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1// dear imgui, v1.90.8 WIP
2// (main code and documentation)
3
4// Help:
5// - See links below.
6// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
7// - Read top of imgui.cpp for more details, links and comments.
8
9// Resources:
10// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
11// - Homepage ................... https://github.com/ocornut/imgui
12// - Releases & changelog ....... https://github.com/ocornut/imgui/releases
13// - Gallery .................... https://github.com/ocornut/imgui/issues/7503 (please post your screenshots/video there!)
14// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
15// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
16// - Third-party Extensions https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
17// - Bindings/Backends https://github.com/ocornut/imgui/wiki/Bindings (language bindings, backends for various tech/engines)
18// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
19// - Debug Tools https://github.com/ocornut/imgui/wiki/Debug-Tools
20// - Software using Dear ImGui https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
21// - Issues & support ........... https://github.com/ocornut/imgui/issues
22// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
23
24// For first-time users having issues compiling/linking/running/loading fonts:
25// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
26// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
27
28// Copyright (c) 2014-2024 Omar Cornut
29// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
30// See LICENSE.txt for copyright and licensing details (standard MIT License).
31// This library is free but needs your support to sustain development and maintenance.
32// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
33// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Funding
34// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
35
36// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
37// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
38// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
39// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
40// to a better solution or official support for them.
41
42/*
43
44Index of this file:
45
46DOCUMENTATION
47
48- MISSION STATEMENT
49- CONTROLS GUIDE
50- PROGRAMMER GUIDE
51 - READ FIRST
52 - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
53 - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
54 - HOW A SIMPLE APPLICATION MAY LOOK LIKE
55 - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
56- API BREAKING CHANGES (read me when you update!)
57- FREQUENTLY ASKED QUESTIONS (FAQ)
58 - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
59
60CODE
61(search for "[SECTION]" in the code to find them)
62
63// [SECTION] INCLUDES
64// [SECTION] FORWARD DECLARATIONS
65// [SECTION] CONTEXT AND MEMORY ALLOCATORS
66// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
67// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
68// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
69// [SECTION] MISC HELPERS/UTILITIES (File functions)
70// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
71// [SECTION] MISC HELPERS/UTILITIES (Color functions)
72// [SECTION] ImGuiStorage
73// [SECTION] ImGuiTextFilter
74// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
75// [SECTION] ImGuiListClipper
76// [SECTION] STYLING
77// [SECTION] RENDER HELPERS
78// [SECTION] INITIALIZATION, SHUTDOWN
79// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
80// [SECTION] ID STACK
81// [SECTION] INPUTS
82// [SECTION] ERROR CHECKING
83// [SECTION] ITEM SUBMISSION
84// [SECTION] LAYOUT
85// [SECTION] SCROLLING
86// [SECTION] TOOLTIPS
87// [SECTION] POPUPS
88// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
89// [SECTION] DRAG AND DROP
90// [SECTION] LOGGING/CAPTURING
91// [SECTION] SETTINGS
92// [SECTION] LOCALIZATION
93// [SECTION] VIEWPORTS, PLATFORM WINDOWS
94// [SECTION] DOCKING
95// [SECTION] PLATFORM DEPENDENT HELPERS
96// [SECTION] METRICS/DEBUGGER WINDOW
97// [SECTION] DEBUG LOG WINDOW
98// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
99
100*/
101
102//-----------------------------------------------------------------------------
103// DOCUMENTATION
104//-----------------------------------------------------------------------------
105
106/*
107
108 MISSION STATEMENT
109 =================
110
111 - Easy to use to create code-driven and data-driven tools.
112 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
113 - Easy to hack and improve.
114 - Minimize setup and maintenance.
115 - Minimize state storage on user side.
116 - Minimize state synchronization.
117 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
118 - Efficient runtime and memory consumption.
119
120 Designed primarily for developers and content-creators, not the typical end-user!
121 Some of the current weaknesses (which we aim to address in the future) includes:
122
123 - Doesn't look fancy.
124 - Limited layout features, intricate layouts are typically crafted in code.
125
126
127 CONTROLS GUIDE
128 ==============
129
130 - MOUSE CONTROLS
131 - Mouse wheel: Scroll vertically.
132 - SHIFT+Mouse wheel: Scroll horizontally.
133 - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
134 - Click ^, Double-Click title: Collapse window.
