Files
system-control/firmware/components/imgui/imgui_widgets.cpp
Peter Siegmund 08b0e04584 implement new light mode (off/day/night/simulation)
missing:
- fully connect it to the ui
- setup duration in light settings

Signed-off-by: Peter Siegmund <developer@mars3142.org>
2025-09-29 23:15:06 +02:00

12063 lines
542 KiB
C++

// dear imgui, v1.92.0 WIP
// (widgets code)
/*
Index of this file:
// [SECTION] Forward Declarations
// [SECTION] Widgets: Text, etc.
// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)
// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)
// [SECTION] Widgets: ComboBox
// [SECTION] Data Type and Data Formatting Helpers
// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.
// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.
// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
// [SECTION] Widgets: InputText, InputTextMultiline
// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.
// [SECTION] Widgets: Selectable
// [SECTION] Widgets: Typing-Select support
// [SECTION] Widgets: Box-Select support
// [SECTION] Widgets: Multi-Select support
// [SECTION] Widgets: Multi-Select helpers
// [SECTION] Widgets: ListBox
// [SECTION] Widgets: PlotLines, PlotHistogram
// [SECTION] Widgets: Value helpers
// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.
// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.
// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_internal.h"
// System includes
#include <stdint.h> // intptr_t
//-------------------------------------------------------------------------
// Warnings
//-------------------------------------------------------------------------
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning(disable : 4127) // condition expression is constant
#pragma warning( \
disable : 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
#pragma warning(disable : 5054) // operator '|': deprecated between enumerations of different types
#endif
#pragma warning(disable : 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and
// then casting the result to a 8 byte value. Cast the value to the wider type before
// calling operator 'xxx' to avoid overflow(io.2).
#pragma warning( \
disable : 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored \
"-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are
// known by all Clang versions and they tend to be rename-happy.. so ignoring warnings
// triggers new warnings on some configuration. Great!
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored \
"-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing
// and comparing against same constants (typically 0.0f) is ok.
#pragma clang diagnostic ignored \
"-Wformat" // warning: format specifies type 'int' but the argument has type 'unsigned int'
#pragma clang diagnostic ignored \
"-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to
// vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored \
"-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on
// Windows so they are available, but not always used.
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some
// standard header variations use #define NULL 0
#pragma clang diagnostic ignored \
"-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function //
// using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration
// types ('XXXFlags_' and 'XXXFlagsPrivate_')
#pragma clang diagnostic ignored \
"-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_'
// and 'XXXFlagsPrivate_') is deprecated
#pragma clang diagnostic ignored \
"-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
#pragma clang diagnostic ignored "-Wnontrivial-memaccess" // warning: first argument in call to 'memset' is a pointer to
// non-trivially copyable type
#pragma clang diagnostic ignored "-Wswitch-default" // warning: 'switch' missing 'default' label
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'int'/'void*', but argument X
// has type 'unsigned int'/'ImGuiWindow*'
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
#pragma GCC diagnostic ignored \
"-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_'
// and 'XXXFlagsPrivate_') is deprecated
#pragma GCC diagnostic ignored \
"-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying
// division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1
#pragma GCC diagnostic ignored \
"-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no
// trivial copy-assignment; use assignment or value-initialization instead
#pragma GCC diagnostic ignored \
"-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
#endif
//-------------------------------------------------------------------------
// Data
//-------------------------------------------------------------------------
// Widgets
static const float DRAGDROP_HOLD_TO_OPEN_TIMER =
0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior.
static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to
// make DragFloat/DragInt react faster to mouse drags.
