window_flags =
|
|
ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
|
|
float height = GetFrameHeight();
|
|
bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags);
|
|
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
|
|
if (!is_open)
|
|
{
|
|
End();
|
|
return false;
|
|
}
|
|
|
|
// Temporarily disable _NoSavedSettings, in the off-chance that tables or child windows submitted within the
|
|
// menu-bar may want to use settings. (#8356)
|
|
g.CurrentWindow->Flags &= ~ImGuiWindowFlags_NoSavedSettings;
|
|
BeginMenuBar();
|
|
return is_open;
|
|
}
|
|
|
|
void ImGui::EndMainMenuBar()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
if (!g.CurrentWindow->DC.MenuBarAppending)
|
|
{
|
|
IM_ASSERT_USER_ERROR(
|
|
0, "Calling EndMainMenuBar() not from a menu-bar!"); // Not technically testing that it is the main menu bar
|
|
return;
|
|
}
|
|
|
|
EndMenuBar();
|
|
g.CurrentWindow->Flags |= ImGuiWindowFlags_NoSavedSettings; // Restore _NoSavedSettings (#8356)
|
|
|
|
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus
|
|
// to the previous window
|
|
// FIXME: With this strategy we won't be able to restore a NULL focus.
|
|
if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest && g.ActiveId == 0)
|
|
FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL,
|
|
ImGuiFocusRequestFlags_UnlessBelowModal |
|
|
ImGuiFocusRequestFlags_RestoreFocusedChild);
|
|
|
|
End();
|
|
}
|
|
|
|
static bool IsRootOfOpenMenuSet()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu))
|
|
return false;
|
|
|
|
// Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from
|
|
// each others (e.g. inside menu bar vs loose menu items) based on parent ID. This would however prevent the use of
|
|
// e.g. PushID() user code submitting menus. Previously this worked between popup and a first child menu because the
|
|
// first child menu always had the _ChildWindow flag, making hovering on parent popup possible while first child
|
|
// menu was focused - but this was generally a bug with other side effects. Instead we don't treat Popup
|
|
// specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup
|
|
// doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between
|
|
// root window/popup and first child menu. In the end, lack of ID check made it so we could no longer differentiate
|
|
// between separate menu sets. To compensate for that, we at least check parent window nav layer. This fixes the
|
|
// most common case of menu opening on hover when moving between window content and menu bar. Multiple different
|
|
// menu sets in same nav layer would still open on hover, but that should be a lesser problem, because if such menus
|
|
// are close in proximity in window content then it won't feel weird and if they are far apart it likely won't be a
|
|
// problem anyone runs into.
|
|
const ImGuiPopupData *upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size];
|
|
if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer)
|
|
return false;
|
|
return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) &&
|
|
ImGui::IsWindowChildOf(upper_popup->Window, window, true);
|
|
}
|
|
|
|
bool ImGui::BeginMenuEx(const char *label, const char *icon, bool enabled)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
const ImGuiStyle &style = g.Style;
|
|
const ImGuiID id = window->GetID(label);
|
|
bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None);
|
|
|
|
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal
|
|
// focus and not allow hovering on parent menu) The first menu in a hierarchy isn't so hovering doesn't get across
|
|
// (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu()
|
|
// will bypass that limitation.
|
|
ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize |
|
|
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar |
|
|
ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
|
|
if (window->Flags & ImGuiWindowFlags_ChildMenu)
|
|
window_flags |= ImGuiWindowFlags_ChildWindow;
|
|
|
|
// If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().
|
|
// We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the
|
|
// expected small amount of BeginMenu() calls per frame. If somehow this is ever becoming a problem we can switch to
|
|
// use e.g. ImGuiStorage mapping key to last frame used.
|
|
if (g.MenusIdSubmittedThisFrame.contains(id))
|
|
{
|
|
if (menu_is_open)
|
|
menu_is_open = BeginPopupMenuEx(id, label, window_flags); // menu_is_open can be 'false' when the popup is
|
|
// completely clipped (e.g. zero size display)
|
|
else
|
|
g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values
|
|
return menu_is_open;
|
|
}
|
|
|
|
// Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu
|
|
g.MenusIdSubmittedThisFrame.push_back(id);
|
|
|
|
ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
|
|
// Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without
|
|
// always being a Child window) This is only done for items for the menu set and not the full parent window.
|
|
const bool menuset_is_open = IsRootOfOpenMenuSet();
|
|
if (menuset_is_open)
|
|
PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);
|
|
|
|
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child
|
|
// menu, However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). e.g.
|
|
// Menus tend to overlap each other horizontally to amplify relative Z-ordering.
|
|
ImVec2 popup_pos, pos = window->DC.CursorPos;
|
|
PushID(label);
|
|
if (!enabled)
|
|
BeginDisabled();
|
|
const ImGuiMenuColumns *offsets = &window->DC.MenuColumns;
|
|
bool pressed;
|
|
|
|
// We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
|
|
const ImGuiSelectableFlags selectable_flags =
|
|
ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner |
|
|
ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_NoAutoClosePopups;
|
|
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
|
|
{
|
|
// Menu inside a horizontal menu bar
|
|
// Selectable extend their highlight by half ItemSpacing in each direction.
|
|
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
|
|
popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f),
|
|
pos.y - style.FramePadding.y + window->MenuBarHeight);
|
|
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
|
|
PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f);
|
|
float w = label_size.x;
|
|
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel,
|
|
window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
|
|
pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y));
|
|
LogSetNextTextDecoration("[", "]");
|
|
RenderText(text_pos, label);
|
|
PopStyleVar();
|
|
window->DC.CursorPos.x +=
|
|
IM_TRUNC(style.ItemSpacing.x *
|
|
(-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine().
|
|
// It would also work to call SameLine() ourselves after the PopStyleVar().
|
|
}
|
|
else
|
|
{
|
|
// Menu inside a regular/vertical menu
|
|
// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
|
|
// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into
|
|
// the layout system.
|
|
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
|
|
float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
|
|
float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
|
|
float min_w =
|
|
window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame
|
|
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
|
|
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel,
|
|
window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
|
|
pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth,
|
|
ImVec2(min_w, label_size.y));
|
|
LogSetNextTextDecoration("", ">");
|
|
RenderText(text_pos, label);
|
|
if (icon_w > 0.0f)
|
|
RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
|
|
RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f),
|
|
GetColorU32(ImGuiCol_Text), ImGuiDir_Right);
|
|
}
|
|
if (!enabled)
|
|
EndDisabled();
|
|
|
|
const bool hovered = (g.HoveredId == id) && enabled && !g.NavHighlightItemUnderNav;
|
|
if (menuset_is_open)
|
|
PopItemFlag();
|
|
|
|
bool want_open = false;
|
|
bool want_open_nav_init = false;
|
|
bool want_close = false;
|
|
if (window->DC.LayoutType ==
|
|
ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
|
|
{
|
|
// Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu
|
|
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so
|
|
// menus feels more reactive.
|
|
bool moving_toward_child_menu = false;
|
|
ImGuiPopupData *child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size)
|
|
? &g.OpenPopupStack[g.BeginPopupStack.Size]
|
|
: NULL; // Popup candidate (testing below)
|
|
ImGuiWindow *child_menu_window =
|
|
(child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window
|
|
: NULL;
|
|
if (g.HoveredWindow == window && child_menu_window != NULL)
|
|
{
|
|
const float ref_unit = g.FontSize; // FIXME-DPI
|
|
const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f;
|
|
const ImRect next_window_rect = child_menu_window->Rect();
|
|
ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta);
|
|
ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR();
|
|
ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR();
|
|
const float pad_farmost_h =
|
|
ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack.
|
|
ta.x += child_dir * -0.5f;
|
|
tb.x += child_dir * ref_unit;
|
|
tc.x += child_dir * ref_unit;
|
|
tb.y =
|
|
ta.y +
|
|
ImMax((tb.y - pad_farmost_h) - ta.y,
|
|
-ref_unit *
|
|
8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus
|
|
tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f);
|
|
moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
|
|
// GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) :
|
|
// IM_COL32(128,0,0,128)); // [DEBUG]
|
|
}
|
|
|
|
// The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit
|
|
// same window, whereas moving away fast does not) But we also need to not close the top-menu menu when moving
|
|
// over void. Perhaps we should extend the triangle check to a larger polygon. (Remember to test this on
|
|
// BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and
|
|
// hovering isn't shared.)