135 - Drag on corner/border: Resize window (double-click to auto fit window to its contents).
136 - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
137 - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack).
138
139 - TEXT EDITOR
140 - Hold SHIFT or Drag Mouse: Select text.
141 - CTRL+Left/Right: Word jump.
142 - CTRL+Shift+Left/Right: Select words.
143 - CTRL+A or Double-Click: Select All.
144 - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard.
145 - CTRL+Z, CTRL+Y: Undo, Redo.
146 - ESCAPE: Revert text to its original value.
147 - On OSX, controls are automatically adjusted to match standard OSX text editing 2ts and behaviors.
148
149 - KEYBOARD CONTROLS
150 - Basic:
151 - Tab, SHIFT+Tab Cycle through text editable fields.
152 - CTRL+Tab, CTRL+Shift+Tab Cycle through windows.
153 - CTRL+Click Input text into a Slider or Drag widget.
154 - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
155 - Tab, SHIFT+Tab: Cycle through every items.
156 - Arrow keys Move through items using directional navigation. Tweak value.
157 - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys).
158 - Enter Activate item (prefer text input when possible).
159 - Space Activate item (prefer tweaking with arrows when possible).
160 - Escape Deactivate item, leave child window, close popup.
161 - Page Up, Page Down Previous page, next page.
162 - Home, End Scroll to top, scroll to bottom.
163 - Alt Toggle between scrolling layer and menu layer.
164 - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving.
165 - Output when ImGuiConfigFlags_NavEnableKeyboard set,
166 - io.WantCaptureKeyboard flag is set when keyboard is claimed.
167 - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
168 - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
169
170 - GAMEPAD CONTROLS
171 - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
172 - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
173 - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
174 - Backend support: backend needs to:
175 - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
176 - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
177 Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
178 - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
179 - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
180 with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
181
182 - REMOTE INPUTS SHARING & MOUSE EMULATION
183 - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
184 - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
185 in order to share your PC mouse/keyboard.
186 - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
187 - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
188 Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
189 When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
190 When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
191 (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
192 (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
193 to set a boolean to ignore your other external mouse positions until the external source is moved again.)
194
195
196 PROGRAMMER GUIDE
197 ================
198
199 READ FIRST
200 ----------
201 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
202 - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
203 The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
204 data retention on your side, less state duplication, less state synchronization, fewer bugs.
205 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
206 Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
207 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
208 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
209 You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
210 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
211 For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
212 where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
213 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
214 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
215 If you get an assert, read the messages and comments around the assert.
216 - This codebase aims to be highly optimized:
217 - A typical idle frame should never call malloc/free.
218 - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
219 - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
220 Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
221 - This codebase aims to be both highly opinionated and highly flexible:
222 - This code works because of the things it choose to solve or not solve.
223 - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
224 and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
225 This is to increase compatibility, increase maintainability and facilitate use from other languages.
226 - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
227 See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
228 We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
229 - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
230 (so don't use ImVector in your code or at our own risk!).
231 - Building: We don't use nor mandate a build system for the main library.
232 This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
233 This is also because providing a build system for the main library would be of little-value.
234 The build problems are almost never coming from the main library but from specific backends.
235
236
237 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
238 ----------------------------------------------
239 - Update submodule or copy/overwrite every file.
240 - About imconfig.h:
241 - You may modify your copy of imconfig.h, in this case don't overwrite it.
242 - or you may locally branch to modify imconfig.h and merge/rebase latest.
243 - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
244 specify a custom path for your imconfig.h file and instead not have to modify the default one.
245
246 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
247 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
248 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
249 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
250 If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
251 from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
252 likely be a comment about it. Please report any issue to the GitHub page!
253 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
254 - Try to keep your copy of Dear ImGui reasonably up to date!
255
256
257 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
258 ---------------------------------------------------------------
259 - See https://github.com/ocornut/imgui/wiki/Getting-Started.
260 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
261 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
262 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
263 It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
264 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
265 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
266 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
267 Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
268 phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
269 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
270 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
271
272
273 HOW A SIMPLE APPLICATION MAY LOOK LIKE
274 --------------------------------------
275 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
276 The sub-folders in examples/ contain examples applications following this structure.
277
278 // Application init: create a dear imgui context, setup some options, load fonts
279 ImGui::CreateContext();
280 ImGuiIO& io = ImGui::GetIO();
281 // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
282 // TODO: Fill optional fields of the io structure later.