// Those MIN/MAX values are not define because we need to point to them
static const signed char IM_S8_MIN = -128;
static const signed char IM_S8_MAX = 127;
static const unsigned char IM_U8_MIN = 0;
static const unsigned char IM_U8_MAX = 0xFF;
static const signed short IM_S16_MIN = -32768;
static const signed short IM_S16_MAX = 32767;
static const unsigned short IM_U16_MIN = 0;
static const unsigned short IM_U16_MAX = 0xFFFF;
static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000);
static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF)
static const ImU32 IM_U32_MIN = 0;
static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF)
#ifdef LLONG_MIN
static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll);
static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll);
#else
static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1;
static const ImS64 IM_S64_MAX = 9223372036854775807LL;
#endif
static const ImU64 IM_U64_MIN = 0;
#ifdef ULLONG_MAX
static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);
#else
static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);
#endif
//-------------------------------------------------------------------------
// [SECTION] Forward Declarations
//-------------------------------------------------------------------------
// For InputTextEx()
static bool InputTextFilterCharacter(ImGuiContext *ctx, unsigned int *p_char, ImGuiInputTextFlags flags,
ImGuiInputTextCallback callback, void *user_data,
bool input_source_is_clipboard = false);
static int InputTextCalcTextLenAndLineCount(const char *text_begin, const char **out_text_end);
static ImVec2 InputTextCalcTextSize(ImGuiContext *ctx, const char *text_begin, const char *text_end,
const char **remaining = NULL, ImVec2 *out_offset = NULL,
bool stop_on_new_line = false);
//-------------------------------------------------------------------------
// [SECTION] Widgets: Text, etc.
//-------------------------------------------------------------------------
// - TextEx() [Internal]
// - TextUnformatted()
// - Text()
// - TextV()
// - TextColored()
// - TextColoredV()
// - TextDisabled()
// - TextDisabledV()
// - TextWrapped()
// - TextWrappedV()
// - LabelText()
// - LabelTextV()
// - BulletText()
// - BulletTextV()
//-------------------------------------------------------------------------
void ImGui::TextEx(const char *text, const char *text_end, ImGuiTextFlags flags)
{
ImGuiWindow *window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext &g = *GImGui;
// Accept null ranges
if (text == text_end)
text = text_end = "";
// Calculate length
const char *text_begin = text;
if (text_end == NULL)
text_end = text + ImStrlen(text); // FIXME-OPT
const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
const float wrap_pos_x = window->DC.TextWrapPos;
const bool wrap_enabled = (wrap_pos_x >= 0.0f);
if (text_end - text <= 2000 || wrap_enabled)
{
// Common case
const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
ImRect bb(text_pos, text_pos + text_size);
ItemSize(text_size, 0.0f);
if (!ItemAdd(bb, 0))
return;
// Render (we don't hide text after ## in this end-user function)
RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
}
else
{
// Long text!
// Perform manual coarse clipping to optimize for long multi-line text
// - From this point we will only compute the width of lines that are visible. Optimization only available when
// word-wrapping is disabled.
// - We also don't vertically center the text within the line full height, which is unlikely to matter because
// we are likely the biggest and only item on the line.
// - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than
// a casually written loop.
const char *line = text;
const float line_height = GetTextLineHeight();
ImVec2 text_size(0, 0);
// Lines to skip (can't skip when logging text)
ImVec2 pos = text_pos;
if (!g.LogEnabled)
{
int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height);
if (lines_skippable > 0)
{
int lines_skipped = 0;
while (line < text_end && lines_skipped < lines_skippable)
{
const char *line_end = (const char *)ImMemchr(line, '\n', text_end - line);
if (!line_end)
line_end = text_end;
if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
line = line_end + 1;
lines_skipped++;
}
pos.y += lines_skipped * line_height;
}
}
// Lines to render
if (line < text_end)
{
ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
while (line < text_end)
{
if (IsClippedEx(line_rect, 0))
break;
const char *line_end = (const char *)ImMemchr(line, '\n', text_end - line);
if (!line_end)
line_end = text_end;
text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
RenderText(pos, line, line_end, false);
line = line_end + 1;
line_rect.Min.y += line_height;
line_rect.Max.y += line_height;
pos.y += line_height;
}
// Count remaining lines
int lines_skipped = 0;
while (line < text_end)
{
const char *line_end = (const char *)ImMemchr(line, '\n', text_end - line);
if (!line_end)
line_end = text_end;
if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)
text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);
line = line_end + 1;
lines_skipped++;
}
pos.y += lines_skipped * line_height;
}
text_size.y = (pos - text_pos).y;
ImRect bb(text_pos, text_pos + text_size);
ItemSize(text_size, 0.0f);
ItemAdd(bb, 0);
}
}
void ImGui::TextUnformatted(const char *text, const char *text_end)
{
TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
}
void ImGui::Text(const char *fmt, ...)