|
|
if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu &&
|
|
!g.NavHighlightItemUnderNav && g.ActiveId == 0)
|
|
want_close = true;
|
|
|
|
// Open
|
|
// (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test)
|
|
if (!menu_is_open && pressed) // Click/activate to open
|
|
want_open = true;
|
|
else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open
|
|
want_open = true;
|
|
else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f &&
|
|
g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback)
|
|
want_open = true;
|
|
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
|
|
{
|
|
want_open = want_open_nav_init = true;
|
|
NavMoveRequestCancel();
|
|
SetNavCursorVisibleAfterMove();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Menu bar
|
|
if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
|
|
{
|
|
want_close = true;
|
|
want_open = menu_is_open = false;
|
|
}
|
|
else if (pressed ||
|
|
(hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
|
|
{
|
|
want_open = true;
|
|
}
|
|
else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
|
|
{
|
|
want_open = true;
|
|
NavMoveRequestCancel();
|
|
}
|
|
}
|
|
|
|
if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as
|
|
// 'if (BeginMenu("options", has_object)) { ..use object.. }'
|
|
want_close = true;
|
|
if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None))
|
|
ClosePopupToLevel(g.BeginPopupStack.Size, true);
|
|
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, label,
|
|
g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable |
|
|
(menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
|
|
PopID();
|
|
|
|
if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
|
|
{
|
|
// Don't reopen/recycle same menu level in the same frame if it is a different menu ID, first close the other
|
|
// menu and yield for a frame.
|
|
OpenPopup(label);
|
|
}
|
|
else if (want_open)
|
|
{
|
|
menu_is_open = true;
|
|
OpenPopup(label,
|
|
ImGuiPopupFlags_NoReopen); // | (want_open_nav_init ? ImGuiPopupFlags_NoReopenAlwaysNavInit : 0));
|
|
}
|
|
|
|
if (menu_is_open)
|
|
{
|
|
ImGuiLastItemData last_item_in_parent = g.LastItemData;
|
|
SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for
|
|
// FindBestWindowPosForPopup(), not actual pos.
|
|
PushStyleVar(ImGuiStyleVar_ChildRounding,
|
|
style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding
|
|
menu_is_open = BeginPopupMenuEx(
|
|
id, label,
|
|
window_flags); // menu_is_open may be 'false' when the popup is completely clipped (e.g. zero size display)
|
|
PopStyleVar();
|
|
if (menu_is_open)
|
|
{
|
|
// Implement what ImGuiPopupFlags_NoReopenAlwaysNavInit would do:
|
|
// Perform an init request in the case the popup was already open (via a previous mouse hover)
|
|
if (want_open && want_open_nav_init && !g.NavInitRequest)
|
|
{
|
|
FocusWindow(g.CurrentWindow, ImGuiFocusRequestFlags_UnlessBelowModal);
|
|
NavInitWindow(g.CurrentWindow, false);
|
|
}
|
|
|
|
// Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu()
|
|
// (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for
|
|
// ImGuiItemFlags_NoWindowHoverableCheck)
|
|
g.LastItemData = last_item_in_parent;
|
|
if (g.HoveredWindow == window)
|
|
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
|
|
}
|
|
|
|
return menu_is_open;
|
|
}
|
|
|
|
bool ImGui::BeginMenu(const char *label, bool enabled)
|
|
{
|
|
return BeginMenuEx(label, NULL, enabled);
|
|
}
|
|
|
|
void ImGui::EndMenu()
|
|
{
|
|
// Nav: When a left move request our menu failed, close ourselves.
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls
|
|
ImGuiWindow *parent_window = window->ParentWindow; // Should always be != NULL is we passed assert.
|
|
if (window->BeginCount == window->BeginCountPreviousFrame)
|
|
if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet())
|
|
if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) &&
|
|
parent_window->DC.LayoutType == ImGuiLayoutType_Vertical)
|
|
{
|
|
ClosePopupToLevel(g.BeginPopupStack.Size - 1, true);
|
|
NavMoveRequestCancel();
|
|
}
|
|
|
|
EndPopup();
|
|
}
|
|
|
|
bool ImGui::MenuItemEx(const char *label, const char *icon, const char *shortcut, bool selected, bool enabled)
|
|
{
|
|
ImGuiWindow *window = GetCurrentWindow();
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiStyle &style = g.Style;
|
|
ImVec2 pos = window->DC.CursorPos;
|
|
ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
|
|
// See BeginMenuEx() for comments about this.
|
|
const bool menuset_is_open = IsRootOfOpenMenuSet();
|
|
if (menuset_is_open)
|
|
PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);
|
|
|
|
// We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav
|
|
// system days (commit 43ee5d73), but I am unsure whether this should be kept at all. For now moved it to be an
|
|
// opt-in feature used by menus only.
|
|
bool pressed;
|
|
PushID(label);
|
|
if (!enabled)
|
|
BeginDisabled();
|
|
|
|
// We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
|
|
const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease |
|
|
ImGuiSelectableFlags_NoSetKeyOwner |
|
|
ImGuiSelectableFlags_SetNavIdOnHover;
|
|
const ImGuiMenuColumns *offsets = &window->DC.MenuColumns;
|
|
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
|
|
{
|
|
// Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little
|
|
// misleading but may be useful Note that in this situation: we don't render the shortcut, we render a highlight
|
|
// instead of the selected tick mark.
|
|
float w = label_size.x;
|
|
window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f);
|
|
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel,
|
|
window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
|
|
PushStyleVarX(ImGuiStyleVar_ItemSpacing, style.ItemSpacing.x * 2.0f);
|
|
pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f));
|
|
PopStyleVar();
|
|
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
|
|
RenderText(text_pos, label);
|
|
window->DC.CursorPos.x +=
|
|
IM_TRUNC(style.ItemSpacing.x *
|
|
(-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine().
|
|
// It would also work to call SameLine() ourselves after the PopStyleVar().
|
|
}
|
|
else
|
|
{
|
|
// Menu item inside a vertical menu
|
|
// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
|
|
// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into
|
|
// the layout system.
|
|
float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
|
|
float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f;
|
|
float checkmark_w = IM_TRUNC(g.FontSize * 1.20f);
|
|
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w,
|
|
checkmark_w); // Feedback for next frame
|
|
float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
|
|
pressed =
|
|
Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));
|
|
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
|
|
{
|
|
RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
|
|
if (icon_w > 0.0f)
|
|
RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
|
|
if (shortcut_w > 0.0f)
|
|
{
|
|
PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
|
|
LogSetNextTextDecoration("(", ")");
|
|
RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);
|
|
PopStyleColor();
|
|
}
|
|
if (selected)
|
|
RenderCheckMark(
|
|
window->DrawList,
|
|
pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f),
|
|
GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
|
|
}
|
|
}
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label,
|
|
g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable |
|
|
(selected ? ImGuiItemStatusFlags_Checked : 0));
|
|
if (!enabled)
|
|
EndDisabled();
|
|
PopID();
|
|
if (menuset_is_open)
|
|
PopItemFlag();
|
|
|
|
return pressed;
|
|
}
|
|
|
|
bool ImGui::MenuItem(const char *label, const char *shortcut, bool selected, bool enabled)
|
|
{
|
|
return MenuItemEx(label, NULL, shortcut, selected, enabled);
|
|
}
|
|
|
|
bool ImGui::MenuItem(const char *label, const char *shortcut, bool *p_selected, bool enabled)
|
|
{
|
|
if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled))
|
|
{
|
|
if (p_selected)
|
|
*p_selected = !*p_selected;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
|
|
//-------------------------------------------------------------------------
|
|
// - BeginTabBar()
|
|
// - BeginTabBarEx() [Internal]
|
|
// - EndTabBar()
|
|
// - TabBarLayout() [Internal]
|
|
// - TabBarCalcTabID() [Internal]
|
|
// - TabBarCalcMaxTabWidth() [Internal]
|
|
// - TabBarFindTabById() [Internal]
|
|
// - TabBarFindTabByOrder() [Internal]
|
|
// - TabBarGetCurrentTab() [Internal]
|
|
// - TabBarGetTabName() [Internal]
|
|
// - TabBarRemoveTab() [Internal]
|
|
// - TabBarCloseTab() [Internal]
|
|
// - TabBarScrollClamp() [Internal]
|
|
// - TabBarScrollToTab() [Internal]
|
|
// - TabBarQueueFocus() [Internal]
|
|
// - TabBarQueueReorder() [Internal]
|
|
// - TabBarProcessReorderFromMousePos() [Internal]
|
|
// - TabBarProcessReorder() [Internal]
|
|
// - TabBarScrollingButtons() [Internal]
|
|
// - TabBarTabListPopupButton() [Internal]
|
|
//-------------------------------------------------------------------------
|
|
|
|
struct ImGuiTabBarSection
|
|
{
|
|
int TabCount; // Number of tabs in this section.