283 // TODO: Load TTF/OTF fonts if you don't want to use the default font.
284
285 // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
286 ImGui_ImplWin32_Init(hwnd);
287 ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
288
289 // Application main loop
290 while (true)
291 {
292 // Feed inputs to dear imgui, start new frame
293 ImGui_ImplDX11_NewFrame();
294 ImGui_ImplWin32_NewFrame();
295 ImGui::NewFrame();
296
297 // Any application code here
298 ImGui::Text("Hello, world!");
299
300 // Render dear imgui into screen
301 ImGui::Render();
302 ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
303 g_pSwapChain->Present(1, 0);
304 }
305
306 // Shutdown
307 ImGui_ImplDX11_Shutdown();
308 ImGui_ImplWin32_Shutdown();
309 ImGui::DestroyContext();
310
311 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
312
313 // Application init: create a dear imgui context, setup some options, load fonts
314 ImGui::CreateContext();
315 ImGuiIO& io = ImGui::GetIO();
316 // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
317 // TODO: Fill optional fields of the io structure later.
318 // TODO: Load TTF/OTF fonts if you don't want to use the default font.
319
320 // Build and load the texture atlas into a texture
321 // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
322 int width, height;
323 unsigned char* pixels = nullptr;
324 io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
325
326 // At this point you've got the texture data and you need to upload that to your graphic system:
327 // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
328 // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
329 MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
330 io.Fonts->SetTexID((void*)texture);
331
332 // Application main loop
333 while (true)
334 {
335 // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
336 // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
337 io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds)
338 io.DisplaySize.x = 1920.0f; // set the current display width
339 io.DisplaySize.y = 1280.0f; // set the current display height here
340 io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position
341 io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states
342 io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states
343
344 // Call NewFrame(), after this point you can use ImGui::* functions anytime
345 // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
346 ImGui::NewFrame();
347
348 // Most of your application code here
349 ImGui::Text("Hello, world!");
350 MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
351 MyGameRender(); // may use any Dear ImGui functions as well!
352
353 // Render dear imgui, swap buffers
354 // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
355 ImGui::EndFrame();
356 ImGui::Render();
357 ImDrawData* draw_data = ImGui::GetDrawData();
358 MyImGuiRenderFunction(draw_data);
359 SwapBuffers();
360 }
361
362 // Shutdown
363 ImGui::DestroyContext();
364
365 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
366 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
367 Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
368
369
370 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
371 ---------------------------------------------
372 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
373
374 void MyImGuiRenderFunction(ImDrawData* draw_data)
375 {
376 // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
377 // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
378 // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
379 // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
380 // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
381 ImVec2 clip_off = draw_data->DisplayPos;
382 for (int n = 0; n < draw_data->CmdListsCount; n++)
383 {
384 const ImDrawList* cmd_list = draw_data->CmdLists[n];
385 const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui
386 const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui
387 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
388 {
389 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
390 if (pcmd->UserCallback)
391 {
392 pcmd->UserCallback(cmd_list, pcmd);
393 }
394 else
395 {
396 // Project scissor/clipping rectangles into framebuffer space
397 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
398 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
399 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
400 continue;
401
402 // We are using scissoring to clip some objects. All low-level graphics API should support it.
403 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
404 // (some elements visible outside their bounds) but you can fix that once everything else works!
405 // - Clipping coordinates are provided in imgui coordinates space:
406 // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
407 // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
408 // - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
409 // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
410 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
411 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
412
413 // The texture for the draw call is specified by pcmd->GetTexID().
414 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
415 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
416
417 // Render 'pcmd->ElemCount/3' indexed triangles.
418 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
419 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
420 }
421 }
422 }
423 }
424
425
426 API BREAKING CHANGES
427 ====================
428
429 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
430 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
431 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
432 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
433
434(Docking/Viewport Branch)
435 - 2024/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
436 - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
437 you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
438 - likewise io.MousePos and GetMousePos() will use OS coordinates.
439 If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
440
441 - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022):
442 - old: CaptureKeyboardFromApp(bool)
443 - new: SetNextFrameWantCaptureKeyboard(bool)
444 - old: CaptureMouseFromApp(bool)
445 - new: SetNextFrameWantCaptureMouse(bool)
446 - 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs).
447 - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest.
448 - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures:
449 - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
450 - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
451 - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures.