{
va_list args;
va_start(args, fmt);
TextV(fmt, args);
va_end(args);
}
void ImGui::TextV(const char *fmt, va_list args)
{
ImGuiWindow *window = GetCurrentWindow();
if (window->SkipItems)
return;
const char *text, *text_end;
ImFormatStringToTempBufferV(&text, &text_end, fmt, args);
TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
}
void ImGui::TextColored(const ImVec4 &col, const char *fmt, ...)
{
va_list args;
va_start(args, fmt);
TextColoredV(col, fmt, args);
va_end(args);
}
void ImGui::TextColoredV(const ImVec4 &col, const char *fmt, va_list args)
{
PushStyleColor(ImGuiCol_Text, col);
TextV(fmt, args);
PopStyleColor();
}
void ImGui::TextDisabled(const char *fmt, ...)
{
va_list args;
va_start(args, fmt);
TextDisabledV(fmt, args);
va_end(args);
}
void ImGui::TextDisabledV(const char *fmt, va_list args)
{
ImGuiContext &g = *GImGui;
PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
TextV(fmt, args);
PopStyleColor();
}
void ImGui::TextWrapped(const char *fmt, ...)
{
va_list args;
va_start(args, fmt);
TextWrappedV(fmt, args);
va_end(args);
}
void ImGui::TextWrappedV(const char *fmt, va_list args)
{
ImGuiContext &g = *GImGui;
const bool need_backup =
(g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set
if (need_backup)
PushTextWrapPos(0.0f);
TextV(fmt, args);
if (need_backup)
PopTextWrapPos();
}
void ImGui::TextAligned(float align_x, float size_x, const char *fmt, ...)
{
va_list args;
va_start(args, fmt);
TextAlignedV(align_x, size_x, fmt, args);
va_end(args);
}
// align_x: 0.0f = left, 0.5f = center, 1.0f = right.
// size_x : 0.0f = shortcut for GetContentRegionAvail().x
// FIXME-WIP: Works but API is likely to be reworked. This is designed for 1 item on the line. (#7024)
void ImGui::TextAlignedV(float align_x, float size_x, const char *fmt, va_list args)
{
ImGuiWindow *window = GetCurrentWindow();
if (window->SkipItems)
return;
const char *text, *text_end;
ImFormatStringToTempBufferV(&text, &text_end, fmt, args);
const ImVec2 text_size = CalcTextSize(text, text_end);
size_x = CalcItemSize(ImVec2(size_x, 0.0f), 0.0f, text_size.y).x;
ImVec2 pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
ImVec2 pos_max(pos.x + size_x, window->ClipRect.Max.y);
ImVec2 size(ImMin(size_x, text_size.x), text_size.y);
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, pos.x + text_size.x);
window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, pos.x + text_size.x);
if (align_x > 0.0f && text_size.x < size_x)
pos.x += ImTrunc((size_x - text_size.x) * align_x);
RenderTextEllipsis(window->DrawList, pos, pos_max, pos_max.x, text, text_end, &text_size);
const ImVec2 backup_max_pos = window->DC.CursorMaxPos;
ItemSize(size);
ItemAdd(ImRect(pos, pos + size), 0);
window->DC.CursorMaxPos.x =
backup_max_pos.x; // Cancel out extending content size because right-aligned text would otherwise mess it up.
if (size_x < text_size.x && IsItemHovered(ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_AllowWhenDisabled |
ImGuiHoveredFlags_ForTooltip))
SetTooltip("%.*s", (int)(text_end - text), text);
}
void ImGui::LabelText(const char *label, const char *fmt, ...)