|
|
float Width; // Sum of width of tabs in this section (after shrinking down)
|
|
float Spacing; // Horizontal spacing at the end of the section.
|
|
|
|
ImGuiTabBarSection()
|
|
{
|
|
memset(this, 0, sizeof(*this));
|
|
}
|
|
};
|
|
|
|
namespace ImGui
|
|
{
|
|
static void TabBarLayout(ImGuiTabBar *tab_bar);
|
|
static ImU32 TabBarCalcTabID(ImGuiTabBar *tab_bar, const char *label, ImGuiWindow *docked_window);
|
|
static float TabBarCalcMaxTabWidth();
|
|
static float TabBarScrollClamp(ImGuiTabBar *tab_bar, float scrolling);
|
|
static void TabBarScrollToTab(ImGuiTabBar *tab_bar, ImGuiID tab_id, ImGuiTabBarSection *sections);
|
|
static ImGuiTabItem *TabBarScrollingButtons(ImGuiTabBar *tab_bar);
|
|
static ImGuiTabItem *TabBarTabListPopupButton(ImGuiTabBar *tab_bar);
|
|
} // namespace ImGui
|
|
|
|
ImGuiTabBar::ImGuiTabBar()
|
|
{
|
|
memset(this, 0, sizeof(*this));
|
|
CurrFrameVisible = PrevFrameVisible = -1;
|
|
LastTabItemIdx = -1;
|
|
}
|
|
|
|
static inline int TabItemGetSectionIdx(const ImGuiTabItem *tab)
|
|
{
|
|
return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;
|
|
}
|
|
|
|
static int IMGUI_CDECL TabItemComparerBySection(const void *lhs, const void *rhs)
|
|
{
|
|
const ImGuiTabItem *a = (const ImGuiTabItem *)lhs;
|
|
const ImGuiTabItem *b = (const ImGuiTabItem *)rhs;
|
|
const int a_section = TabItemGetSectionIdx(a);
|
|
const int b_section = TabItemGetSectionIdx(b);
|
|
if (a_section != b_section)
|
|
return a_section - b_section;
|
|
return (int)(a->IndexDuringLayout - b->IndexDuringLayout);
|
|
}
|
|
|
|
static int IMGUI_CDECL TabItemComparerByBeginOrder(const void *lhs, const void *rhs)
|
|
{
|
|
const ImGuiTabItem *a = (const ImGuiTabItem *)lhs;
|
|
const ImGuiTabItem *b = (const ImGuiTabItem *)rhs;
|
|
return (int)(a->BeginOrder - b->BeginOrder);
|
|
}
|
|
|
|
static ImGuiTabBar *GetTabBarFromTabBarRef(const ImGuiPtrOrIndex &ref)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
return ref.Ptr ? (ImGuiTabBar *)ref.Ptr : g.TabBars.GetByIndex(ref.Index);
|
|
}
|
|
|
|
static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar *tab_bar)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
if (g.TabBars.Contains(tab_bar))
|
|
return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar));
|
|
return ImGuiPtrOrIndex(tab_bar);
|
|
}
|
|
|
|
bool ImGui::BeginTabBar(const char *str_id, ImGuiTabBarFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiID id = window->GetID(str_id);
|
|
ImGuiTabBar *tab_bar = g.TabBars.GetOrAddByKey(id);
|
|
ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x,
|
|
window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);
|
|
tab_bar->ID = id;
|
|
tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f);
|
|
tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f);
|
|
// if (g.NavWindow && IsWindowChildOf(g.NavWindow, window, false, false))
|
|
flags |= ImGuiTabBarFlags_IsFocused;
|
|
return BeginTabBarEx(tab_bar, tab_bar_bb, flags);
|
|
}
|
|
|
|
bool ImGui::BeginTabBarEx(ImGuiTabBar *tab_bar, const ImRect &tab_bar_bb, ImGuiTabBarFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
IM_ASSERT(tab_bar->ID != 0);
|
|
if ((flags & ImGuiTabBarFlags_DockNode) == 0)
|
|
PushOverrideID(tab_bar->ID);
|
|
|
|
// Add to stack
|
|
g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));
|
|
g.CurrentTabBar = tab_bar;
|
|
tab_bar->Window = window;
|
|
|
|
// Append with multiple BeginTabBar()/EndTabBar() pairs.
|
|
tab_bar->BackupCursorPos = window->DC.CursorPos;
|
|
if (tab_bar->CurrFrameVisible == g.FrameCount)
|
|
{
|
|
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);
|
|
tab_bar->BeginCount++;
|
|
return true;
|
|
}
|
|
|
|
// Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being
|
|
// not reorderable
|
|
if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) ||
|
|
(tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))
|
|
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
|
|
tab_bar->TabsAddedNew = false;
|
|
|
|
// Flags
|
|
if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
|
|
flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
|
|
|
|
tab_bar->Flags = flags;
|
|
tab_bar->BarRect = tab_bar_bb;
|
|
tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()
|
|
tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;
|
|
tab_bar->CurrFrameVisible = g.FrameCount;
|
|
tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight;
|
|
tab_bar->CurrTabsContentsHeight = 0.0f;
|
|
tab_bar->ItemSpacingY = g.Style.ItemSpacing.y;
|
|
tab_bar->FramePadding = g.Style.FramePadding;
|
|
tab_bar->TabsActiveCount = 0;
|
|
tab_bar->LastTabItemIdx = -1;
|
|
tab_bar->BeginCount = 1;
|
|
|
|
// Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before
|
|
// BeginTabItem(): items will overlap
|
|
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);
|
|
|
|
// Draw separator
|
|
// (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are
|
|
// appendable)
|
|
const ImU32 col =
|
|
GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected);
|
|
if (g.Style.TabBarBorderSize > 0.0f)
|
|
{
|
|
const float y = tab_bar->BarRect.Max.y;
|
|
window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize),
|
|
ImVec2(tab_bar->SeparatorMaxX, y), col);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void ImGui::EndTabBar()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
ImGuiTabBar *tab_bar = g.CurrentTabBar;
|
|
if (tab_bar == NULL)
|
|
{
|
|
IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!");
|
|
return;
|
|
}
|
|
|
|
// Fallback in case no TabItem have been submitted
|
|
if (tab_bar->WantLayout)
|
|
TabBarLayout(tab_bar);
|
|
|
|
// Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets
|
|
// removed without calling SetTabItemClosed().
|
|
const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
|
|
if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)
|
|
{
|
|
tab_bar->CurrTabsContentsHeight =
|
|
ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight);
|
|
window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight;
|
|
}
|
|
else
|
|
{
|
|
window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight;
|
|
}
|
|
if (tab_bar->BeginCount > 1)
|
|
window->DC.CursorPos = tab_bar->BackupCursorPos;
|
|
|
|
tab_bar->LastTabItemIdx = -1;
|
|
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
|
|
PopID();
|
|
|
|
g.CurrentTabBarStack.pop_back();
|
|
g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());
|
|
}
|
|
|
|
// Scrolling happens only in the central section (leading/trailing sections are not scrolling)
|
|
static float TabBarCalcScrollableWidth(ImGuiTabBar *tab_bar, ImGuiTabBarSection *sections)
|
|
{
|
|
return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;
|
|
}
|
|
|
|
// This is called only once a frame before by the first call to ItemTab()
|
|
// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed()
|
|
// functions.