452 - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
453 - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
454 - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
455 - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
456 for various reasons those changes makes sense. They are being made because making some of those API public.
457 only past users of imgui_internal.h with the extra parameters will be affected. Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
458 - 2024/05/21 (1.90.7) - docking: changed signature of DockSpaceOverViewport() to add explicit dockspace id if desired. pass 0 to use old behavior. (#7611)
459 - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...);
460 - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...);
461 - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys.
462 - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps.
463 - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456)
464 - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions.
465 - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
466 - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
467 - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values.
468 with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item.
469 You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent.
470 (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth).
471 - 2024/03/18 (1.90.5) - merged the radius_x/radius_y parameters in ImDrawList::AddEllipse(), AddEllipseFilled() and PathEllipticalArcTo() into a single ImVec2 parameter. Exceptionally, because those functions were added in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417)
472 - 2024/03/08 (1.90.5) - inputs: more formally obsoleted GetKeyIndex() when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is set. It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend using io.AddKeyEvent() function). (#4921)
473 - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
474 - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
475 - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter.
476 - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
477 - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
478 - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80.
479 - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
480 - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete).
481 those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.
482 - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
483 - old: BeginChild("Name", size, true)
484 - new: BeginChild("Name", size, ImGuiChildFlags_Border)
485 - old: BeginChild("Name", size, false)
486 - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
487 - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow.
488 - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
489 - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
490 - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
491 - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
492 - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
493 - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
494 - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
495 - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
496 - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
497 - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
498 - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
499 - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
500 - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
501 - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
502 - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
503 - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
504 - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
505 - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
506 - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
507 - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
508 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
509 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
510 - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
511 - ListBoxFooter() -> use EndListBox()
512 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
513 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
514 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
515 - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp
516 - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
517 - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic()
518 - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo()
519 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
520 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
521 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
522 Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
523 it has been frequently requested by people to use our own. We had an opt-in define which was
524 previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
525 - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
526 - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
527 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
528 - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
529 - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
530 - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
531 - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl
532 - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
533 - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt
534 - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
535 the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
536 the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
537 exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
538 - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
539 this will require uses of legacy backend-dependent indices to be casted, e.g.
540 - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
541 - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A')
542 - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
543 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
544 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
545 - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
546 - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
547 - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
548 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
549 this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
550 - previously this would make the window content size ~200x200:
551 Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
552 - instead, please submit an item:
553 Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
554 - alternative:
555 Begin(...) + Dummy(ImVec2(200,200)) + End();
556 - content size is now only extended when submitting an item!
557 - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
558 - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
559 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
560 - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
561 - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
562 - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
563 - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
564 - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
565 - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
566 - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
567 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
568 - Official backends from 1.87+ -> no issue.
569 - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
570 - Custom backends not writing to io.NavInputs[] -> no issue.
571 - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
572 - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
573 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
574 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
575 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
576 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
577 - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
578 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
579 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
580 - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent()
581 - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent()
582 - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent()
583 - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
584 note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
585 read https://github.com/ocornut/imgui/issues/4921 for details.
586 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unnecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
587 - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
588 - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
589 - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
590 - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
591 - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
592 - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
593 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
594 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
595 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
596 - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
597 - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
598 - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
599 - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect
600 - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
601 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
602 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
603 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
604 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
605 - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
606 - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
607 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
608 - if you are using official backends from the source tree: you have nothing to do.
609 - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
610 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
611 - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft
612 - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
613 - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc.
614 flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
615 breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
616 - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use)
617 - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use)
618 - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use)
619 - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
620 this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
621 the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
622 legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
623 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
624 - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY()
625 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
626 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
627 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
628 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
629 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
630 - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
631 - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
632 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
633 - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
634 - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
635 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
636 - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
637 - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
638 - ImGuiInputTextCallback -> use ImGuiTextEditCallback
639 - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
640 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
641 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
642 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
643 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
644 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
645 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
646 - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
647 - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
648 - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
649 - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT
650 - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT
651 - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
652 - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
653 - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
654 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
655 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
656 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
657 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
658 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
659 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
660 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
661 replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
662 worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
663 - if you omitted the 'power' parameter (likely!), you are not affected.
664 - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
665 - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
666 see https://github.com/ocornut/imgui/issues/3361 for all details.
