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// ImGui library v1.30
// See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
// Developed by Omar Cornut and contributors.
/*
Index
- MISSION STATEMENT
- END-USER GUIDE
- PROGRAMMER GUIDE
- API BREAKING CHANGES
- TROUBLESHOOTING & FREQUENTLY ASKED QUESTIONS
- ISSUES & TODO-LIST
- CODE
- SAMPLE CODE
- FONT DATA
MISSION STATEMENT
=================
- easy to use to create code-driven and data-driven tools
- easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools
- easy to hack and improve
- minimize screen real-estate usage
- minimize setup and maintenance
- minimize state storage on user side
- portable, minimize dependencies, run on target (consoles, etc.)
- efficient runtime (NB- we do allocate when "growing" content - creating a window / opening a tree node for the first time, etc. - but a typical frame won't allocate anything)
- read about immediate-mode GUI principles @ http://mollyrocket.com/861, http://mollyrocket.com/forums/index.html
Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
- doesn't look fancy, doesn't animate
- limited layout features, intricate layouts are typically crafted in code
- occasionally use statically sized buffers for string manipulations - won't crash, but some long text may be clipped
END-USER GUIDE
==============
- double-click title bar to collapse window
- click upper right corner to close a window, available when 'bool* p_opened' is passed to ImGui::Begin()
- click and drag on lower right corner to resize window
- click and drag on any empty space to move window
- double-click/double-tap on lower right corner grip to auto-fit to content
- TAB/SHIFT+TAB to cycle through keyboard editable fields
- use mouse wheel to scroll
- use CTRL+mouse wheel to zoom window contents (if IO.FontAllowScaling is true)
- CTRL+Click on a slider to input value as text
- text editor:
- Hold SHIFT or use mouse to select text.
- CTRL+Left/Right to word jump
- CTRL+Shift+Left/Right to select words
- CTRL+A our Double-Click to select all
- CTRL+X,CTRL+C,CTRL+V to use OS clipboard
- CTRL+Z,CTRL+Y to undo/redo
- ESCAPE to revert text to its original value
- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
PROGRAMMER GUIDE
================
- your code creates the UI, if your code doesn't run the UI is gone! == dynamic UI, no construction step, less data retention on your side, no state duplication, less sync, less errors.
- call and read ImGui::ShowTestWindow() for user-side sample code
- see examples/ folder for standalone sample applications.
- customization: use the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme), and report values in your code.
- getting started:
- initialisation: call ImGui::GetIO() and fill the 'Settings' data.
- every frame:
1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the 'Input' data, then call ImGui::NewFrame().
2/ use any ImGui function you want between NewFrame() and Render()
3/ ImGui::Render() to render all the accumulated command-lists. it will call your RenderDrawListFn handler that you set in the IO structure.
- all rendering information are stored into command-lists until ImGui::Render() is called.
- effectively it means you can create widgets at any time in your code, regardless of "update" vs "render" considerations.
- refer to the examples applications in the examples/ folder for instruction on how to setup your code.
- a typical application skeleton may be:
// Application init
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize.x = 1920.0f;
io.DisplaySize.y = 1280.0f;
io.DeltaTime = 1.0f/60.0f;
io.IniFilename = "imgui.ini";
// TODO: Fill others settings of the io structure
// Load texture
unsigned char* pixels;
int width, height, bytes_per_pixels;
io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height, &bytes_per_pixels);
// TODO: copy texture to graphics memory.
// TODO: store your texture pointer/identifier in 'io.Fonts->TexID'
// Application main loop
while (true)
{
// 1) get low-level input
// e.g. on Win32, GetKeyboardState(), or poll your events, etc.
// 2) TODO: fill all fields of IO structure and call NewFrame
ImGuiIO& io = ImGui::GetIO();
io.MousePos = ...
io.KeysDown[i] = ...
ImGui::NewFrame();
// 3) most of your application code here - you can use any of ImGui::* functions at any point in the frame
ImGui::Begin("My window");
ImGui::Text("Hello, world.");
ImGui::End();
GameUpdate();
GameRender();
// 4) render & swap video buffers
ImGui::Render();
// swap video buffer, etc.
}
- after calling ImGui::NewFrame() you can read back 'io.WantCaptureMouse' and 'io.WantCaptureKeyboard' to tell
if ImGui wants to use your inputs. so typically can hide the mouse inputs from the rest of your application if ImGui is using it.
API BREAKING CHANGES
====================
Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
- 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
- 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
(1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
this sequence:
const void* png_data;
unsigned int png_size;
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
// <Copy to GPU>
became:
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// <Copy to GPU>
io.Fonts->TexID = (your_texture_identifier);
you now have much more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
it is now recommended your sample the font texture with bilinear interpolation.
(1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
(1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
(1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
- 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
- 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
- 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
- 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
- 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
- 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
- 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
- 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
- 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
- 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
- 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
TROUBLESHOOTING & FREQUENTLY ASKED QUESTIONS
============================================
If text or lines are blurry when integrating ImGui in your engine:
- in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
If you are confused about the meaning or use of ID in ImGui:
- some widgets requires state to be carried over multiple frames (most typically ImGui often wants remember what is the "active" widget).
to do so they need an unique ID. unique ID are typically derived from a string label, an indice or a pointer.
when you call Button("OK") the button shows "OK" and also use "OK" as an ID.
- ID are uniquely scoped within Windows so no conflict can happen if you have two buttons called "OK" in two different Windows.
within a same Window, use PushID() / PopID() to easily create scopes and avoid ID conflicts.
so if you have a loop creating "multiple" items, you can use PushID() / PopID() with the index of each item, or their pointer, etc.
some functions like TreeNode() implicitly creates a scope for you by calling PushID()
- when dealing with trees, ID are important because you want to preserve the opened/closed state of tree nodes.
depending on your use cases you may want to use strings, indices or pointers as ID. experiment and see what makes more sense!
e.g. When displaying a single object, using a static string as ID will preserve your node open/closed state when the targeted object change
e.g. When displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state per object
- when passing a label you can optionally specify extra unique ID information within the same string using "##". This helps solving the simpler collision cases.
e.g. "Label" display "Label" and uses "Label" as ID
e.g. "Label##Foobar" display "Label" and uses "Label##Foobar" as ID
e.g. "##Foobar" display an empty label and uses "##Foobar" as ID
- read articles about the imgui principles (see web links) to understand the requirement and use of ID.
If you want to load a different font than the default (ProggyClean.ttf, size 13)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
If you want to load multiple fonts, use the font atlas to pack them into a single texture!
ImFont* font0 = io.Fonts->AddFontDefault();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
If you want to display Chinese, Japanese, Korean characters, pass custom Unicode ranges when loading a font:
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, io.Fonts->GetGlyphRangesJapanese()); // Load Japanese characters
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
If you want to input Japanese/Chinese/Korean in the text input widget:
- when loading the font, pass a range that contains the characters you need, e.g.: io.Fonts->GetGlyphRangesJapanese()
- to have the Microsoft IME cursor appears at the right location in the screen, setup a handler for the io.ImeSetInputScreenPosFn function:
#include <Windows.h>
#include <Imm.h>
static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
{
// Notify OS Input Method Editor of text input position
HWND hwnd = glfwGetWin32Window(window);
if (HIMC himc = ImmGetContext(hwnd))
{
COMPOSITIONFORM cf;
cf.ptCurrentPos.x = x;
cf.ptCurrentPos.y = y;
cf.dwStyle = CFS_FORCE_POSITION;
ImmSetCompositionWindow(himc, &cf);
}
}
// Set pointer to handler in ImGuiIO structure
io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
- tip: the construct 'IMGUI_ONCE_UPON_A_FRAME { ... }' will evaluate to a block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code.
- tip: you can call Render() multiple times (e.g for VR renders), up to you to communicate the extra state to your RenderDrawListFn function.
- tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug"
- tip: call and read the ShowTestWindow() code for more example of how to use ImGui!
ISSUES & TODO-LIST
==================
- misc: merge or clarify ImVec4 / ImGuiAabb, they are essentially duplicate containers
!- i/o: avoid requesting mouse capture if button held and initial click was out of reach for imgui
- window: add horizontal scroll
- window: fix resize grip rendering scaling along with Rounding style setting
- window: autofit feedback loop when user relies on any dynamic layout (window width multiplier, column). maybe just clearly drop manual autofit?
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list.
- window: allow resizing of child windows (possibly given min/max for each axis?)
- window: background options for child windows, border option (disable rounding)
- window: resizing from any sides? + mouse cursor directives for app.
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc.
- widgets: clip text? hover clipped text shows it in a tooltip or in-place overlay
- main: considering adding EndFrame() - optional, else done in Render(). and Init()
- main: IsItemHovered() returns true even if mouse is active on another widget (e.g. dragging outside of sliders). Maybe not a sensible default? Add parameter or alternate function?
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- scrollbar: use relative mouse movement when first-clicking inside of scroll grab box.
- scrollbar: make the grab visible and a minimum size for long scroll regions
!- input number: very large int not reliably supported because of int<>float conversions.
- input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
- input number: use mouse wheel to step up/down
- input number: non-decimal input.
- layout: horizontal layout helper (github issue #97)
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns)
- columns: declare column set (each column: fixed size, %, fill, distribute default size among fills)
- columns: columns header to act as button (~sort op) and allow resize/reorder
- columns: user specify columns size
- combo: turn child handling code into pop up helper
- list selection, concept of a selectable "block" (that can be multiple widgets)
- menubar, menus
- tabs
- gauge: various forms of gauge/loading bars widgets
- color: better color editor.