|
|
static void ImGui::TabBarLayout(ImGuiTabBar *tab_bar)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
tab_bar->WantLayout = false;
|
|
|
|
// Garbage collect by compacting list
|
|
// Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)
|
|
int tab_dst_n = 0;
|
|
bool need_sort_by_section = false;
|
|
ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing
|
|
for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)
|
|
{
|
|
ImGuiTabItem *tab = &tab_bar->Tabs[tab_src_n];
|
|
if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose)
|
|
{
|
|
// Remove tab
|
|
if (tab_bar->VisibleTabId == tab->ID)
|
|
{
|
|
tab_bar->VisibleTabId = 0;
|
|
}
|
|
if (tab_bar->SelectedTabId == tab->ID)
|
|
{
|
|
tab_bar->SelectedTabId = 0;
|
|
}
|
|
if (tab_bar->NextSelectedTabId == tab->ID)
|
|
{
|
|
tab_bar->NextSelectedTabId = 0;
|
|
}
|
|
continue;
|
|
}
|
|
if (tab_dst_n != tab_src_n)
|
|
tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];
|
|
|
|
tab = &tab_bar->Tabs[tab_dst_n];
|
|
tab->IndexDuringLayout = (ImS16)tab_dst_n;
|
|
|
|
// We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to
|
|
// another)
|
|
int curr_tab_section_n = TabItemGetSectionIdx(tab);
|
|
if (tab_dst_n > 0)
|
|
{
|
|
ImGuiTabItem *prev_tab = &tab_bar->Tabs[tab_dst_n - 1];
|
|
int prev_tab_section_n = TabItemGetSectionIdx(prev_tab);
|
|
if (curr_tab_section_n == 0 && prev_tab_section_n != 0)
|
|
need_sort_by_section = true;
|
|
if (prev_tab_section_n == 2 && curr_tab_section_n != 2)
|
|
need_sort_by_section = true;
|
|
}
|
|
|
|
sections[curr_tab_section_n].TabCount++;
|
|
tab_dst_n++;
|
|
}
|
|
if (tab_bar->Tabs.Size != tab_dst_n)
|
|
tab_bar->Tabs.resize(tab_dst_n);
|
|
|
|
if (need_sort_by_section)
|
|
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection);
|
|
|
|
// Calculate spacing between sections
|
|
sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0
|
|
? g.Style.ItemInnerSpacing.x
|
|
: 0.0f;
|
|
sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;
|
|
|
|
// Setup next selected tab
|
|
ImGuiID scroll_to_tab_id = 0;
|
|
if (tab_bar->NextSelectedTabId)
|
|
{
|
|
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;
|
|
tab_bar->NextSelectedTabId = 0;
|
|
scroll_to_tab_id = tab_bar->SelectedTabId;
|
|
}
|
|
|
|
// Process order change request (we could probably process it when requested but it's just saner to do it in a
|
|
// single spot).
|
|
if (tab_bar->ReorderRequestTabId != 0)
|
|
{
|
|
if (TabBarProcessReorder(tab_bar))
|
|
if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId)
|
|
scroll_to_tab_id = tab_bar->ReorderRequestTabId;
|
|
tab_bar->ReorderRequestTabId = 0;
|
|
}
|
|
|
|
// Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)
|
|
const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;
|
|
if (tab_list_popup_button)
|
|
if (ImGuiTabItem *tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!
|
|
scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
|
|
|
|
// Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as:
|
|
// leading, trailing, central (whereas our tabs are stored as: leading, central, trailing)
|
|
int shrink_buffer_indexes[3] = {0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount};
|
|
g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);
|
|
|
|
// Compute ideal tabs widths + store them into shrink buffer
|
|
ImGuiTabItem *most_recently_selected_tab = NULL;
|
|
int curr_section_n = -1;
|
|
bool found_selected_tab_id = false;
|
|
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
|
|
{
|
|
ImGuiTabItem *tab = &tab_bar->Tabs[tab_n];
|
|
IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);
|
|
|
|
if ((most_recently_selected_tab == NULL ||
|
|
most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) &&
|
|
!(tab->Flags & ImGuiTabItemFlags_Button))
|
|
most_recently_selected_tab = tab;
|
|
if (tab->ID == tab_bar->SelectedTabId)
|
|
found_selected_tab_id = true;
|
|
if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID)
|
|
scroll_to_tab_id = tab->ID;
|
|
|
|
// Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in
|
|
// the tab bar. Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new
|
|
// tabs that don't have a width yet, and we cannot wait for the next BeginTabItem() call. We cannot compute this
|
|
// width within TabBarAddTab() because font size depends on the active window.
|
|
const char *tab_name = TabBarGetTabName(tab_bar, tab);
|
|
const bool has_close_button_or_unsaved_marker =
|
|
(tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
|
|
tab->ContentWidth = (tab->RequestedWidth >= 0.0f)
|
|
? tab->RequestedWidth
|
|
: TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x;
|
|
|
|
int section_n = TabItemGetSectionIdx(tab);
|
|
ImGuiTabBarSection *section = §ions[section_n];
|
|
section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);
|
|
curr_section_n = section_n;
|
|
|
|
// Store data so we can build an array sorted by width if we need to shrink tabs down
|
|
IM_MSVC_WARNING_SUPPRESS(6385);
|
|
ImGuiShrinkWidthItem *shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++];
|
|
shrink_width_item->Index = tab_n;
|
|
shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth;
|
|
tab->Width = ImMax(tab->ContentWidth, 1.0f);
|
|
}
|
|
|
|
// Compute total ideal width (used for e.g. auto-resizing a window)
|
|
tab_bar->WidthAllTabsIdeal = 0.0f;
|
|
for (int section_n = 0; section_n < 3; section_n++)
|
|
tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;
|
|
|
|
// Horizontal scrolling buttons
|
|
// (note that TabBarScrollButtons() will alter BarRect.Max.x)
|
|
if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) &&
|
|
!(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) &&
|
|
(tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll))
|
|
if (ImGuiTabItem *scroll_and_select_tab = TabBarScrollingButtons(tab_bar))
|
|
{
|
|
scroll_to_tab_id = scroll_and_select_tab->ID;
|
|
if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0)
|
|
tab_bar->SelectedTabId = scroll_to_tab_id;
|
|
}
|
|
|
|
// Shrink widths if full tabs don't fit in their allocated space
|
|
float section_0_w = sections[0].Width + sections[0].Spacing;
|
|
float section_1_w = sections[1].Width + sections[1].Spacing;
|
|
float section_2_w = sections[2].Width + sections[2].Spacing;
|
|
bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth();
|
|
float width_excess;
|
|
if (central_section_is_visible)
|
|
width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w),
|
|
0.0f); // Excess used to shrink central section
|
|
else
|
|
width_excess =
|
|
(section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section
|
|
|
|
// With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is
|
|
// not visible anymore
|
|
if (width_excess >= 1.0f &&
|
|
((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible))
|
|
{
|
|
int shrink_data_count =
|
|
(central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);
|
|
int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0);
|
|
ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess);
|
|
|
|
// Apply shrunk values into tabs and sections
|
|
for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++)
|
|
{
|
|
ImGuiTabItem *tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];
|
|
float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width);
|
|
if (shrinked_width < 0.0f)
|
|
continue;
|
|
|
|
shrinked_width = ImMax(1.0f, shrinked_width);
|
|
int section_n = TabItemGetSectionIdx(tab);
|
|
sections[section_n].Width -= (tab->Width - shrinked_width);
|
|
tab->Width = shrinked_width;
|
|
}
|
|
}
|
|
|
|
// Layout all active tabs
|
|
int section_tab_index = 0;
|
|
float tab_offset = 0.0f;
|
|
tab_bar->WidthAllTabs = 0.0f;
|
|
for (int section_n = 0; section_n < 3; section_n++)
|
|
{
|
|
ImGuiTabBarSection *section = §ions[section_n];
|
|
if (section_n == 2)
|
|
tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset);
|
|
|
|
for (int tab_n = 0; tab_n < section->TabCount; tab_n++)
|
|
{
|
|
ImGuiTabItem *tab = &tab_bar->Tabs[section_tab_index + tab_n];
|
|
tab->Offset = tab_offset;
|
|
tab->NameOffset = -1;
|
|
tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);
|
|
}
|
|
tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);
|
|
tab_offset += section->Spacing;
|
|
section_tab_index += section->TabCount;
|
|
}
|
|
|
|
// Clear name buffers
|
|
tab_bar->TabsNames.Buf.resize(0);
|
|
|
|
// If we have lost the selected tab, select the next most recently active one
|
|
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_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;
|
|
|
|
// Lock in visible tab
|
|
tab_bar->VisibleTabId = tab_bar->SelectedTabId;
|
|
tab_bar->VisibleTabWasSubmitted = false;
|
|
|
|
// Apply request requests
|
|
if (scroll_to_tab_id != 0)
|
|
TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);
|
|
else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) &&
|
|
IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) &&
|
|
IsWindowContentHoverable(g.CurrentWindow))
|
|
{
|
|
const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH;
|
|
const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX;
|
|
if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f)
|
|
{
|
|
const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f;
|
|
tab_bar->ScrollingTargetDistToVisibility = 0.0f;
|
|
tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step);
|
|
}
|
|
SetKeyOwner(wheel_key, tab_bar->ID);
|
|
}
|
|
|
|
// Update scrolling
|
|
tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);
|
|
tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);
|
|
if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
|
|
{
|
|
// Scrolling speed adjust itself so we can always reach our target in 1/3 seconds.