667 kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
668 for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
669 - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
670 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
671 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
672 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
673 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
674 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
675 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
676 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
677 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
678 - ShowTestWindow() -> use ShowDemoWindow()
679 - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
680 - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
681 - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
682 - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing()
683 - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg
684 - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding
685 - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
686 - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS
687 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
688 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
689 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
690 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
691 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
692 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
693 - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
694 - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
695 - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding()
696 - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
697 - ImFont::Glyph -> use ImFontGlyph
698 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
699 if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
700 The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
701 If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
702 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
703 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
704 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
705 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
706 overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
707 This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
708 Please reach out if you are affected.
709 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
710 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
711 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
712 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
713 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
714 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
715 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
716 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
717 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
718 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
719 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
720 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
721 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
722 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
723 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
724 If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
725 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
726 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
727 NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
728 Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
729 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
730 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
731 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
732 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
733 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
734 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
735 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
736 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.).
737 old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
738 when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
739 in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
740 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
741 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
742 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
743 If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
744 To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
745 If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
746 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
747 consistent with other functions. Kept redirection functions (will obsolete).
748 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
749 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
750 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
751 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
752 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
753 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
754 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
755 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
756 - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
757 - removed Shutdown() function, as DestroyContext() serve this purpose.
758 - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
759 - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
760 - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
761 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
762 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
763 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
764 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
765 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
766 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
767 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
768 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
769 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
770 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
771 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
772 - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
773 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
774 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
775 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
776 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
777 Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
778 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
779 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
780 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
781 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
782 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
783 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
784 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
785 removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
786 IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
787 IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
788 IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
789 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
790 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
791 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
792 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
793 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
794 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
795 - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
796 - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
797 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
798 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
799 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
800 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
801 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
802 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
803 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
804 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
805 - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
806 - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
807 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
808 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
809 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
810 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
811 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
812 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
813 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
814 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
815 If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
816 This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
817 ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
818 If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
819 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
820 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
821 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
822 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
823 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
824 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
825 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
826 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
827 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
828 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
829 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
830 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
831 GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
832 GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
833 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
834 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
835 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
836 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
837 you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
838 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
839 this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
840 - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
841 - the signature of the io.RenderDrawListsFn handler has changed!
842 old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
843 new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
844 parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
845 ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
846 ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
847 - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
848 - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
849 - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
850 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
851 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
852 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
853 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
854 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
855 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
856 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
857 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
858 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
859 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
860 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
861 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
862 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
863 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
864 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
865 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
866 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
867 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
868 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
869 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
870 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
871 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
872 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
873 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
874 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
875 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
876 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
877 - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
878 - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
879 you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
880 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
881 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
882 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
883 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
884 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
885 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
886 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
887 - 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)
888 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
889 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
890 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
891 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
892 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
893 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
894
895
896 FREQUENTLY ASKED QUESTIONS (FAQ)
897 ================================
898
899 Read all answers online:
900 https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
901 Read all answers locally (with a text editor or ideally a Markdown viewer):
902 docs/FAQ.md
903 Some answers are copied down here to facilitate searching in code.
904
905 Q&A: Basics
906 ===========
907
908 Q: Where is the documentation?
909 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
910 - Run the examples/ applications and explore them.
911 - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
912 - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
913 - The demo covers most features of Dear ImGui, so you can read the code and see its output.
914 - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
915 - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
916 examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
917 - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
918 - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
919 - Your programming IDE is your friend, find the type or function declaration to find comments
920 associated with it.
921
922 Q: What is this library called?
923 Q: Which version should I get?
924 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
925 >> See https://www.dearimgui.com/faq for details.
926
927 Q&A: Integration
928 ================
929
930 Q: How to get started?
931 A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
932
933 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
934 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
935 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
936
937 Q. How can I enable keyboard or gamepad controls?
938 Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
939 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
940 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
941 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
942 >> See https://www.dearimgui.com/faq
943
944 Q&A: Usage
945 ----------
946
947 Q: About the ID Stack system..
948 - Why is my widget not reacting when I click on it?
949 - How can I have widgets with an empty label?
950 - How can I have multiple widgets with the same label?
951 - How can I have multiple windows with the same label?