- plot: make it easier for user to draw into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
- plot: "smooth" automatic scale, user give an input 0.0(full user scale) 1.0(full derived from value)
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
- file selection widget -> build the tool in our codebase to improve model-dialog idioms (may or not lead to ImGui changes)
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider? hide mouse cursor, allow more precise input using less screen-space.
- text edit: clean up the mess caused by converting UTF-8 <> wchar
- text edit: centered text for slider or input text to it matches typical positioning.
- text edit: flag to disable live update of the user buffer.
- text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text?
- text edit: add multi-line text edit
- tree: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings
- settings: write more decent code to allow saving/loading new fields
- settings: api for per-tool simple persistent data (bool,int,float) in .ini file
! style: store rounded corners in texture to use 1 quad per corner (filled and wireframe).
- style: checkbox: padding for "active" color should be a multiplier of the
- style: colorbox not always square?
- log: LogButtons() options for specifying depth and/or hiding depth slider
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
- log: be able to right-click and log a window or tree-node into tty/file/clipboard / generalized context menu?
- filters: set a current filter that tree node can automatically query to hide themselves
- filters: handle wildcards (with implicit leading/trailing *), regexps
- shortcuts: add a shortcut api, e.g. parse "&Save" and/or "Save (CTRL+S)", pass in to widgets or provide simple ways to use (button=activate, input=focus)
! keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing
- keyboard: full keyboard navigation and focus.
- input: rework IO to be able to pass actual events to fix temporal aliasing issues.
- input: support track pad style scrolling & slider edit.
- tooltip: move to fit within screen (e.g. when mouse cursor is right of the screen).
- portability: big-endian test/support (github issue #81)
- misc: mark printf compiler attributes on relevant functions
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- style editor: color child window height expressed in multiple of line height.
- optimization/render: use indexed rendering to reduce vertex data cost (for remote/networked imgui)
- optimization/render: move clip-rect to vertex data? would allow merging all commands
- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
- optimization: turn some the various stack vectors into statically-sized arrays
- optimization: better clipping for multi-component widgets
- optimization: specialize for height based clipping first (assume widgets never go up + height tests before width tests?)
*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#include "imgui.h"
#include <ctype.h> // toupper
#include <math.h> // sqrtf
#include <stdint.h> // intptr_t
#include <stdio.h> // vsnprintf
#include <new> // new (ptr)
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
// Clang warnings with -Weverything
#ifdef __clang__
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
#endif
#ifdef __GNUC__
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#endif
//-------------------------------------------------------------------------
// STB libraries implementation
//-------------------------------------------------------------------------
struct ImGuiTextEditState;
//#define IMGUI_STB_NAMESPACE ImStb
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
#ifdef IMGUI_STB_NAMESPACE
namespace IMGUI_STB_NAMESPACE
{
#endif
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-function"
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#endif
#define STBRP_ASSERT(x) IM_ASSERT(x)
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
#define STBRP_STATIC
#define STB_RECT_PACK_IMPLEMENTATION
#endif
#include "stb_rect_pack.h"
#define STBTT_malloc(x,u) ((void)(u), ImGui::MemAlloc(x))
#define STBTT_free(x,u) ((void)(u), ImGui::MemFree(x))
#define STBTT_assert(x) IM_ASSERT(x)
#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
#endif
#include "stb_truetype.h"
#define STB_TEXTEDIT_STRING ImGuiTextEditState
#define STB_TEXTEDIT_CHARTYPE ImWchar
#include "stb_textedit.h"
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#ifdef IMGUI_STB_NAMESPACE
} // namespace ImStb
using namespace IMGUI_STB_NAMESPACE;
#endif
//-------------------------------------------------------------------------
// Forward Declarations
//-------------------------------------------------------------------------
static bool ButtonBehaviour(const ImGuiAabb& bb, const ImGuiID& id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, bool repeat = false);
static void LogText(const ImVec2& ref_pos, const char* text, const char* text_end = NULL);
static void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true, float wrap_width = 0.0f);
static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
static void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
static void SetFont(ImFont* font);
static bool ItemAdd(const ImGuiAabb& aabb, const ImGuiID* id);
static void ItemSize(ImVec2 size, ImVec2* adjust_start_offset = NULL);
static void ItemSize(const ImGuiAabb& aabb, ImVec2* adjust_start_offset = NULL);
static void PushColumnClipRect(int column_index = -1);
static bool IsClipped(const ImGuiAabb& aabb);
static bool IsMouseHoveringBox(const ImGuiAabb& box);
static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
static bool CloseWindowButton(bool* p_opened = NULL);
static void FocusWindow(ImGuiWindow* window);
static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs);
// Helpers: String
static int ImStricmp(const char* str1, const char* str2);
static int ImStrnicmp(const char* str1, const char* str2, int count);
static char* ImStrdup(const char *str);
static size_t ImStrlenW(const ImWchar* str);
static const char* ImStristr(const char* haystack, const char* needle, const char* needle_end);
static size_t ImFormatString(char* buf, size_t buf_size, const char* fmt, ...);
static size_t ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args);
// Helpers: Misc
static ImU32 ImCrc32(const void* data, size_t data_size, ImU32 seed);
static bool ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, size_t* out_file_size, size_t padding_bytes = 0);
static int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
// Helpers: UTF-8 <> wchar
static int ImTextCharToUtf8(char* buf, size_t buf_size, unsigned int in_char); // return output UTF-8 bytes count
static ptrdiff_t ImTextStrToUtf8(char* buf, size_t buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
static int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count
static ptrdiff_t ImTextStrFromUtf8(ImWchar* buf, size_t buf_size, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count
static int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
static int ImTextCountUtf8BytesFromWchar(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string as UTF-8 code-points
//-----------------------------------------------------------------------------
// Platform dependent default implementations
//-----------------------------------------------------------------------------
static const char* GetClipboardTextFn_DefaultImpl();
static void SetClipboardTextFn_DefaultImpl(const char* text);
//-----------------------------------------------------------------------------
// Texture Atlas data
//-----------------------------------------------------------------------------
// Technically we should use the rect pack API for that, but it's just simpler to hard-core the positions for now.
// As we start using more of the texture atlas (for rounded corners) we can change that.
static const ImVec2 TEX_ATLAS_SIZE(32, 32);
static const ImVec2 TEX_ATLAS_POS_MOUSE_CURSOR_BLACK(1, 3);
static const ImVec2 TEX_ATLAS_POS_MOUSE_CURSOR_WHITE(14, 3);
static const ImVec2 TEX_ATLAS_SIZE_MOUSE_CURSOR(12, 19);
//-----------------------------------------------------------------------------
// User facing structures
//-----------------------------------------------------------------------------
ImGuiStyle::ImGuiStyle()
{
Alpha = 1.0f; // Global alpha applies to everything in ImGui
WindowPadding = ImVec2(8,8); // Padding within a window
WindowMinSize = ImVec2(32,32); // Minimum window size
WindowRounding = 9.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines
ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
TouchExtraPadding = ImVec2(0,0); // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
AutoFitPadding = ImVec2(8,8); // Extra space after auto-fit (double-clicking on resize grip)
WindowFillAlphaDefault = 0.70f; // Default alpha of window background, if not specified in ImGui::Begin()
TreeNodeSpacing = 22.0f; // Horizontal spacing when entering a tree node
ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns
ScrollBarWidth = 16.0f; // Width of the vertical scroll bar
Colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
Colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
Colors[ImGuiCol_Border] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
Colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.60f);
Colors[ImGuiCol_FrameBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.30f); // Background of checkbox, radio button, plot, slider, text input
Colors[ImGuiCol_TitleBg] = ImVec4(0.50f, 0.50f, 1.00f, 0.45f);
Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.40f, 0.40f, 0.80f, 0.15f);
Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.80f, 0.50f, 0.50f, 0.40f);
Colors[ImGuiCol_ComboBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.99f);
Colors[ImGuiCol_CheckHovered] = ImVec4(0.60f, 0.40f, 0.40f, 0.45f);
Colors[ImGuiCol_CheckActive] = ImVec4(0.65f, 0.50f, 0.50f, 0.55f);
Colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
Colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
Colors[ImGuiCol_Button] = ImVec4(0.67f, 0.40f, 0.40f, 0.60f);
Colors[ImGuiCol_ButtonHovered] = ImVec4(0.67f, 0.40f, 0.40f, 1.00f);
Colors[ImGuiCol_ButtonActive] = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
Colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
Colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
Colors[ImGuiCol_HeaderActive] = ImVec4(0.60f, 0.60f, 0.80f, 1.00f);
Colors[ImGuiCol_Column] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
Colors[ImGuiCol_ColumnHovered] = ImVec4(0.60f, 0.40f, 0.40f, 1.00f);
Colors[ImGuiCol_ColumnActive] = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
Colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
Colors[ImGuiCol_ResizeGripHovered] = ImVec4(1.00f, 1.00f, 1.00f, 0.60f);
Colors[ImGuiCol_ResizeGripActive] = ImVec4(1.00f, 1.00f, 1.00f, 0.90f);
Colors[ImGuiCol_CloseButton] = ImVec4(0.50f, 0.50f, 0.90f, 0.50f);
Colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.70f, 0.70f, 0.90f, 0.60f);
Colors[ImGuiCol_CloseButtonActive] = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
Colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
Colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
Colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
Colors[ImGuiCol_TooltipBg] = ImVec4(0.05f, 0.05f, 0.10f, 0.90f);
}
// Statically allocated font atlas. This is merely a maneuver to keep its definition at the bottom of the .H file.