|
|
// Teleport if we are aiming far off the visible line
|
|
tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize);
|
|
tab_bar->ScrollingSpeed =
|
|
ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f);
|
|
const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) ||
|
|
(tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize);
|
|
tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget
|
|
: ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget,
|
|
g.IO.DeltaTime * tab_bar->ScrollingSpeed);
|
|
}
|
|
else
|
|
{
|
|
tab_bar->ScrollingSpeed = 0.0f;
|
|
}
|
|
tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;
|
|
tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;
|
|
|
|
// Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
window->DC.CursorPos = tab_bar->BarRect.Min;
|
|
ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);
|
|
window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal);
|
|
}
|
|
|
|
// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack.
|
|
static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar *tab_bar, const char *label, ImGuiWindow *docked_window)
|
|
{
|
|
IM_ASSERT(docked_window == NULL); // master branch only
|
|
IM_UNUSED(docked_window);
|
|
if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
|
|
{
|
|
ImGuiID id = ImHashStr(label);
|
|
KeepAliveID(id);
|
|
return id;
|
|
}
|
|
else
|
|
{
|
|
ImGuiWindow *window = GImGui->CurrentWindow;
|
|
return window->GetID(label);
|
|
}
|
|
}
|
|
|
|
static float ImGui::TabBarCalcMaxTabWidth()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
return g.FontSize * 20.0f;
|
|
}
|
|
|
|
ImGuiTabItem *ImGui::TabBarFindTabByID(ImGuiTabBar *tab_bar, ImGuiID tab_id)
|
|
{
|
|
if (tab_id != 0)
|
|
for (int n = 0; n < tab_bar->Tabs.Size; n++)
|
|
if (tab_bar->Tabs[n].ID == tab_id)
|
|
return &tab_bar->Tabs[n];
|
|
return NULL;
|
|
}
|
|
|
|
// Order = visible order, not submission order! (which is tab->BeginOrder)
|
|
ImGuiTabItem *ImGui::TabBarFindTabByOrder(ImGuiTabBar *tab_bar, int order)
|
|
{
|
|
if (order < 0 || order >= tab_bar->Tabs.Size)
|
|
return NULL;
|
|
return &tab_bar->Tabs[order];
|
|
}
|
|
|
|
ImGuiTabItem *ImGui::TabBarGetCurrentTab(ImGuiTabBar *tab_bar)
|
|
{
|
|
if (tab_bar->LastTabItemIdx < 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size)
|
|
return NULL;
|
|
return &tab_bar->Tabs[tab_bar->LastTabItemIdx];
|
|
}
|
|
|
|
const char *ImGui::TabBarGetTabName(ImGuiTabBar *tab_bar, ImGuiTabItem *tab)
|
|
{
|
|
if (tab->NameOffset == -1)
|
|
return "N/A";
|
|
IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size);
|
|
return tab_bar->TabsNames.Buf.Data + tab->NameOffset;
|
|
}
|
|
|
|
// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them
|
|
// regardless.
|
|
void ImGui::TabBarRemoveTab(ImGuiTabBar *tab_bar, ImGuiID tab_id)
|
|
{
|
|
if (ImGuiTabItem *tab = TabBarFindTabByID(tab_bar, tab_id))
|
|
tab_bar->Tabs.erase(tab);
|
|
if (tab_bar->VisibleTabId == tab_id)
|
|
{
|
|
tab_bar->VisibleTabId = 0;
|
|
}
|
|
if (tab_bar->SelectedTabId == tab_id)
|
|
{
|
|
tab_bar->SelectedTabId = 0;
|
|
}
|
|
if (tab_bar->NextSelectedTabId == tab_id)
|
|
{
|
|
tab_bar->NextSelectedTabId = 0;
|
|
}
|
|
}
|
|
|
|
// Called on manual closure attempt
|
|
void ImGui::TabBarCloseTab(ImGuiTabBar *tab_bar, ImGuiTabItem *tab)
|
|
{
|
|
if (tab->Flags & ImGuiTabItemFlags_Button)
|
|
return; // A button appended with TabItemButton().
|
|
|
|
if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0)
|
|
{
|
|
// This will remove a frame of lag for selecting another tab on closure.
|
|
// However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the
|
|
// closure
|
|
tab->WantClose = true;
|
|
if (tab_bar->VisibleTabId == tab->ID)
|
|
{
|
|
tab->LastFrameVisible = -1;
|
|
tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a
|
|
// popup)
|
|
if (tab_bar->VisibleTabId != tab->ID)
|
|
TabBarQueueFocus(tab_bar, tab);
|
|
}
|
|
}
|
|
|
|
static float ImGui::TabBarScrollClamp(ImGuiTabBar *tab_bar, float scrolling)
|
|
{
|
|
scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth());
|
|
return ImMax(scrolling, 0.0f);
|
|
}
|
|
|
|
// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys
|
|
static void ImGui::TabBarScrollToTab(ImGuiTabBar *tab_bar, ImGuiID tab_id, ImGuiTabBarSection *sections)
|
|
{
|
|
ImGuiTabItem *tab = TabBarFindTabByID(tab_bar, tab_id);
|
|
if (tab == NULL)
|
|
return;
|
|
if (tab->Flags & ImGuiTabItemFlags_SectionMask_)
|
|
return;
|
|
|
|
ImGuiContext &g = *GImGui;
|
|
float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to
|
|
// suggest more scrolling area (since we don't have a scrollbar)
|
|
int order = TabBarGetTabOrder(tab_bar, tab);
|
|
|
|
// Scrolling happens only in the central section (leading/trailing sections are not scrolling)
|
|
float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections);
|
|
|
|
// We make all tabs positions all relative Sections[0].Width to make code simpler
|
|
float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);
|
|
float tab_x2 = tab->Offset - sections[0].Width + tab->Width +
|
|
(order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f);
|
|
tab_bar->ScrollingTargetDistToVisibility = 0.0f;
|
|
if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width))
|
|
{
|
|
// Scroll to the left
|
|
tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);
|
|
tab_bar->ScrollingTarget = tab_x1;
|
|
}
|
|
else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width)
|
|
{
|
|
// Scroll to the right
|
|
tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f);
|
|
tab_bar->ScrollingTarget = tab_x2 - scrollable_width;
|
|
}
|
|
}
|
|
|
|
void ImGui::TabBarQueueFocus(ImGuiTabBar *tab_bar, ImGuiTabItem *tab)
|
|
{
|
|
tab_bar->NextSelectedTabId = tab->ID;
|
|
}
|
|
|
|
void ImGui::TabBarQueueFocus(ImGuiTabBar *tab_bar, const char *tab_name)
|
|
{
|
|
IM_ASSERT((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0); // Only supported for manual/explicit tab bars
|
|
ImGuiID tab_id = TabBarCalcTabID(tab_bar, tab_name, NULL);
|
|
tab_bar->NextSelectedTabId = tab_id;
|
|
}
|
|
|
|
void ImGui::TabBarQueueReorder(ImGuiTabBar *tab_bar, ImGuiTabItem *tab, int offset)
|
|
{
|
|
IM_ASSERT(offset != 0);
|
|
IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
|
|
tab_bar->ReorderRequestTabId = tab->ID;
|
|
tab_bar->ReorderRequestOffset = (ImS16)offset;
|
|
}
|
|
|
|
void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar *tab_bar, ImGuiTabItem *src_tab, ImVec2 mouse_pos)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
IM_ASSERT(tab_bar->ReorderRequestTabId == 0);
|
|
if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0)
|
|
return;
|
|
|
|
const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;
|
|
const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0);
|
|
|
|
// Count number of contiguous tabs we are crossing over
|
|
const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1;
|
|
const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab);
|
|
int dst_idx = src_idx;
|
|
for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir)
|
|
{
|
|
// Reordered tabs must share the same section
|
|
const ImGuiTabItem *dst_tab = &tab_bar->Tabs[i];
|
|
if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder)
|
|
break;
|
|
if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_))
|
|
break;
|
|
dst_idx = i;
|
|
|
|
// Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs
|
|
// that are not hovered.