952 Q: How can I display an image? What is ImTextureID, how does it work?
953 Q: How can I use my own math types instead of ImVec2?
954 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
955 Q: How can I display custom shapes? (using low-level ImDrawList API)
956 >> See https://www.dearimgui.com/faq
957
958 Q&A: Fonts, Text
959 ================
960
961 Q: How should I handle DPI in my application?
962 Q: How can I load a different font than the default?
963 Q: How can I easily use icons in my application?
964 Q: How can I load multiple fonts?
965 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
966 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md
967
968 Q&A: Concerns
969 =============
970
971 Q: Who uses Dear ImGui?
972 Q: Can you create elaborate/serious tools with Dear ImGui?
973 Q: Can you reskin the look of Dear ImGui?
974 Q: Why using C++ (as opposed to C)?
975 >> See https://www.dearimgui.com/faq
976
977 Q&A: Community
978 ==============
979
980 Q: How can I help?
981 A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
982 We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
983 This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
984 >>> See https://github.com/ocornut/imgui/wiki/Funding
985 - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
986 - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
987 - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
988 You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
989 But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
990 - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
991
992*/
993
994//-------------------------------------------------------------------------
995// [SECTION] INCLUDES
996//-------------------------------------------------------------------------
997
998#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
999#define _CRT_SECURE_NO_WARNINGS
1000#endif
1001
1002#ifndef IMGUI_DEFINE_MATH_OPERATORS
1003#define IMGUI_DEFINE_MATH_OPERATORS
1004#endif
1005
1006#include "imgui.h"
1007#ifndef IMGUI_DISABLE
1008#include "imgui_internal.h"
1009
1010// System includes
1011#include <stdio.h> // vsnprintf, sscanf, printf
1012#include <stdint.h> // intptr_t
1013
1014// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
1015#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
1016#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
1017#endif
1018
1019// [Windows] OS specific includes (optional)
1020#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
1021#define IMGUI_DISABLE_WIN32_FUNCTIONS
1022#endif
1023#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
1024#ifndef WIN32_LEAN_AND_MEAN
1025#define WIN32_LEAN_AND_MEAN
1026#endif
1027#ifndef NOMINMAX
1028#define NOMINMAX
1029#endif
1030#ifndef __MINGW32__
1031#include <Windows.h> // _wfopen, OpenClipboard
1032#else
1033#include <windows.h>
1034#endif
1035#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)
1036// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions
1037#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
1038#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
1039#endif
1040#endif
1041
1042// [Apple] OS specific includes
1043#if defined(__APPLE__)
1044#include <TargetConditionals.h>
1045#endif
1046
1047// Visual Studio warnings
1048#ifdef _MSC_VER
1049#pragma warning (disable: 4127) // condition expression is constant
1050#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
1051#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
1052#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
1053#endif
1054#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
1055#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
1056#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
1057#endif
1058
1059// Clang/GCC warnings with -Weverything
1060#if defined(__clang__)
1061#if __has_warning("-Wunknown-warning-option")
1062#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!
1063#endif
1064#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
1065#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
1066#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.
1067#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.
1068#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.
1069#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
1070#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
1071#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
1072#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int'
1073#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
1074#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.
1075#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
1076#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
1077#elif defined(__GNUC__)
1078// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
1079#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
1080#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
1081#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
1082#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
1083#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
1084#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
1085#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
1086#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
1087#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
1088#endif
1089
1090// Debug options
1091#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
1092#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
1093
1094// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
1095static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
1096static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
1097
1098static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut.