// Because we cannot new() at this point (before users may define IO.MemAllocFn)
static ImFontAtlas GDefaultFontAtlas;
ImGuiIO::ImGuiIO()
{
// Most fields are initialized with zero
memset(this, 0, sizeof(*this));
DisplaySize = ImVec2(-1.0f, -1.0f);
DeltaTime = 1.0f/60.0f;
IniSavingRate = 5.0f;
IniFilename = "imgui.ini";
LogFilename = "imgui_log.txt";
Fonts = &GDefaultFontAtlas;
FontGlobalScale = 1.0f;
MousePos = ImVec2(-1,-1);
MousePosPrev = ImVec2(-1,-1);
MouseDoubleClickTime = 0.30f;
MouseDoubleClickMaxDist = 6.0f;
UserData = NULL;
// User functions
RenderDrawListsFn = NULL;
MemAllocFn = malloc;
MemReallocFn = realloc;
MemFreeFn = free;
GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
ImeSetInputScreenPosFn = NULL;
}
// Pass in translated ASCII characters for text input.
// - with glfw you can get those from the callback set in glfwSetCharCallback()
// - on Windows you can get those using ToAscii+keyboard state, or via the VM_CHAR message
void ImGuiIO::AddInputCharacter(ImWchar c)
{
const size_t n = ImStrlenW(InputCharacters);
if (n + 1 < sizeof(InputCharacters) / sizeof(InputCharacters[0]))
{
InputCharacters[n] = c;
InputCharacters[n+1] = 0;
}
}
//-----------------------------------------------------------------------------
// Helpers
//-----------------------------------------------------------------------------
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
#undef PI
const float PI = 3.14159265358979323846f;
#ifdef INT_MAX
#define IM_INT_MAX INT_MAX
#else
#define IM_INT_MAX 2147483647
#endif
// Play it nice with Windows users. Notepad in 2014 still doesn't display text data with Unix-style \n.
#ifdef _MSC_VER
#define STR_NEWLINE "\r\n"
#else
#define STR_NEWLINE "\n"
#endif
// Math bits
// We are keeping those static in the .cpp file so as not to leak them outside, in the case the user has implicit cast operators between ImVec2 and its own types.
static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); }
//static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); }
static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); }
static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); }
static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2 rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); }
static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2 rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); }
static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
//static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
static inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; }
static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; }
static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; }
static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; }
static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); }
static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(lhs.y,rhs.y)); }
static inline float ImClamp(float f, float mn, float mx) { return (f < mn) ? mn : (f > mx) ? mx : f; }
static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
static int ImStricmp(const char* str1, const char* str2)
{
int d;
while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }
return d;
}
static int ImStrnicmp(const char* str1, const char* str2, int count)
{
int d = 0;
while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
return d;
}
static char* ImStrdup(const char *str)
{
char *buff = (char*)ImGui::MemAlloc(strlen(str) + 1);
IM_ASSERT(buff);
strcpy(buff, str);
return buff;
}
static size_t ImStrlenW(const ImWchar* str)
{
size_t n = 0;
while (*str++)
n++;
return n;
}
static const char* ImStristr(const char* haystack, const char* needle, const char* needle_end)
{
if (!needle_end)
needle_end = needle + strlen(needle);
const char un0 = (char)toupper(*needle);
while (*haystack)
{
if (toupper(*haystack) == un0)
{
const char* b = needle + 1;
for (const char* a = haystack + 1; b < needle_end; a++, b++)
if (toupper(*a) != toupper(*b))
break;
if (b == needle_end)
return haystack;
}
haystack++;
}
return NULL;
}
// Pass data_size==0 for zero-terminated string
static ImU32 ImCrc32(const void* data, size_t data_size, ImU32 seed = 0)
{
static ImU32 crc32_lut[256] = { 0 };
if (!crc32_lut[1])
{
const ImU32 polynomial = 0xEDB88320;
for (ImU32 i = 0; i < 256; i++)
{
ImU32 crc = i;
for (ImU32 j = 0; j < 8; j++)
crc = (crc >> 1) ^ (ImU32(-int(crc & 1)) & polynomial);
crc32_lut[i] = crc;
}
}
ImU32 crc = ~seed;
const unsigned char* current = (const unsigned char*)data;
if (data_size > 0)
{
// Known size
while (data_size--)
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *current++];
}
else
{
// Zero-terminated string
while (unsigned char c = *current++)
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
}
return ~crc;
}
static size_t ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
int w = vsnprintf(buf, buf_size, fmt, args);
va_end(args);
buf[buf_size-1] = 0;
return (w == -1) ? buf_size : (size_t)w;
}
static size_t ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
{
int w = vsnprintf(buf, buf_size, fmt, args);
buf[buf_size-1] = 0;
return (w == -1) ? buf_size : (size_t)w;
}
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
{
ImU32 out = ((ImU32)(ImSaturate(in.x)*255.f));
out |= ((ImU32)(ImSaturate(in.y)*255.f) << 8);
out |= ((ImU32)(ImSaturate(in.z)*255.f) << 16);
out |= ((ImU32)(ImSaturate(in.w)*255.f) << 24);
return out;
}
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
{
float K = 0.f;
if (g < b)
{
const float tmp = g; g = b; b = tmp;
K = -1.f;
}
if (r < g)
{
const float tmp = r; r = g; g = tmp;
K = -2.f / 6.f - K;
}
const float chroma = r - (g < b ? g : b);
out_h = fabsf(K + (g - b) / (6.f * chroma + 1e-20f));
out_s = chroma / (r + 1e-20f);
out_v = r;
}
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
// also http://en.wikipedia.org/wiki/HSL_and_HSV
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
{
if (s == 0.0f)
{
// gray
out_r = out_g = out_b = v;
return;
}
h = fmodf(h, 1.0f) / (60.0f/360.0f);
int i = (int)h;
float f = h - (float)i;
float p = v * (1.0f - s);
float q = v * (1.0f - s * f);
float t = v * (1.0f - s * (1.0f - f));
switch (i)
{
case 0: out_r = v; out_g = t; out_b = p; break;
case 1: out_r = q; out_g = v; out_b = p; break;
case 2: out_r = p; out_g = v; out_b = t; break;
case 3: out_r = p; out_g = q; out_b = v; break;
case 4: out_r = t; out_g = p; out_b = v; break;
case 5: default: out_r = v; out_g = p; out_b = q; break;
}
}
// Load file content into memory
// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree()
static bool ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, size_t* out_file_size, size_t padding_bytes)
{
IM_ASSERT(filename && file_open_mode && out_file_data && out_file_size);
IM_ASSERT(padding_bytes >= 0);
*out_file_data = NULL;
*out_file_size = 0;
FILE* f;
if ((f = fopen(filename, file_open_mode)) == NULL)
return false;
long file_size_signed;
if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))
{
fclose(f);
return false;
}
size_t file_size = (size_t)file_size_signed;
void* file_data = ImGui::MemAlloc(file_size + padding_bytes);
if (file_data == NULL)
{
fclose(f);
return false;
}
if (fread(file_data, 1, file_size, f) != file_size)
{
fclose(f);
ImGui::MemFree(file_data);
return false;
}
if (padding_bytes > 0)
memset((void *)(((char*)file_data) + file_size), 0, padding_bytes);
fclose(f);
*out_file_data = file_data;
*out_file_size = file_size;
return true;
}
//-----------------------------------------------------------------------------
struct ImGuiColMod // Color modifier, backup of modified data so we can restore it
{
ImGuiCol Col;
ImVec4 PreviousValue;
};
struct ImGuiStyleMod // Style modifier, backup of modified data so we can restore it
{
ImGuiStyleVar Var;
ImVec2 PreviousValue;
};
struct ImGuiAabb // 2D axis aligned bounding-box
{
ImVec2 Min;
ImVec2 Max;
ImGuiAabb() { Min = ImVec2(FLT_MAX,FLT_MAX); Max = ImVec2(-FLT_MAX,-FLT_MAX); }
ImGuiAabb(const ImVec2& min, const ImVec2& max) { Min = min; Max = max; }
ImGuiAabb(const ImVec4& v) { Min.x = v.x; Min.y = v.y; Max.x = v.z; Max.y = v.w; }
ImGuiAabb(float x1, float y1, float x2, float y2) { Min.x = x1; Min.y = y1; Max.x = x2; Max.y = y2; }
ImVec2 GetCenter() const { return Min + (Max-Min)*0.5f; }
ImVec2 GetSize() const { return Max-Min; }
float GetWidth() const { return (Max-Min).x; }
float GetHeight() const { return (Max-Min).y; }
ImVec2 GetTL() const { return Min; }
ImVec2 GetTR() const { return ImVec2(Max.x,Min.y); }
ImVec2 GetBL() const { return ImVec2(Min.x,Max.y); }
ImVec2 GetBR() const { return Max; }
bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x <= Max.x && p.y <= Max.y; }
bool Contains(const ImGuiAabb& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; }
bool Overlaps(const ImGuiAabb& r) const { return r.Min.y <= Max.y && r.Max.y >= Min.y && r.Min.x <= Max.x && r.Max.x >= Min.x; }
void Add(const ImVec2& rhs) { Min.x = ImMin(Min.x, rhs.x); Min.y = ImMin(Min.y, rhs.y); Max.x = ImMax(Max.x, rhs.x); Max.y = ImMax(Max.x, rhs.x); }
void Add(const ImGuiAabb& rhs) { Min.x = ImMin(Min.x, rhs.Min.x); Min.y = ImMin(Min.y, rhs.Min.y); Max.x = ImMax(Max.x, rhs.Max.x); Max.y = ImMax(Max.y, rhs.Max.y); }
void Expand(const ImVec2& sz) { Min -= sz; Max += sz; }
void Clip(const ImGuiAabb& clip) { Min.x = ImMax(Min.x, clip.Min.x); Min.y = ImMax(Min.y, clip.Min.y); Max.x = ImMin(Max.x, clip.Max.x); Max.y = ImMin(Max.y, clip.Max.y); }
};
// Temporary per-window data, reset at the beginning of the frame
struct ImGuiDrawContext
{
ImVec2 CursorPos;
ImVec2 CursorPosPrevLine;
ImVec2 CursorStartPos;
float CurrentLineHeight;
float PrevLineHeight;
float LogLineHeight;
int TreeDepth;
ImGuiID LastItemID;
ImGuiAabb LastItemAabb;
bool LastItemHovered;
ImVector<ImGuiWindow*> ChildWindows;
ImVector<bool> AllowKeyboardFocus;
ImVector<float> ItemWidth;
ImVector<float> TextWrapPos;
ImGuiColorEditMode ColorEditMode;
ImGuiStorage* StateStorage;
int OpenNextNode;
float ColumnsStartX; // Start position from left of window (increased by TreePush/TreePop, etc.)