|
|
const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x;
|
|
const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x;
|
|
// GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y),
|
|
// IM_COL32(255, 0, 0, 255));
|
|
if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2))
|
|
break;
|
|
}
|
|
|
|
if (dst_idx != src_idx)
|
|
TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx);
|
|
}
|
|
|
|
bool ImGui::TabBarProcessReorder(ImGuiTabBar *tab_bar)
|
|
{
|
|
ImGuiTabItem *tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId);
|
|
if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder))
|
|
return false;
|
|
|
|
// IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools
|
|
int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset;
|
|
if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size)
|
|
return false;
|
|
|
|
// Reordered tabs must share the same section
|
|
// (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to
|
|
// TabBarQueueReorder() we do it here too)
|
|
ImGuiTabItem *tab2 = &tab_bar->Tabs[tab2_order];
|
|
if (tab2->Flags & ImGuiTabItemFlags_NoReorder)
|
|
return false;
|
|
if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_))
|
|
return false;
|
|
|
|
ImGuiTabItem item_tmp = *tab1;
|
|
ImGuiTabItem *src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2;
|
|
ImGuiTabItem *dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1;
|
|
const int move_count =
|
|
(tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset;
|
|
memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem));
|
|
*tab2 = item_tmp;
|
|
|
|
if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)
|
|
MarkIniSettingsDirty();
|
|
return true;
|
|
}
|
|
|
|
static ImGuiTabItem *ImGui::TabBarScrollingButtons(ImGuiTabBar *tab_bar)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
|
|
const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);
|
|
const float scrolling_buttons_width = arrow_button_size.x * 2.0f;
|
|
|
|
const ImVec2 backup_cursor_pos = window->DC.CursorPos;
|
|
// window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y),
|
|
// ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255));
|
|
|
|
int select_dir = 0;
|
|
ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
|
|
arrow_col.w *= 0.5f;
|
|
|
|
PushStyleColor(ImGuiCol_Text, arrow_col);
|
|
PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
|
|
PushItemFlag(ImGuiItemFlags_ButtonRepeat, true);
|
|
const float backup_repeat_delay = g.IO.KeyRepeatDelay;
|
|
const float backup_repeat_rate = g.IO.KeyRepeatRate;
|
|
g.IO.KeyRepeatDelay = 0.250f;
|
|
g.IO.KeyRepeatRate = 0.200f;
|
|
float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width);
|
|
window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y);
|
|
if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick))
|
|
select_dir = -1;
|
|
window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y);
|
|
if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick))
|
|
select_dir = +1;
|
|
PopItemFlag();
|
|
PopStyleColor(2);
|
|
g.IO.KeyRepeatRate = backup_repeat_rate;
|
|
g.IO.KeyRepeatDelay = backup_repeat_delay;
|
|
|
|
ImGuiTabItem *tab_to_scroll_to = NULL;
|
|
if (select_dir != 0)
|
|
if (ImGuiTabItem *tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
|
|
{
|
|
int selected_order = TabBarGetTabOrder(tab_bar, tab_item);
|
|
int target_order = selected_order + select_dir;
|
|
|
|
// Skip tab item buttons until another tab item is found or end is reached
|
|
while (tab_to_scroll_to == NULL)
|
|
{
|
|
// If we are at the end of the list, still scroll to make our tab visible
|
|
tab_to_scroll_to =
|
|
&tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order
|
|
: selected_order];
|
|
|
|
// Cross through buttons
|
|
// (even if first/last item is a button, return it so we can update the scroll)
|
|
if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button)
|
|
{
|
|
target_order += select_dir;
|
|
selected_order += select_dir;
|
|
tab_to_scroll_to =
|
|
(target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL;
|
|
}
|
|
}
|
|
}
|
|
window->DC.CursorPos = backup_cursor_pos;
|
|
tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;
|
|
|
|
return tab_to_scroll_to;
|
|
}
|
|
|
|
static ImGuiTabItem *ImGui::TabBarTabListPopupButton(ImGuiTabBar *tab_bar)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
|
|
// We use g.Style.FramePadding.y to match the square ArrowButton size
|
|
const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y;
|
|
const ImVec2 backup_cursor_pos = window->DC.CursorPos;
|
|
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y);
|
|
tab_bar->BarRect.Min.x += tab_list_popup_button_width;
|
|
|
|
ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
|
|
arrow_col.w *= 0.5f;
|
|
PushStyleColor(ImGuiCol_Text, arrow_col);
|
|
PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
|
|
bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest);
|
|
PopStyleColor(2);
|
|
|
|
ImGuiTabItem *tab_to_select = NULL;
|
|
if (open)
|
|
{
|
|
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
|
|
{
|
|
ImGuiTabItem *tab = &tab_bar->Tabs[tab_n];
|
|
if (tab->Flags & ImGuiTabItemFlags_Button)
|
|
continue;
|
|
|
|
const char *tab_name = TabBarGetTabName(tab_bar, tab);
|
|
if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))
|
|
tab_to_select = tab;
|
|
}
|
|
EndCombo();
|
|
}
|
|
|
|
window->DC.CursorPos = backup_cursor_pos;
|
|
return tab_to_select;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
|
|
//-------------------------------------------------------------------------
|
|
// - BeginTabItem()
|
|
// - EndTabItem()
|
|
// - TabItemButton()
|
|
// - TabItemEx() [Internal]
|
|
// - SetTabItemClosed()
|
|
// - TabItemCalcSize() [Internal]
|
|
// - TabItemBackground() [Internal]
|
|
// - TabItemLabelAndCloseButton() [Internal]
|
|
//-------------------------------------------------------------------------
|
|
|
|
bool ImGui::BeginTabItem(const char *label, bool *p_open, ImGuiTabItemFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiTabBar *tab_bar = g.CurrentTabBar;
|
|
if (tab_bar == NULL)
|
|
{
|
|
IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!");
|
|
return false;
|
|
}
|
|
IM_ASSERT((flags & ImGuiTabItemFlags_Button) ==
|
|
0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!
|
|
|
|
bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);
|
|
if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
|
|
{
|
|
ImGuiTabItem *tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
|
|
PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing
|
|
// another hash through PushID(label)
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void ImGui::EndTabItem()
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
ImGuiTabBar *tab_bar = g.CurrentTabBar;
|
|
if (tab_bar == NULL)
|
|
{
|
|
IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
|
|
return;
|
|
}
|
|
IM_ASSERT(tab_bar->LastTabItemIdx >= 0);
|
|
ImGuiTabItem *tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
|
|
if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))
|
|
PopID();
|
|
}
|
|
|
|
bool ImGui::TabItemButton(const char *label, ImGuiTabItemFlags flags)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
ImGuiTabBar *tab_bar = g.CurrentTabBar;
|
|
if (tab_bar == NULL)
|
|
{
|
|
IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
|
|
return false;
|
|
}
|
|
return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL);
|
|
}
|
|
|
|
void ImGui::TabItemSpacing(const char *str_id, ImGuiTabItemFlags flags, float width)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return;
|
|
|
|
ImGuiTabBar *tab_bar = g.CurrentTabBar;
|
|
if (tab_bar == NULL)
|
|
{
|
|
IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");
|
|
return;
|
|
}
|
|
SetNextItemWidth(width);
|
|
TabItemEx(tab_bar, str_id, NULL,
|
|
flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder | ImGuiTabItemFlags_Invisible, NULL);
|
|
}
|
|
|
|
bool ImGui::TabItemEx(ImGuiTabBar *tab_bar, const char *label, bool *p_open, ImGuiTabItemFlags flags,
|
|
ImGuiWindow *docked_window)
|
|
{
|
|
// Layout whole tab bar if not already done
|
|
ImGuiContext &g = *GImGui;
|
|
if (tab_bar->WantLayout)
|
|
{
|
|
ImGuiNextItemData backup_next_item_data = g.NextItemData;
|
|
TabBarLayout(tab_bar);
|
|
g.NextItemData = backup_next_item_data;
|
|
}
|
|
ImGuiWindow *window = g.CurrentWindow;
|
|
if (window->SkipItems)
|
|
return false;
|
|
|
|
const ImGuiStyle &style = g.Style;
|
|
const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window);
|
|
|
|
// If the user called us with *p_open == false, we early out and don't render.