{
va_list args;
va_start(args, fmt);
LabelTextV(label, fmt, args);
va_end(args);
}
// Add a label+text combo aligned to other label+value widgets
void ImGui::LabelTextV(const char *label, const char *fmt, va_list args)
{
ImGuiWindow *window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext &g = *GImGui;
const ImGuiStyle &style = g.Style;
const float w = CalcItemWidth();
const char *value_text_begin, *value_text_end;
ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args);
const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
const ImVec2 pos = window->DC.CursorPos;
const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2));
const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f),
ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2));
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, 0))
return;
// Render
RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size,
ImVec2(0.0f, 0.0f));
if (label_size.x > 0.0f)
RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
}
void ImGui::BulletText(const char *fmt, ...)
{
va_list args;
va_start(args, fmt);
BulletTextV(fmt, args);
va_end(args);
}
// Text with a little bullet aligned to the typical tree node.
void ImGui::BulletTextV(const char *fmt, va_list args)
{
ImGuiWindow *window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext &g = *GImGui;
const ImGuiStyle &style = g.Style;
const char *text_begin, *text_end;
ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args);
const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
const ImVec2 total_size =
ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f),
label_size.y); // Empty text doesn't add padding
ImVec2 pos = window->DC.CursorPos;
pos.y += window->DC.CurrLineTextBaseOffset;
ItemSize(total_size, 0.0f);
const ImRect bb(pos, pos + total_size);
if (!ItemAdd(bb, 0))
return;
// Render
ImU32 text_col = GetColorU32(ImGuiCol_Text);
RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f),
text_col);
RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false);
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: Main
//-------------------------------------------------------------------------
// - ButtonBehavior() [Internal]
// - Button()
// - SmallButton()
// - InvisibleButton()
// - ArrowButton()
// - CloseButton() [Internal]
// - CollapseButton() [Internal]
// - GetWindowScrollbarID() [Internal]
// - GetWindowScrollbarRect() [Internal]
// - Scrollbar() [Internal]
// - ScrollbarEx() [Internal]
// - Image()
// - ImageButton()
// - Checkbox()
// - CheckboxFlagsT() [Internal]
// - CheckboxFlags()
// - RadioButton()
// - ProgressBar()
// - Bullet()
// - Hyperlink()
//-------------------------------------------------------------------------
// The ButtonBehavior() function is key to many interactions and used by many/most widgets.
// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via
// ImGuiButtonFlags_), this code is a little complex. By far the most common path is interacting with the Mouse using
// the default ImGuiButtonFlags_PressedOnClickRelease button behavior. See the series of events below and the
// corresponding state reported by dear imgui:
//------------------------------------------------------------------------------------------------------------------------------------------------
// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated()
// IsItemDeactivated() IsItemClicked()
// Frame N+0 (mouse is outside bb) - - - - - - Frame
// N+1 (mouse moves inside bb) - true - - - - Frame N+2
// (mouse button is down) - true true true - true Frame N+3
// (mouse button is down) - true true - - - Frame N+4 (mouse
// moves outside bb) - - true - - -
// Frame N+5 (mouse moves inside bb) - true true - - - Frame
// N+6 (mouse button is released) true true - - true - Frame N+7
// (mouse button is released) - true - - - - Frame N+8 (mouse
// moves outside bb) - - - - - -
//------------------------------------------------------------------------------------------------------------------------------------------------
// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated()
// IsItemDeactivated() IsItemClicked()
// Frame N+2 (mouse button is down) true true true true - true
// Frame N+3 (mouse button is down) - true true - - - Frame
// N+6 (mouse button is released) - true - - true - Frame N+7
// (mouse button is released) - true - - - -
//------------------------------------------------------------------------------------------------------------------------------------------------
// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated()
// IsItemDeactivated() IsItemClicked()
// Frame N+2 (mouse button is down) - true - - - true
// Frame N+3 (mouse button is down) - true - - - - Frame
// N+6 (mouse button is released) true true - - - - Frame N+7
// (mouse button is released) - true - - - -
//------------------------------------------------------------------------------------------------------------------------------------------------
// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated()
// IsItemDeactivated() IsItemClicked()
// Frame N+0 (mouse button is down) - true - - - true
// Frame N+1 (mouse button is down) - true - - - - Frame
// N+2 (mouse button is released) - true - - - - Frame N+3
// (mouse button is released) - true - - - - Frame N+4 (mouse
// button is down) true true true true - true
// Frame N+5 (mouse button is down) - true true - - - Frame
// N+6 (mouse button is released) - true - - true - Frame N+7
// (mouse button is released) - true - - - -
//------------------------------------------------------------------------------------------------------------------------------------------------
// Note that some combinations are supported,
// - PressedOnDragDropHold can generally be associated with any flag.
// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release
// event won't be reported.
//------------------------------------------------------------------------------------------------------------------------------------------------
// The behavior of the return-value changes when ImGuiItemFlags_ButtonRepeat is set:
// Repeat+ Repeat+ Repeat+ Repeat+
// PressedOnClickRelease PressedOnClick PressedOnRelease
// PressedOnDoubleClick
//-------------------------------------------------------------------------------------------------------------------------------------------------
// Frame N+0 (mouse button is down) - true - true
// ... - - - -
// Frame N + RepeatDelay true true - true
// ... - - - -
// Frame N + RepeatDelay + RepeatRate*N true true - true
//-------------------------------------------------------------------------------------------------------------------------------------------------
// - FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc.
// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ?
// ... : hovered ? ...);' For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not
// always. Outputting hovered=true on Activation may be misleading.
// - Since v1.91.2 (Sept 2024) we included io.ConfigDebugHighlightIdConflicts feature.
// One idiom which was previously valid which will now emit a warning is when using multiple overlaid ButtonBehavior()
// with same ID and different MouseButton (see #8030). You can fix it by:
// (1) switching to use a single ButtonBehavior() with multiple _MouseButton flags.
// or (2) surrounding those calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
bool ImGui::ButtonBehavior(const ImRect &bb, ImGuiID id, bool *out_hovered, bool *out_held, ImGuiButtonFlags flags)
{
ImGuiContext &g = *GImGui;
ImGuiWindow *window = GetCurrentWindow();
// Default behavior inherited from item flags
// Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check
// that.
ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.ItemFlags : g.CurrentItemFlags);
if (flags & ImGuiButtonFlags_AllowOverlap)
item_flags |= ImGuiItemFlags_AllowOverlap;
if (item_flags & ImGuiItemFlags_NoFocus)
flags |= ImGuiButtonFlags_NoFocus | ImGuiButtonFlags_NoNavFocus;
// Default only reacts to left mouse button
if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)
flags |= ImGuiButtonFlags_MouseButtonLeft;
// Default behavior requires click + release inside bounding box
if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)
flags |= (item_flags & ImGuiItemFlags_ButtonRepeat) ? ImGuiButtonFlags_PressedOnClick
: ImGuiButtonFlags_PressedOnDefault_;
ImGuiWindow *backup_hovered_window = g.HoveredWindow;
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow &&
g.HoveredWindow->RootWindow == window->RootWindow;
if (flatten_hovered_children)
g.HoveredWindow = window;
#ifdef IMGUI_ENABLE_TEST_ENGINE
// Alternate registration spot, for when caller didn't use ItemAdd()
if (g.LastItemData.ID != id)
IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL);
#endif
bool pressed = false;
bool hovered = ItemHoverable(bb, id, item_flags);
// Special mode for Drag and Drop 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 = &sections[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 = &sections[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