float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
int ColumnsCurrent;
int ColumnsCount;
ImVec2 ColumnsStartPos;
float ColumnsCellMinY;
float ColumnsCellMaxY;
bool ColumnsShowBorders;
ImGuiID ColumnsSetID;
ImGuiDrawContext()
{
CursorPos = CursorPosPrevLine = CursorStartPos = ImVec2(0.0f, 0.0f);
CurrentLineHeight = PrevLineHeight = 0.0f;
LogLineHeight = -1.0f;
TreeDepth = 0;
LastItemID = 0;
LastItemAabb = ImGuiAabb(0.0f,0.0f,0.0f,0.0f);
LastItemHovered = false;
StateStorage = NULL;
OpenNextNode = -1;
ColumnsStartX = 0.0f;
ColumnsOffsetX = 0.0f;
ColumnsCurrent = 0;
ColumnsCount = 1;
ColumnsStartPos = ImVec2(0.0f, 0.0f);
ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
ColumnsShowBorders = true;
ColumnsSetID = 0;
}
};
// Internal state of the currently focused/edited text input box
struct ImGuiTextEditState
{
ImWchar Text[1024]; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
char InitialText[1024*3+1]; // backup of end-user buffer at the time of focus (in UTF-8, unconverted)
size_t BufSize; // end-user buffer size, <= 1024 (or increase above)
float Width; // widget width
float ScrollX;
STB_TexteditState StbState;
float CursorAnim;
ImVec2 LastCursorPos; // Cursor position in screen space to be used by IME callback.
bool SelectedAllMouseLock;
ImFont* Font;
float FontSize;
ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
bool CursorIsVisible() const { return CursorAnim <= 0.0f || fmodf(CursorAnim, 1.20f) <= 0.80f; } // Blinking
bool HasSelection() const { return StbState.select_start != StbState.select_end; }
void SelectAll() { StbState.select_start = 0; StbState.select_end = (int)ImStrlenW(Text); StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; }
void OnKeyPressed(int key);
void UpdateScrollOffset();
ImVec2 CalcDisplayOffsetFromCharIdx(int i) const;
// Static functions because they are used to render non-focused instances of a text input box
static const char* GetTextPointerClippedA(ImFont* font, float font_size, const char* text, float width, ImVec2* out_text_size = NULL);
static const ImWchar* GetTextPointerClippedW(ImFont* font, float font_size, const ImWchar* text, float width, ImVec2* out_text_size = NULL);
static void RenderTextScrolledClipped(ImFont* font, float font_size, const char* text, ImVec2 pos_base, float width, float scroll_x);
};
struct ImGuiIniData
{
char* Name;
ImVec2 Pos;
ImVec2 Size;
bool Collapsed;
ImGuiIniData() { memset(this, 0, sizeof(*this)); }
~ImGuiIniData() { if (Name) { ImGui::MemFree(Name); Name = NULL; } }
};
struct ImGuiState
{
bool Initialized;
ImGuiIO IO;
ImGuiStyle Style;
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvForWhite
float Time;
int FrameCount;
int FrameCountRendered;
ImVector<ImGuiWindow*> Windows;
ImGuiWindow* CurrentWindow; // Being drawn into
ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiWindow* FocusedWindow; // Will catch keyboard inputs
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
ImGuiID HoveredId;
ImGuiID ActiveId;
ImGuiID ActiveIdPreviousFrame;
bool ActiveIdIsAlive;
float SettingsDirtyTimer;
ImVector<ImGuiIniData*> Settings;
ImVector<ImGuiColMod> ColorModifiers;
ImVector<ImGuiStyleMod> StyleModifiers;
ImVector<ImFont*> FontStack;
ImVec2 SetNextWindowPosVal;
ImGuiSetCondition SetNextWindowPosCond;
ImVec2 SetNextWindowSizeVal;
ImGuiSetCondition SetNextWindowSizeCond;
bool SetNextWindowCollapsedVal;
ImGuiSetCondition SetNextWindowCollapsedCond;
// Render
ImVector<ImDrawList*> RenderDrawLists;
// Widget state
ImGuiTextEditState InputTextState;
ImGuiID SliderAsInputTextId;
ImGuiStorage ColorEditModeStorage; // for user selection
ImGuiID ActiveComboID;
char Tooltip[1024];
char* PrivateClipboard; // if no custom clipboard handler is defined
// Logging
bool LogEnabled;
FILE* LogFile;
ImGuiTextBuffer* LogClipboard; // pointer so our GImGui static constructor doesn't call heap allocators.
int LogStartDepth;
int LogAutoExpandMaxDepth;
ImGuiState()
{
Initialized = false;
Time = 0.0f;
FrameCount = 0;
FrameCountRendered = -1;
CurrentWindow = NULL;
FocusedWindow = NULL;
HoveredWindow = NULL;
HoveredRootWindow = NULL;
ActiveIdIsAlive = false;
SettingsDirtyTimer = 0.0f;
SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
SetNextWindowPosCond = 0;
SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);
SetNextWindowSizeCond = 0;
SetNextWindowCollapsedVal = false;
SetNextWindowCollapsedCond = 0;
SliderAsInputTextId = 0;
ActiveComboID = 0;
memset(Tooltip, 0, sizeof(Tooltip));
PrivateClipboard = NULL;
LogEnabled = false;
LogFile = NULL;
LogStartDepth = 0;
LogAutoExpandMaxDepth = 2;
LogClipboard = NULL;
}
};
static ImGuiState GImGui;
struct ImGuiWindow
{
char* Name;
ImGuiID ID;
ImGuiWindowFlags Flags;
ImVec2 PosFloat;
ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
ImVec2 SizeContentsFit; // Size of contents (extents reach by the drawing cursor) - may not fit within Size.
float ScrollY;
float NextScrollY;
bool ScrollbarY;
bool Visible; // Set to true on Begin()
bool Accessed; // Set to true when any widget access the current window
bool Collapsed; // Set when collapsing window to become only title-bar
bool SkipItems; // == Visible && !Collapsed
int AutoFitFrames;
bool AutoFitOnlyGrows;
int SetWindowPosAllowFlags; // bit ImGuiSetCondition_*** specify if SetWindowPos() call is allowed with this particular flag.
int SetWindowSizeAllowFlags; // bit ImGuiSetCondition_*** specify if SetWindowSize() call is allowed with this particular flag.
int SetWindowCollapsedAllowFlags; // bit ImGuiSetCondition_*** specify if SetWindowCollapsed() call is allowed with this particular flag.
ImGuiDrawContext DC;
ImVector<ImGuiID> IDStack;
ImVector<ImVec4> ClipRectStack;
int LastFrameDrawn;
float ItemWidthDefault;
ImGuiStorage StateStorage;
float FontWindowScale; // Scale multiplier per-window
ImDrawList* DrawList;
ImGuiWindow* RootWindow;
// Focus
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
int FocusIdxAllRequestCurrent; // Item being requested for focus
int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
int FocusIdxTabRequestNext; // "
public:
ImGuiWindow(const char* name);
~ImGuiWindow();
ImGuiID GetID(const char* str);
ImGuiID GetID(const void* ptr);
void AddToRenderList();
bool FocusItemRegister(bool is_active, bool tab_stop = true); // Return true if focus is requested
void FocusItemUnregister();
ImGuiAabb Aabb() const { return ImGuiAabb(Pos, Pos+Size); }
ImFont* Font() const { return GImGui.Font; }
float FontSize() const { return GImGui.FontSize * FontWindowScale; }
ImVec2 CursorPos() const { return DC.CursorPos; }
float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0 : FontSize() + GImGui.Style.FramePadding.y * 2.0f; }
ImGuiAabb TitleBarAabb() const { return ImGuiAabb(Pos, Pos + ImVec2(SizeFull.x, TitleBarHeight())); }
ImVec2 WindowPadding() const { return ((Flags & ImGuiWindowFlags_ChildWindow) && !(Flags & ImGuiWindowFlags_ShowBorders)) ? ImVec2(1,1) : GImGui.Style.WindowPadding; }
ImU32 Color(ImGuiCol idx, float a=1.f) const { ImVec4 c = GImGui.Style.Colors[idx]; c.w *= GImGui.Style.Alpha * a; return ImGui::ColorConvertFloat4ToU32(c); }
ImU32 Color(const ImVec4& col) const { ImVec4 c = col; c.w *= GImGui.Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
};
static ImGuiWindow* GetCurrentWindow()
{
IM_ASSERT(GImGui.CurrentWindow != NULL); // ImGui::NewFrame() hasn't been called yet?