|
|
// We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an
|
|
// older ID.
|
|
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
|
|
if (p_open && !*p_open)
|
|
{
|
|
ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
|
|
return false;
|
|
}
|
|
|
|
IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button));
|
|
IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) !=
|
|
(ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing
|
|
|
|
// Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although
|
|
// not documented)
|
|
if (flags & ImGuiTabItemFlags_NoCloseButton)
|
|
p_open = NULL;
|
|
else if (p_open == NULL)
|
|
flags |= ImGuiTabItemFlags_NoCloseButton;
|
|
|
|
// Acquire tab data
|
|
ImGuiTabItem *tab = TabBarFindTabByID(tab_bar, id);
|
|
bool tab_is_new = false;
|
|
if (tab == NULL)
|
|
{
|
|
tab_bar->Tabs.push_back(ImGuiTabItem());
|
|
tab = &tab_bar->Tabs.back();
|
|
tab->ID = id;
|
|
tab_bar->TabsAddedNew = tab_is_new = true;
|
|
}
|
|
tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);
|
|
|
|
// Calculate tab contents size
|
|
ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument));
|
|
tab->RequestedWidth = -1.0f;
|
|
if (g.NextItemData.HasFlags & ImGuiNextItemDataFlags_HasWidth)
|
|
size.x = tab->RequestedWidth = g.NextItemData.Width;
|
|
if (tab_is_new)
|
|
tab->Width = ImMax(1.0f, size.x);
|
|
tab->ContentWidth = size.x;
|
|
tab->BeginOrder = tab_bar->TabsActiveCount++;
|
|
|
|
const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
|
|
const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;
|
|
const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);
|
|
const bool tab_just_unsaved =
|
|
(flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
|
|
const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;
|
|
tab->LastFrameVisible = g.FrameCount;
|
|
tab->Flags = flags;
|
|
|
|
// Append name _WITH_ the zero-terminator
|
|
if (docked_window != NULL)
|
|
{
|
|
IM_ASSERT(docked_window == NULL); // master branch only
|
|
}
|
|
else
|
|
{
|
|
tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
|
|
tab_bar->TabsNames.append(label, label + ImStrlen(label) + 1);
|
|
}
|
|
|
|
// Update selected tab
|
|
if (!is_tab_button)
|
|
{
|
|
if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
|
|
if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)
|
|
TabBarQueueFocus(tab_bar, tab); // New tabs gets activated
|
|
if ((flags & ImGuiTabItemFlags_SetSelected) &&
|
|
(tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar
|
|
TabBarQueueFocus(tab_bar, tab);
|
|
}
|
|
|
|
// Lock visibility
|
|
// (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without
|
|
// selecting them!)
|
|
bool tab_contents_visible = (tab_bar->VisibleTabId == id);
|
|
if (tab_contents_visible)
|
|
tab_bar->VisibleTabWasSubmitted = true;
|
|
|
|
// On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches
|
|
if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)
|
|
if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
|
|
tab_contents_visible = true;
|
|
|
|
// Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted
|
|
// and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.
|
|
if (tab_appearing && (!tab_bar_appearing || tab_is_new))
|
|
{
|
|
ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
|
|
if (is_tab_button)
|
|
return false;
|
|
return tab_contents_visible;
|
|
}
|
|
|
|
if (tab_bar->SelectedTabId == id)
|
|
tab->LastFrameSelected = g.FrameCount;
|
|
|
|
// Backup current layout position
|
|
const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;
|
|
|
|
// Layout
|
|
const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;
|
|
size.x = tab->Width;
|
|
if (is_central_section)
|
|
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f);
|
|
else
|
|
window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);
|
|
ImVec2 pos = window->DC.CursorPos;
|
|
ImRect bb(pos, pos + size);
|
|
|
|
// We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an
|
|
// extra draw call (temporary in the case of vertical animation)
|
|
const bool want_clip_rect =
|
|
is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX);
|
|
if (want_clip_rect)
|
|
PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1),
|
|
ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);
|
|
|
|
ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;
|
|
ItemSize(bb.GetSize(), style.FramePadding.y);
|
|
window->DC.CursorMaxPos = backup_cursor_max_pos;
|
|
|
|
if (!ItemAdd(bb, id))
|
|
{
|
|
if (want_clip_rect)
|
|
PopClipRect();
|
|
window->DC.CursorPos = backup_main_cursor_pos;
|
|
return tab_contents_visible;
|
|
}
|
|
|
|
// Click to Select a tab
|
|
// Allow the close button to overlap
|
|
ImGuiButtonFlags button_flags =
|
|
((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) |
|
|
ImGuiButtonFlags_AllowOverlap);
|
|
if (g.DragDropActive)
|
|
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
|
|
bool hovered, held, pressed;
|
|
if (flags & ImGuiTabItemFlags_Invisible)
|
|
hovered = held = pressed = false;
|
|
else
|
|
pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
|
|
if (pressed && !is_tab_button)
|
|
TabBarQueueFocus(tab_bar, tab);
|
|
|
|
// Drag and drop: re-order tabs
|
|
if (held && !tab_appearing && IsMouseDragging(0))
|
|
{
|
|
if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
|
|
{
|
|
// While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x
|
|
if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)
|
|
{
|
|
TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
|
|
}
|
|
else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)
|
|
{
|
|
TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth)
|
|
{
|
|
// Enlarge tab display when hovering
|
|
bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));
|
|
display_draw_list = GetForegroundDrawList(window);
|
|
TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
|
|
}
|
|
#endif
|
|
|
|
// Render tab shape
|
|
const bool is_visible =
|
|
(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) && !(flags & ImGuiTabItemFlags_Invisible);
|
|
if (is_visible)
|
|
{
|
|
ImDrawList *display_draw_list = window->DrawList;
|
|
const ImU32 tab_col =
|
|
GetColorU32((held || hovered) ? ImGuiCol_TabHovered
|
|
: tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabSelected : ImGuiCol_TabDimmedSelected)
|
|
: (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabDimmed));
|
|
TabItemBackground(display_draw_list, bb, flags, tab_col);
|
|
if (tab_contents_visible && (tab_bar->Flags & ImGuiTabBarFlags_DrawSelectedOverline) &&
|
|
style.TabBarOverlineSize > 0.0f)
|
|
{
|
|
// Might be moved to TabItemBackground() ?
|
|
ImVec2 tl = bb.GetTL() + ImVec2(0, 1.0f * g.CurrentDpiScale);
|
|
ImVec2 tr = bb.GetTR() + ImVec2(0, 1.0f * g.CurrentDpiScale);
|
|
ImU32 overline_col =
|
|
GetColorU32(tab_bar_focused ? ImGuiCol_TabSelectedOverline : ImGuiCol_TabDimmedSelectedOverline);
|
|
if (style.TabRounding > 0.0f)
|
|
{
|
|
float rounding = style.TabRounding;
|
|
display_draw_list->PathArcToFast(tl + ImVec2(+rounding, +rounding), rounding, 7, 9);
|
|
display_draw_list->PathArcToFast(tr + ImVec2(-rounding, +rounding), rounding, 9, 11);
|
|
display_draw_list->PathStroke(overline_col, 0, style.TabBarOverlineSize);
|
|
}
|
|
else
|
|
{
|
|
display_draw_list->AddLine(tl - ImVec2(0.5f, 0.5f), tr - ImVec2(0.5f, 0.5f), overline_col,
|
|
style.TabBarOverlineSize);
|
|
}
|
|
}
|
|
RenderNavCursor(bb, id);
|
|
|
|
// Select with right mouse button. This is so the common idiom for context menu automatically highlight the
|
|
// current widget.