GImGui.CurrentWindow->Accessed = true;
return GImGui.CurrentWindow;
}
static void SetActiveId(ImGuiID id)
{
GImGui.ActiveId = id;
}
static void RegisterAliveId(const ImGuiID& id)
{
if (GImGui.ActiveId == id)
GImGui.ActiveIdIsAlive = true;
}
//-----------------------------------------------------------------------------
// Helper: Key->value storage
void ImGuiStorage::Clear()
{
Data.clear();
}
// std::lower_bound but without the bullshit
static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::Pair>& data, ImU32 key)
{
ImVector<ImGuiStorage::Pair>::iterator first = data.begin();
ImVector<ImGuiStorage::Pair>::iterator last = data.end();
int count = (int)(last - first);
while (count > 0)
{
int count2 = count / 2;
ImVector<ImGuiStorage::Pair>::iterator mid = first + count2;
if (mid->key < key)
{
first = ++mid;
count -= count2 + 1;
}
else
{
count = count2;
}
}
return first;
}
int ImGuiStorage::GetInt(ImU32 key, int default_val) const
{
ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
if (it == Data.end() || it->key != key)
return default_val;
return it->val_i;
}
float ImGuiStorage::GetFloat(ImU32 key, float default_val) const
{
ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
if (it == Data.end() || it->key != key)
return default_val;
return it->val_f;
}
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
{
ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
if (it == Data.end() || it->key != key)
return NULL;
return it->val_p;
}
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
{
ImVector<Pair>::iterator it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
it = Data.insert(it, Pair(key, default_val));
return &it->val_i;
}
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
{
ImVector<Pair>::iterator it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
it = Data.insert(it, Pair(key, default_val));
return &it->val_f;
}
// FIXME-OPT: Wasting CPU because all SetInt() are preceeded by GetInt() calls so we should have the result from lower_bound already in place.
// However we only use SetInt() on explicit user action (so that's maximum once a frame) so the optimisation isn't much needed.
void ImGuiStorage::SetInt(ImU32 key, int val)
{
ImVector<Pair>::iterator it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
{
Data.insert(it, Pair(key, val));
return;
}
it->val_i = val;
}
void ImGuiStorage::SetFloat(ImU32 key, float val)
{
ImVector<Pair>::iterator it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
{
Data.insert(it, Pair(key, val));
return;
}
it->val_f = val;
}
void ImGuiStorage::SetVoidPtr(ImU32 key, void* val)
{
ImVector<Pair>::iterator it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
{
Data.insert(it, Pair(key, val));
return;
}
it->val_p = val;
}
void ImGuiStorage::SetAllInt(int v)
{
for (size_t i = 0; i < Data.size(); i++)
Data[i].val_i = v;
}
//-----------------------------------------------------------------------------
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
ImGuiTextFilter::ImGuiTextFilter()
{
InputBuf[0] = 0;
CountGrep = 0;
}
void ImGuiTextFilter::Draw(const char* label, float width)
{
ImGuiWindow* window = GetCurrentWindow();
if (width < 0.0f)
{
ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
width = ImMax(window->Pos.x + ImGui::GetContentRegionMax().x - window->DC.CursorPos.x - (label_size.x + GImGui.Style.ItemSpacing.x*4), 10.0f);
}
ImGui::PushItemWidth(width);
ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
ImGui::PopItemWidth();
Build();
}
void ImGuiTextFilter::TextRange::split(char separator, ImVector<TextRange>& out)
{
out.resize(0);
const char* wb = b;
const char* we = wb;
while (we < e)
{
if (*we == separator)
{
out.push_back(TextRange(wb, we));
wb = we + 1;
}
we++;
}
if (wb != we)
out.push_back(TextRange(wb, we));
}
void ImGuiTextFilter::Build()
{
Filters.resize(0);
TextRange input_range(InputBuf, InputBuf+strlen(InputBuf));
input_range.split(',', Filters);
CountGrep = 0;
for (size_t i = 0; i != Filters.size(); i++)
{
Filters[i].trim_blanks();
if (Filters[i].empty())
continue;
if (Filters[i].front() != '-')
CountGrep += 1;
}
}
bool ImGuiTextFilter::PassFilter(const char* val) const
{
if (Filters.empty())
return true;
if (val == NULL)
val = "";
for (size_t i = 0; i != Filters.size(); i++)
{
const TextRange& f = Filters[i];
if (f.empty())
continue;
if (f.front() == '-')
{
// Subtract
if (ImStristr(val, f.begin()+1, f.end()) != NULL)
return false;
}
else
{
// Grep
if (ImStristr(val, f.begin(), f.end()) != NULL)
return true;
}
}
// Implicit * grep
if (CountGrep == 0)
return true;
return false;
}
//-----------------------------------------------------------------------------
// On some platform vsnprintf() takes va_list by reference and modifies it.
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
#ifndef va_copy
#define va_copy(dest, src) (dest = src)
#endif
// Helper: Text buffer for logging/accumulating text
void ImGuiTextBuffer::appendv(const char* fmt, va_list args)
{
va_list args_copy;
va_copy(args_copy, args);
int len = vsnprintf(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
if (len <= 0)
return;
const size_t write_off = Buf.size();
const size_t needed_sz = write_off + (size_t)len;
if (write_off + (size_t)len >= Buf.capacity())
{
const size_t double_capacity = Buf.capacity() * 2;
Buf.reserve(needed_sz > double_capacity ? needed_sz : double_capacity);
}
Buf.resize(needed_sz);
ImFormatStringV(&Buf[write_off] - 1, (size_t)len+1, fmt, args_copy);
}
void ImGuiTextBuffer::append(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
appendv(fmt, args);
va_end(args);
}
//-----------------------------------------------------------------------------
ImGuiWindow::ImGuiWindow(const char* name)
{
Name = ImStrdup(name);
ID = GetID(name);
IDStack.push_back(ID);
PosFloat = Pos = ImVec2(0.0f, 0.0f);
Size = SizeFull = ImVec2(0.0f, 0.0f);
SizeContentsFit = ImVec2(0.0f, 0.0f);
ScrollY = 0.0f;
NextScrollY = 0.0f;
ScrollbarY = false;
Visible = false;
Accessed = false;
Collapsed = false;
SkipItems = false;
AutoFitFrames = -1;
AutoFitOnlyGrows = false;
SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCondition_Always | ImGuiSetCondition_FirstUseThisSession | ImGuiSetCondition_FirstUseEver;
LastFrameDrawn = -1;
ItemWidthDefault = 0.0f;
FontWindowScale = 1.0f;
if (ImLengthSqr(Size) < 0.00001f)
{
AutoFitFrames = 2;
AutoFitOnlyGrows = true;
}
DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
new(DrawList) ImDrawList();
FocusIdxAllCounter = FocusIdxTabCounter = -1;
FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = IM_INT_MAX;
FocusIdxAllRequestNext = FocusIdxTabRequestNext = IM_INT_MAX;
}
ImGuiWindow::~ImGuiWindow()
{
DrawList->~ImDrawList();
ImGui::MemFree(DrawList);
DrawList = NULL;
ImGui::MemFree(Name);
Name = NULL;
}
ImGuiID ImGuiWindow::GetID(const char* str)
{
const ImGuiID seed = IDStack.empty() ? 0 : IDStack.back();
const ImGuiID id = ImCrc32(str, 0, seed);
RegisterAliveId(id);
return id;
}
ImGuiID ImGuiWindow::GetID(const void* ptr)
{
const ImGuiID seed = IDStack.empty() ? 0 : IDStack.back();
const ImGuiID id = ImCrc32(&ptr, sizeof(void*), seed);
RegisterAliveId(id);
return id;
}
bool ImGuiWindow::FocusItemRegister(bool is_active, bool tab_stop)
{
ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow();
const bool allow_keyboard_focus = window->DC.AllowKeyboardFocus.back();
FocusIdxAllCounter++;
if (allow_keyboard_focus)
FocusIdxTabCounter++;
// Process keyboard input at this point: TAB, Shift-TAB switch focus
// We can always TAB out of a widget that doesn't allow tabbing in.
if (tab_stop && FocusIdxAllRequestNext == IM_INT_MAX && FocusIdxTabRequestNext == IM_INT_MAX && is_active && IsKeyPressedMap(ImGuiKey_Tab))
{
// Modulo on index will be applied at the end of frame once we've got the total counter of items.
FocusIdxTabRequestNext = FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1);
}
if (FocusIdxAllCounter == FocusIdxAllRequestCurrent)
return true;
if (allow_keyboard_focus)
if (FocusIdxTabCounter == FocusIdxTabRequestCurrent)
return true;
return false;
}
void ImGuiWindow::FocusItemUnregister()
{
FocusIdxAllCounter--;
FocusIdxTabCounter--;
}
void ImGuiWindow::AddToRenderList()
{
ImGuiState& g = GImGui;
if (!DrawList->commands.empty() && !DrawList->vtx_buffer.empty())
{
if (DrawList->commands.back().vtx_count == 0)
DrawList->commands.pop_back();
g.RenderDrawLists.push_back(DrawList);
}
for (size_t i = 0; i < DC.ChildWindows.size(); i++)
{
ImGuiWindow* child = DC.ChildWindows[i];
if (child->Visible) // clipped childs may have been marked not Visible
child->AddToRenderList();
}
}
//-----------------------------------------------------------------------------
void* ImGui::MemAlloc(size_t sz)
{
return GImGui.IO.MemAllocFn(sz);
}
void ImGui::MemFree(void* ptr)
{
return GImGui.IO.MemFreeFn(ptr);
}
void* ImGui::MemRealloc(void* ptr, size_t sz)
{
return GImGui.IO.MemReallocFn(ptr, sz);
}
static ImGuiIniData* FindWindowSettings(const char* name)
{
ImGuiState& g = GImGui;
for (size_t i = 0; i != g.Settings.size(); i++)
{
ImGuiIniData* ini = g.Settings[i];
if (ImStricmp(ini->Name, name) == 0)
return ini;
}
return NULL;
}
static ImGuiIniData* AddWindowSettings(const char* name)
{
ImGuiIniData* ini = (ImGuiIniData*)ImGui::MemAlloc(sizeof(ImGuiIniData));
new(ini) ImGuiIniData();
ini->Name = ImStrdup(name);
ini->Collapsed = false;
ini->Pos = ImVec2(FLT_MAX,FLT_MAX);
ini->Size = ImVec2(0,0);
GImGui.Settings.push_back(ini);
return ini;
}
// Zero-tolerance, poor-man .ini parsing
// FIXME: Write something less rubbish
static void LoadSettings()
{
ImGuiState& g = GImGui;
const char* filename = g.IO.IniFilename;
if (!filename)
return;
char* file_data;
size_t file_size;
if (!ImLoadFileToMemory(filename, "rb", (void**)&file_data, &file_size, 1))
return;
ImGuiIniData* settings = NULL;
const char* buf_end = file_data + file_size;
for (const char* line_start = file_data; line_start < buf_end; )
{
const char* line_end = line_start;
while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
line_end++;
if (line_start[0] == '[' && line_end > line_start && line_end[-1] == ']')
{
char name[64];
ImFormatString(name, IM_ARRAYSIZE(name), "%.*s", line_end-line_start-2, line_start+1);
settings = FindWindowSettings(name);
if (!settings)
settings = AddWindowSettings(name);
}
else if (settings)
{
float x, y;
int i;
if (sscanf(line_start, "Pos=%f,%f", &x, &y) == 2)
settings->Pos = ImVec2(x, y);
else if (sscanf(line_start, "Size=%f,%f", &x, &y) == 2)
settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize);
else if (sscanf(line_start, "Collapsed=%d", &i) == 1)
settings->Collapsed = (i != 0);
}
line_start = line_end+1;
}
ImGui::MemFree(file_data);
}
static void SaveSettings()
{
ImGuiState& g = GImGui;
const char* filename = g.IO.IniFilename;
if (!filename)
return;
// Gather data from windows that were active during this session
for (size_t i = 0; i != g.Windows.size(); i++)
{
ImGuiWindow* window = g.Windows[i];
if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
continue;
ImGuiIniData* settings = FindWindowSettings(window->Name);
settings->Pos = window->Pos;
settings->Size = window->SizeFull;
settings->Collapsed = window->Collapsed;
}
// Write .ini file
// If a window wasn't opened in this session we preserve its settings
FILE* f = fopen(filename, "wt");
if (!f)
return;
for (size_t i = 0; i != g.Settings.size(); i++)
{
const ImGuiIniData* settings = g.Settings[i];
if (settings->Pos.x == FLT_MAX)
continue;
fprintf(f, "[%s]\n", settings->Name);
fprintf(f, "Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y);
fprintf(f, "Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y);
fprintf(f, "Collapsed=%d\n", settings->Collapsed);
fprintf(f, "\n");
}
fclose(f);
}
static void MarkSettingsDirty()
{
ImGuiState& g = GImGui;
if (g.SettingsDirtyTimer <= 0.0f)
g.SettingsDirtyTimer = g.IO.IniSavingRate;
}
ImGuiIO& ImGui::GetIO()
{
return GImGui.IO;
}
ImGuiStyle& ImGui::GetStyle()
{
return GImGui.Style;
}
void ImGui::NewFrame()
{
ImGuiState& g = GImGui;
// Check user data
IM_ASSERT(g.IO.DeltaTime > 0.0f);
IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f);
IM_ASSERT(g.IO.RenderDrawListsFn != NULL); // Must be implemented
IM_ASSERT(g.IO.Fonts->Fonts.size() > 0); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
if (!g.Initialized)
{
// Initialize on first frame
g.LogClipboard = (ImGuiTextBuffer*)ImGui::MemAlloc(sizeof(ImGuiTextBuffer));
new(g.LogClipboard) ImGuiTextBuffer();
IM_ASSERT(g.Settings.empty());
LoadSettings();
g.Initialized = true;
}
SetFont(g.IO.Fonts->Fonts[0]);
g.Time += g.IO.DeltaTime;
g.FrameCount += 1;
g.Tooltip[0] = '\0';
// Update inputs state
if (g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0)
g.IO.MousePos = ImVec2(-9999.0f, -9999.0f);
if ((g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0) || (g.IO.MousePosPrev.x < 0 && g.IO.MousePosPrev.y < 0)) // if mouse just appeared or disappeared (negative coordinate) we cancel out movement in MouseDelta
g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
else
g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
g.IO.MousePosPrev = g.IO.MousePos;
for (size_t i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
{
g.IO.MouseDownTime[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownTime[i] < 0.0f ? 0.0f : g.IO.MouseDownTime[i] + g.IO.DeltaTime) : -1.0f;
g.IO.MouseClicked[i] = (g.IO.MouseDownTime[i] == 0.0f);
g.IO.MouseDoubleClicked[i] = false;
if (g.IO.MouseClicked[i])
{
if (g.Time - g.IO.MouseClickedTime[i] < g.IO.MouseDoubleClickTime)
{
if (ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
g.IO.MouseDoubleClicked[i] = true;
g.IO.MouseClickedTime[i] = -FLT_MAX; // so the third click isn't turned into a double-click
}
else
{
g.IO.MouseClickedTime[i] = g.Time;
g.IO.MouseClickedPos[i] = g.IO.MousePos;
}
}
}
for (size_t i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
g.IO.KeysDownTime[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownTime[i] < 0.0f ? 0.0f : g.IO.KeysDownTime[i] + g.IO.DeltaTime) : -1.0f;
// Clear reference to active widget if the widget isn't alive anymore
g.HoveredId = 0;
if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
SetActiveId(0);
g.ActiveIdPreviousFrame = g.ActiveId;
g.ActiveIdIsAlive = false;
// Delay saving settings so we don't spam disk too much
if (g.SettingsDirtyTimer > 0.0f)
{
g.SettingsDirtyTimer -= g.IO.DeltaTime;
if (g.SettingsDirtyTimer <= 0.0f)
SaveSettings();
}
// Find the window we are hovering. Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow
g.HoveredWindow = FindHoveredWindow(g.IO.MousePos, false);
if (g.HoveredWindow && (g.HoveredWindow->Flags & ImGuiWindowFlags_ChildWindow))
g.HoveredRootWindow = g.HoveredWindow->RootWindow;
else
g.HoveredRootWindow = FindHoveredWindow(g.IO.MousePos, true);
// Are we using inputs? Tell user so they can capture/discard them.
g.IO.WantCaptureMouse = (g.HoveredWindow != NULL) || (g.ActiveId != 0);
g.IO.WantCaptureKeyboard = (g.ActiveId != 0);
// Scale & Scrolling
if (g.HoveredWindow && g.IO.MouseWheel != 0.0f)
{
ImGuiWindow* window = g.HoveredWindow;
if (g.IO.KeyCtrl)
{
if (g.IO.FontAllowUserScaling)
{
// Zoom / Scale window
float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
float scale = new_font_scale / window->FontWindowScale;
window->FontWindowScale = new_font_scale;
const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
window->Pos += offset;
window->PosFloat += offset;
window->Size *= scale;
window->SizeFull *= scale;
}
}
else
{
// Scroll
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
{
const int scroll_lines = (window->Flags & ImGuiWindowFlags_ComboBox) ? 3 : 5;
window->NextScrollY -= g.IO.MouseWheel * window->FontSize() * scroll_lines;
}
}
}
// Pressing TAB activate widget focus
// NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus.
if (g.ActiveId == 0 && g.FocusedWindow != NULL && g.FocusedWindow->Visible && IsKeyPressedMap(ImGuiKey_Tab, false))
{
g.FocusedWindow->FocusIdxTabRequestNext = 0;
}
// Mark all windows as not visible
// Clear root windows at this point.
for (size_t i = 0; i != g.Windows.size(); i++)
{
ImGuiWindow* window = g.Windows[i];
window->Visible = false;
window->Accessed = false;
window->RootWindow = NULL;
}
// No window should be open at the beginning of the frame.
// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
g.CurrentWindowStack.clear();
// Create implicit window - we will only render it if the user has added something to it.