|
|
const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);
|
|
if (tab_bar->SelectedTabId != tab->ID && hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) &&
|
|
!is_tab_button)
|
|
TabBarQueueFocus(tab_bar, tab);
|
|
|
|
if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
|
|
flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
|
|
|
|
// Render tab label, process close button
|
|
const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;
|
|
bool just_closed;
|
|
bool text_clipped;
|
|
TabItemLabelAndCloseButton(
|
|
display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags,
|
|
tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
|
|
if (just_closed && p_open != NULL)
|
|
{
|
|
*p_open = false;
|
|
TabBarCloseTab(tab_bar, tab);
|
|
}
|
|
|
|
// Tooltip
|
|
// (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)
|
|
// (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which
|
|
// g.HoveredId ignores)
|
|
// FIXME: This is a mess.
|
|
// FIXME: We may want disabled tab to still display the tooltip?
|
|
if (text_clipped && g.HoveredId == id && !held)
|
|
if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
|
|
SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
|
|
}
|
|
|
|
// Restore main window position so user can draw there
|
|
if (want_clip_rect)
|
|
PopClipRect();
|
|
window->DC.CursorPos = backup_main_cursor_pos;
|
|
|
|
IM_ASSERT(!is_tab_button ||
|
|
!(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected
|
|
if (is_tab_button)
|
|
return pressed;
|
|
return tab_contents_visible;
|
|
}
|
|
|
|
// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been
|
|
// unexpectedly removed. To use it to need to call the function SetTabItemClosed() between BeginTabBar() and
|
|
// EndTabBar(). Tabs closed by the close button will automatically be flagged to avoid this issue.
|
|
void ImGui::SetTabItemClosed(const char *label)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);
|
|
if (is_within_manual_tab_bar)
|
|
{
|
|
ImGuiTabBar *tab_bar = g.CurrentTabBar;
|
|
ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL);
|
|
if (ImGuiTabItem *tab = TabBarFindTabByID(tab_bar, tab_id))
|
|
tab->WantClose = true; // Will be processed by next call to TabBarLayout()
|
|
}
|
|
}
|
|
|
|
ImVec2 ImGui::TabItemCalcSize(const char *label, bool has_close_button_or_unsaved_marker)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);
|
|
if (has_close_button_or_unsaved_marker)
|
|
size.x += g.Style.FramePadding.x +
|
|
(g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.
|
|
else
|
|
size.x += g.Style.FramePadding.x + 1.0f;
|
|
return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);
|
|
}
|
|
|
|
ImVec2 ImGui::TabItemCalcSize(ImGuiWindow *)
|
|
{
|
|
IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch.
|
|
return ImVec2(0.0f, 0.0f);
|
|
}
|
|
|
|
void ImGui::TabItemBackground(ImDrawList *draw_list, const ImRect &bb, ImGuiTabItemFlags flags, ImU32 col)
|
|
{
|
|
// While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame
|
|
// height while looking "detached" from it.
|
|
ImGuiContext &g = *GImGui;
|
|
const float width = bb.GetWidth();
|
|
IM_UNUSED(flags);
|
|
IM_ASSERT(width > 0.0f);
|
|
const float rounding =
|
|
ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding,
|
|
width * 0.5f - 1.0f));
|
|
const float y1 = bb.Min.y + 1.0f;
|
|
const float y2 = bb.Max.y - g.Style.TabBarBorderSize;
|
|
draw_list->PathLineTo(ImVec2(bb.Min.x, y2));
|
|
draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);
|
|
draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);
|
|
draw_list->PathLineTo(ImVec2(bb.Max.x, y2));
|
|
draw_list->PathFillConvex(col);
|
|
if (g.Style.TabBorderSize > 0.0f)
|
|
{
|
|
draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));
|
|
draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);
|
|
draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);
|
|
draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));
|
|
draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize);
|
|
}
|
|
}
|
|
|
|
// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic
|
|
// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.
|
|
void ImGui::TabItemLabelAndCloseButton(ImDrawList *draw_list, const ImRect &bb, ImGuiTabItemFlags flags,
|
|
ImVec2 frame_padding, const char *label, ImGuiID tab_id, ImGuiID close_button_id,
|
|
bool is_contents_visible, bool *out_just_closed, bool *out_text_clipped)
|
|
{
|
|
ImGuiContext &g = *GImGui;
|
|
ImVec2 label_size = CalcTextSize(label, NULL, true);
|
|
|
|
if (out_just_closed)
|
|
*out_just_closed = false;
|
|
if (out_text_clipped)
|
|
*out_text_clipped = false;
|
|
|
|
if (bb.GetWidth() <= 1.0f)
|
|
return;
|
|
|
|
// In Style V2 we'll have full override of all colors per state (e.g. focused, selected)
|
|
// But right now if you want to alter text color of tabs this is what you need to do.
|
|
#if 0
|
|
const float backup_alpha = g.Style.Alpha;
|
|
if (!is_contents_visible)
|
|
g.Style.Alpha *= 0.7f;
|
|
#endif
|
|
|
|
// Render text label (with clipping + alpha gradient) + unsaved marker
|
|
ImRect text_ellipsis_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x,
|
|
bb.Max.y);
|
|
|
|
// Return clipped state ignoring the close button
|
|
if (out_text_clipped)
|
|
{
|
|
*out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_ellipsis_clip_bb.Max.x;
|
|
// draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) :
|
|
// IM_COL32(0, 255, 0, 255));
|
|
}
|
|
|
|
const float button_sz = g.FontSize;
|
|
const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y);
|
|
|
|
// Close Button & Unsaved Marker
|
|
// We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we
|
|
// are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()
|
|
// 'hovered' will be true when hovering the Tab but NOT when hovering the close button
|
|
// 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button
|
|
// 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered
|
|
// booleans are false
|
|
bool close_button_pressed = false;
|
|
bool close_button_visible = false;
|
|
bool is_hovered = g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id ||
|
|
g.ActiveId == close_button_id; // Any interaction account for this too.
|
|
|
|
if (close_button_id != 0)
|
|
{
|
|
if (is_contents_visible)
|
|
close_button_visible =
|
|
(g.Style.TabCloseButtonMinWidthSelected < 0.0f)
|
|
? true
|
|
: (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthSelected));
|
|
else
|
|
close_button_visible =
|
|
(g.Style.TabCloseButtonMinWidthUnselected < 0.0f)
|
|
? true
|
|
: (is_hovered && bb.GetWidth() >= ImMax(button_sz, g.Style.TabCloseButtonMinWidthUnselected));
|
|
}
|
|
|
|
// When tabs/document is unsaved, the unsaved marker takes priority over the close button.
|
|
const bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 &&
|
|
(button_pos.x + button_sz <= bb.Max.x) &&
|
|
(!close_button_visible || !is_hovered);
|
|
if (unsaved_marker_visible)
|
|
{
|
|
const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz));
|
|
RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text));
|
|
}
|
|
else if (close_button_visible)
|
|
{
|
|
ImGuiLastItemData last_item_backup = g.LastItemData;
|
|
if (CloseButton(close_button_id, button_pos))
|
|
close_button_pressed = true;
|
|
g.LastItemData = last_item_backup;
|
|
|
|
// Close with middle mouse button
|
|
if (is_hovered && !(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2))
|
|
close_button_pressed = true;
|
|
}
|
|
|
|
// This is all rather complicated
|
|
// (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis
|
|
// position)
|
|
// FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency
|
|
// that parameter of RenderTextEllipsis() shouldn't exist..
|
|
float ellipsis_max_x = text_ellipsis_clip_bb.Max.x;
|
|
if (close_button_visible || unsaved_marker_visible)
|
|
{
|
|
const bool visible_without_hover =
|
|
unsaved_marker_visible || (is_contents_visible ? g.Style.TabCloseButtonMinWidthSelected
|
|
: g.Style.TabCloseButtonMinWidthUnselected) < 0.0f;
|
|
if (visible_without_hover)
|
|
{
|
|
text_ellipsis_clip_bb.Max.x -= button_sz * 0.90f;
|
|
ellipsis_max_x -= button_sz * 0.90f;
|
|
}
|
|
else
|
|
{
|
|
text_ellipsis_clip_bb.Max.x -= button_sz * 1.00f;
|
|
}
|
|
}
|
|
LogSetNextTextDecoration("/", "\\");
|
|
RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, ellipsis_max_x, label, NULL,
|
|
&label_size);
|
|
|
|
#if 0
|
|
if (!is_contents_visible)
|
|
g.Style.Alpha = backup_alpha;
|
|
#endif
|
|
|
|
if (out_just_closed)
|
|
*out_just_closed = close_button_pressed;
|
|
}
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|