ImGui::Begin("Debug", NULL, ImVec2(400,400));
}
// NB: behaviour of ImGui after Shutdown() is not tested/guaranteed at the moment. This function is merely here to free heap allocations.
void ImGui::Shutdown()
{
ImGuiState& g = GImGui;
if (!g.Initialized)
return;
SaveSettings();
for (size_t i = 0; i < g.Windows.size(); i++)
{
g.Windows[i]->~ImGuiWindow();
ImGui::MemFree(g.Windows[i]);
}
g.Windows.clear();
g.CurrentWindowStack.clear();
g.RenderDrawLists.clear();
g.FocusedWindow = NULL;
g.HoveredWindow = NULL;
g.HoveredRootWindow = NULL;
for (size_t i = 0; i < g.Settings.size(); i++)
{
g.Settings[i]->~ImGuiIniData();
ImGui::MemFree(g.Settings[i]);
}
g.Settings.clear();
g.ColorModifiers.clear();
g.StyleModifiers.clear();
g.FontStack.clear();
g.ColorEditModeStorage.Clear();
if (g.LogFile && g.LogFile != stdout)
{
fclose(g.LogFile);
g.LogFile = NULL;
}
g.IO.Fonts->Clear();
if (g.PrivateClipboard)
{
ImGui::MemFree(g.PrivateClipboard);
g.PrivateClipboard = NULL;
}
if (g.LogClipboard)
{
g.LogClipboard->~ImGuiTextBuffer();
ImGui::MemFree(g.LogClipboard);
}
g.Initialized = false;
}
static void AddWindowToSortedBuffer(ImGuiWindow* window, ImVector<ImGuiWindow*>& sorted_windows)
{
sorted_windows.push_back(window);
if (window->Visible)
{
for (size_t i = 0; i < window->DC.ChildWindows.size(); i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
if (child->Visible)
AddWindowToSortedBuffer(child, sorted_windows);
}
}
}
static void PushClipRect(const ImVec4& clip_rect, bool clipped = true)
{
ImGuiWindow* window = GetCurrentWindow();
ImVec4 cr = clip_rect;
if (clipped && !window->ClipRectStack.empty())
{
// Clip to new clip rect
const ImVec4 cur_cr = window->ClipRectStack.back();
cr = ImVec4(ImMax(cr.x, cur_cr.x), ImMax(cr.y, cur_cr.y), ImMin(cr.z, cur_cr.z), ImMin(cr.w, cur_cr.w));
}
window->ClipRectStack.push_back(cr);
window->DrawList->PushClipRect(cr);
}
static void PopClipRect()
{
ImGuiWindow* window = GetCurrentWindow();
window->ClipRectStack.pop_back();
window->DrawList->PopClipRect();
}
void ImGui::Render()
{
ImGuiState& g = GImGui;
IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame()
const bool first_render_of_the_frame = (g.FrameCountRendered != g.FrameCount);
g.FrameCountRendered = g.FrameCount;
if (first_render_of_the_frame)
{
// Hide implicit window if it hasn't been used
IM_ASSERT(g.CurrentWindowStack.size() == 1); // Mismatched Begin/End
if (g.CurrentWindow && !g.CurrentWindow->Accessed)
g.CurrentWindow->Visible = false;
ImGui::End();
// Select window for move/focus when we're done with all our widgets (we only consider non-childs windows here)
if (g.ActiveId == 0 && g.HoveredId == 0 && g.HoveredRootWindow != NULL && g.IO.MouseClicked[0])
SetActiveId(g.HoveredRootWindow->GetID("#MOVE"));
// Sort the window list so that all child windows are after their parent
// We cannot do that on FocusWindow() because childs may not exist yet
ImVector<ImGuiWindow*> sorted_windows;
sorted_windows.reserve(g.Windows.size());
for (size_t i = 0; i != g.Windows.size(); i++)
{
ImGuiWindow* window = g.Windows[i];
if (window->Flags & ImGuiWindowFlags_ChildWindow) // if a child is visible its parent will add it
if (window->Visible)
continue;
AddWindowToSortedBuffer(window, sorted_windows);
}
IM_ASSERT(g.Windows.size() == sorted_windows.size()); // We done something wrong
g.Windows.swap(sorted_windows);
// Clear data for next frame
g.IO.MouseWheel = 0.0f;
memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
}
// Skip render altogether if alpha is 0.0
// Note that vertex buffers have been created, so it is best practice that you don't call Begin/End in the first place.
if (g.Style.Alpha > 0.0f)
{
// Render tooltip
if (g.Tooltip[0])
{
// Use a dummy window to render the tooltip
ImGui::BeginTooltip();
ImGui::TextUnformatted(g.Tooltip);
ImGui::EndTooltip();
}
// Gather windows to render
g.RenderDrawLists.resize(0);
for (size_t i = 0; i != g.Windows.size(); i++)
{
ImGuiWindow* window = g.Windows[i];
if (window->Visible && (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
window->AddToRenderList();
}
for (size_t i = 0; i != g.Windows.size(); i++)
{
ImGuiWindow* window = g.Windows[i];
if (window->Visible && (window->Flags & ImGuiWindowFlags_Tooltip))
window->AddToRenderList();
}
if (g.IO.MouseDrawCursor)
{
const ImVec2 pos = g.IO.MousePos;
const ImVec2 size = TEX_ATLAS_SIZE_MOUSE_CURSOR;
const ImTextureID tex_id = g.IO.Fonts->TexID;
const ImVec2 tex_uv_scale(1.0f/g.IO.Fonts->TexWidth, 1.0f/g.IO.Fonts->TexHeight);
static ImDrawList draw_list;
draw_list.Clear();
draw_list.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0x30000000); // Shadow
draw_list.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0x30000000); // Shadow
draw_list.AddImage(tex_id, pos, pos + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0xFF000000); // Black border
draw_list.AddImage(tex_id, pos, pos + size, TEX_ATLAS_POS_MOUSE_CURSOR_WHITE * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_WHITE + size) * tex_uv_scale, 0xFFFFFFFF); // White fill
g.RenderDrawLists.push_back(&draw_list);
}
// Render
if (!g.RenderDrawLists.empty())
g.IO.RenderDrawListsFn(&g.RenderDrawLists[0], (int)g.RenderDrawLists.size());
g.RenderDrawLists.resize(0);
}
}
// Find the optional ## from which we stop displaying text.
static const char* FindTextDisplayEnd(const char* text, const char* text_end = NULL)
{
const char* text_display_end = text;
while ((!text_end || text_display_end < text_end) && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
text_display_end++;
return text_display_end;
}
// Pass text data straight to log (without being displayed)
void ImGui::LogText(const char* fmt, ...)
{
ImGuiState& g = GImGui;
if (!g.LogEnabled)
return;
va_list args;
va_start(args, fmt);
if (g.LogFile)
{
vfprintf(g.LogFile, fmt, args);
}
else
{
g.LogClipboard->appendv(fmt, args);
}
va_end(args);
}
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
static void LogText(const ImVec2& ref_pos, const char* text, const char* text_end)
{
ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (!text_end)
text_end = FindTextDisplayEnd(text, text_end);
const bool log_new_line = ref_pos.y > window->DC.LogLineHeight+1;
window->DC.LogLineHeight = ref_pos.y;
const char* text_remaining = text;
if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth
g.LogStartDepth = window->DC.TreeDepth;
const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);
while (true)
{
// Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
const char* line_end = text_remaining;
while (line_end < text_end)
if (*line_end == '\n')
break;
else
line_end++;
if (line_end >= text_end)
line_end = NULL;
const bool is_first_line = (text == text_remaining);
bool is_last_line = false;
if (line_end == NULL)
{
is_last_line = true;
line_end = text_end;
}
if (line_end != NULL && !(is_last_line && (line_end - text_remaining)==0))
{
const int char_count = (int)(line_end - text_remaining);
if (log_new_line || !is_first_line)
ImGui::LogText(STR_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, text_remaining);
else
ImGui::LogText(" %.*s", char_count, text_remaining);
}
if (is_last_line)
break;
text_remaining = line_end + 1;
}
}
static float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
{
if (wrap_pos_x < 0.0f)
return 0.0f;
ImGuiWindow* window = GetCurrentWindow();
if (wrap_pos_x == 0.0f)
wrap_pos_x = ImGui::GetContentRegionMax().x;
if (wrap_pos_x > 0.0f)
wrap_pos_x += window->Pos.x; // wrap_pos_x is provided is window local space
const float wrap_width = wrap_pos_x > 0.0f ? ImMax(wrap_pos_x - pos.x, 0.00001f) : 0.0f;
return wrap_width;
}
// Internal ImGui function to render text (called from ImGui::Text(), ImGui::TextUnformatted(), etc.)
// RenderText() calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
static void RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash, float wrap_width)
{
ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow();
// Hide anything after a '##' string
const char* text_display_end;
if (hide_text_after_hash)
{
text_display_end = FindTextDisplayEnd(text, text_end);
}
else
{
if (!text_end)
text_end = text + strlen(text); // FIXME-OPT
text_display_end = text_end;
}
const int text_len = (int)(text_display_end - text);
if (text_len > 0)
{
// Render
window->DrawList->AddText(window->Font(), window->FontSize(), pos, window->Color(ImGuiCol_Text), text, text + text_len, wrap_width);
// Log as text. We split text into individual lines to add current tree level padding
if (g.LogEnabled)
LogText(pos, text, text_display_end);
}
}
// Render a rectangle shaped with optional rounding and borders
static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
{
ImGuiWindow* window = GetCurrentWindow();
window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
if (border && (window->Flags & ImGuiWindowFlags_ShowBorders))
{
// FIXME: This is the best I've found that works on multiple renderer/back ends. Bit dodgy.
window->DrawList->AddRect(p_min+ImVec2(1.5f,1.5f), p_max+ImVec2(1,1), window->Color(ImGuiCol_BorderShadow), rounding);
window->DrawList->AddRect(p_min+ImVec2(0.5f,0.5f), p_max+ImVec2(0,0), window->Color(ImGuiCol_Border), rounding);
}
}
// Render a triangle to denote expanded/collapsed state
static void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale, bool shadow)
{
ImGuiWindow* window = GetCurrentWindow();
const float h = window->FontSize() * 1.00f;
const float r = h * 0.40f * scale;
ImVec2 center = p_min + ImVec2(h*0.50f, h*0.50f*scale);
ImVec2 a, b, c;
if (opened)
{
center.y -= r*0.25f;
a = center + ImVec2(0,1)*r;
b = center + ImVec2(-0.866f,-0.5f)*r;
c = center + ImVec2(0.866f,-0.5f)*r;
}
else
{
a = center + ImVec2(1,0)*r;
b = center + ImVec2(-0.500f,0.866f)*r;
c = center + ImVec2(-0.500f,-0.866f)*r;
}
if (shadow && (window->Flags & ImGuiWindowFlags_ShowBorders) != 0)
window->DrawList->AddTriangleFilled(a+ImVec2(2,2), b+ImVec2(2,2), c+ImVec2(2,2), window->Color(ImGuiCol_BorderShadow));
window->DrawList->AddTriangleFilled(a, b, c, window->Color(ImGuiCol_Border));
}
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
// CalcTextSize("") should return ImVec2(0.0f, GImGui.FontSize)
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
{
ImGuiWindow* window = GetCurrentWindow();
const char* text_display_end;
if (hide_text_after_double_hash)
text_display_end = FindTextDisplayEnd(text, text_end); // Hide anything after a '##' string
else
text_display_end = text_end;
ImFont* font = window->Font();
const float font_size = window->FontSize();
ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
// Cancel out character spacing for the last character of a line (it is baked into glyph->XAdvance field)
const float font_scale = font_size / font->FontSize;
const float character_spacing_x = 1.0f * font_scale;
if (text_size.x > 0.0f)
text_size.x -= character_spacing_x;
return text_size;
}
// Find window given position, search front-to-back
static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
{
ImGuiState& g = GImGui;
for (int i = (int)g.Windows.size()-1; i >= 0; i--)
{
ImGuiWindow* window = g.Windows[(size_t)i];
if (!window->Visible)
continue;
if (excluding_childs && (window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
continue;
ImGuiAabb bb(window->Pos - g.Style.TouchExtraPadding, window->Pos + window->Size + g.Style.TouchExtraPadding);
if (bb.Contains(pos))
return window;
}
return NULL;
}
// Test if mouse cursor is hovering given aabb
// NB- Box is clipped by our current clip setting
// NB- Expand the aabb to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
static bool IsMouseHoveringBox(const ImGuiAabb& box)
{
ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow();
// Clip
ImGuiAabb box_clipped = box;
if (!window->ClipRectStack.empty())
{
const ImVec4 clip_rect = window->ClipRectStack.back();
box_clipped.Clip(ImGuiAabb(ImVec2(clip_rect.x, clip_rect.y), ImVec2(clip_rect.z, clip_rect.w)));
}
// Expand for touch input
const ImGuiAabb box_for_touch(box_clipped.Min - g.Style.TouchExtraPadding, box_clipped.Max + g.Style.TouchExtraPadding);
return box_for_touch.Contains(g.IO.MousePos);
}
bool ImGui::IsMouseHoveringBox(const ImVec2& box_min, const ImVec2& box_max)
{
return IsMouseHoveringBox(ImGuiAabb(box_min, box_max));
}
bool ImGui::IsMouseHoveringWindow()
{
ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow();
return g.HoveredWindow == window;
}
bool ImGui::IsMouseHoveringAnyWindow()
{
ImGuiState& g = GImGui;
return g.HoveredWindow != NULL;
}
bool ImGui::IsPosHoveringAnyWindow(const ImVec2& pos)
{
return FindHoveredWindow(pos, false) != NULL;
}
static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
{
ImGuiState& g = GImGui;
const int key_index = g.IO.KeyMap[key];
return ImGui::IsKeyPressed(key_index, repeat);
}
bool ImGui::IsKeyPressed(int key_index, bool repeat)
{
ImGuiState& g = GImGui;
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
const float t = g.IO.KeysDownTime[key_index];
if (t == 0.0f)
return true;
// FIXME: Repeat rate should be provided elsewhere?
const float KEY_REPEAT_DELAY = 0.250f;
const float KEY_REPEAT_RATE = 0.020f;
if (repeat && t > KEY_REPEAT_DELAY)
if ((fmodf(t - KEY_REPEAT_DELAY, KEY_REPEAT_RATE) > KEY_REPEAT_RATE*0.5f) != (fmodf(t - KEY_REPEAT_DELAY - g.IO.DeltaTime, KEY_REPEAT_RATE) > KEY_REPEAT_RATE*0.5f))
return true;
return false;
}
bool ImGui::IsMouseClicked(int button, bool repeat)
{
ImGuiState& g = GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
const float t = g.IO.MouseDownTime[button];
if (t == 0.0f)
return true;
// FIXME: Repeat rate should be provided elsewhere?
const float MOUSE_REPEAT_DELAY = 0.250f;
const float MOUSE_REPEAT_RATE = 0.020f;
if (repeat && t > MOUSE_REPEAT_DELAY)
if ((fmodf(t - MOUSE_REPEAT_DELAY, MOUSE_REPEAT_RATE) > MOUSE_REPEAT_RATE*0.5f) != (fmodf(t - MOUSE_REPEAT_DELAY - g.IO.DeltaTime, MOUSE_REPEAT_RATE) > MOUSE_REPEAT_RATE*0.5f))
return true;
return false;
}
bool ImGui::IsMouseDoubleClicked(int button)
{
ImGuiState& g = GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseDoubleClicked[button];
}
ImVec2 ImGui::GetMousePos()
{
return GImGui.IO.MousePos;
}
bool ImGui::IsItemHovered()
{
ImGuiWindow* window = GetCurrentWindow();
return window->DC.LastItemHovered;
}
bool ImGui::IsItemActive()
{
ImGuiState& g = GImGui;
if (g.ActiveId)
{
ImGuiWindow* window = GetCurrentWindow();
return g.ActiveId == window->DC.LastItemID;
}
return false;
}
ImVec2 ImGui::GetItemBoxMin()
{
ImGuiWindow* window = GetCurrentWindow();
return window->DC.LastItemAabb.Min;
}
ImVec2 ImGui::GetItemBoxMax()
{
ImGuiWindow* window = GetCurrentWindow();
return window->DC.LastItemAabb.Max;
}
// Tooltip is stored and turned into a BeginTooltip()/EndTooltip() sequence at the end of the frame. Each call override previous value.
void ImGui::SetTooltipV(const char* fmt, va_list args)
{
ImGuiState& g = GImGui;
ImFormatStringV(g.Tooltip, IM_ARRAYSIZE(g.Tooltip), fmt, args);
}
void ImGui::SetTooltip(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
SetTooltipV(fmt, args);
va_end(args);
}
float ImGui::GetTime()
{
return GImGui.Time;
}
int ImGui::GetFrameCount()
{
return GImGui.FrameCount;
}
void ImGui::BeginTooltip()
{
ImGuiState& g = GImGui;
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_Tooltip;
ImGui::Begin("##Tooltip", NULL, ImVec2(0,0), g.Style.Colors[ImGuiCol_TooltipBg].w, window_flags);
}
void ImGui::EndTooltip()
{
IM_ASSERT(GetCurrentWindow()->Flags & ImGuiWindowFlags_Tooltip);
ImGui::End();
}
void ImGui::BeginChild(const char* str_id, ImVec2 size, bool border, ImGuiWindowFlags extra_flags)
{
ImGuiState& g = GImGui;
ImGuiWindow* window = GetCurrentWindow();
ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow;
const ImVec2 content_max = window->Pos + ImGui::GetContentRegionMax();
const ImVec2 cursor_pos = window->Pos + ImGui::GetCursorPos();
if (size.x <= 0.0f)
{
if (size.x == 0.0f)
flags |= ImGuiWindowFlags_ChildWindowAutoFitX;
size.x = ImMax(content_max.x - cursor_pos.x, g.Style.WindowMinSize.x) - fabsf(size.x);
}
if (size.y <= 0.0f)
{
if (size.y == 0.0f)
flags |= ImGuiWindowFlags_ChildWindowAutoFitY;
size.y = ImMax(content_max.y - cursor_pos.y, g.Style.WindowMinSize.y) - fabsf(size.y);
}
if (border)
flags |= ImGuiWindowFlags_ShowBorders;
flags |= extra_flags;
char title[256];
ImFormatString(title, IM_ARRAYSIZE(title), "%s.%s", window->Name, str_id);
const float alpha = (flags & ImGuiWindowFlags_ComboBox) ? 1.0f : 0.0f;
ImGui::Begin(title, NULL, size, alpha, flags);
if (!(window->Flags & ImGuiWindowFlags_ShowBorders))