1099
1100// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1101static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1102static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
1103static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1104
1105// Tooltip offset
1106static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale
1107
1108// Docking
1109static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1110
1111//-------------------------------------------------------------------------
1112// [SECTION] FORWARD DECLARATIONS
1113//-------------------------------------------------------------------------
1114
1115static void SetCurrentWindow(ImGuiWindow* window);
1116static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1117static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1118
1119static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1120
1121// Settings
1122static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1123static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1124static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1125static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1126static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1127
1128// Platform Dependents default implementation for IO functions
1129static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1130static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1131static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1132
1133namespace ImGui
1134{
1135// Item
1136static void ItemHandleShortcut(ImGuiID id);
1137
1138// Navigation
1139static void NavUpdate();
1140static void NavUpdateWindowing();
1141static void NavUpdateWindowingOverlay();
1142static void NavUpdateCancelRequest();
1143static void NavUpdateCreateMoveRequest();
1144static void NavUpdateCreateTabbingRequest();
1145static float NavUpdatePageUpPageDown();
1146static inline void NavUpdateAnyRequestFlag();
1147static void NavUpdateCreateWrappingRequest();
1148static void NavEndFrame();
1149static bool NavScoreItem(ImGuiNavItemData* result);
1150static void NavApplyItemToResult(ImGuiNavItemData* result);
1151static void NavProcessItem();
1152static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1153static ImVec2 NavCalcPreferredRefPos();
1154static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1155static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
1156static void NavRestoreLayer(ImGuiNavLayer layer);
1157static int FindWindowFocusIndex(ImGuiWindow* window);
1158
1159// Error Checking and Debug Tools
1160static void ErrorCheckNewFrameSanityChecks();
1161static void ErrorCheckEndFrameSanityChecks();
1162static void UpdateDebugToolItemPicker();
1163static void UpdateDebugToolStackQueries();
1164static void UpdateDebugToolFlashStyleColor();
1165
1166// Inputs
1167static void UpdateKeyboardInputs();
1168static void UpdateMouseInputs();
1169static void UpdateMouseWheel();
1170static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1171
1172// Misc
1173static void UpdateSettings();
1174static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1175static void RenderWindowOuterBorders(ImGuiWindow* window);
1176static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1177static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1178static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1179static void RenderDimmedBackgrounds();
1180static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect);
1181
1182// Viewports
1183const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1184static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1185static void DestroyViewport(ImGuiViewportP* viewport);
1186static void UpdateViewportsNewFrame();
1187static void UpdateViewportsEndFrame();
1188static void WindowSelectViewport(ImGuiWindow* window);
1189static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1190static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1191static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1192static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1193static int FindPlatformMonitorForPos(const ImVec2& pos);
1194static int FindPlatformMonitorForRect(const ImRect& r);
1195static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1196
1197}
1198
1199//-----------------------------------------------------------------------------
1200// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1201//-----------------------------------------------------------------------------
1202
1203// DLL users:
1204// - Heaps and globals are not shared across DLL boundaries!
1205// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1206// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1207// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1208// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1209
1210// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1211// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1212// Change to a different context by calling ImGui::SetCurrentContext().
1213// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1214// If you want thread-safety to allow N threads to access N different contexts:
1215// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1216// struct ImGuiContext;
1217// extern thread_local ImGuiContext* MyImGuiTLS;
1218// #define GImGui MyImGuiTLS
1219// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1220// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1221// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1222// - DLL users: read comments above.
1223#ifndef GImGui
1224ImGuiContext* GImGui = NULL;
1225#endif
1226
1227// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1228// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1229// - DLL users: read comments above.
1230#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1231static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); }
1232static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); }
1233#else
1234static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1235static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1236#endif
1237static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper;
1238static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper;
1239static void* GImAllocatorUserData = NULL;
1240
1241//-----------------------------------------------------------------------------
1242// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1243//-----------------------------------------------------------------------------
1244
1245ImGuiStyle::ImGuiStyle()
1246{
1247 Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui.
1248 DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1249 WindowPadding = ImVec2(8,8); // Padding within a window
1250 WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1251 WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1252 WindowMinSize = ImVec2(32,32); // Minimum window size
1253 WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
1254 WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1255 ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1256 ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1257 PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1258 PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1259 FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
1260 FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1261 FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1262 ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines
1263 ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1264 CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
1265 TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1266 IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1267 ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1268 ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar
1269 ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar
1270 GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar
1271 GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1272 LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1273 TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1274 TabBorderSize = 0.0f; // Thickness of border around tabs.
1275 TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1276 TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1277 TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
1278 TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell
1279 ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1280 ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1281 SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1282 SeparatorTextBorderSize = 3.0f; // Thickkness of border in SeparatorText()
1283 SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1284 SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1285 DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1286 DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1287 DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows
1288 MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1289 AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1290 AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1291 AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1292 CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1293 CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1294
1295 // Behaviors
1296 HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1297 HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1298 HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1299 HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1300 HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1301
1302 // Default theme
1303 ImGui::StyleColorsDark(this);
1304}
1305
1306// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1307// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1308void ImGuiStyle::ScaleAllSizes(float scale_factor)
1309{
1310 WindowPadding = ImTrunc(WindowPadding * scale_factor);
1311 WindowRounding = ImTrunc(WindowRounding * scale_factor);
1312 WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
1313 ChildRounding = ImTrunc(ChildRounding * scale_factor);
1314 PopupRounding = ImTrunc(PopupRounding * scale_factor);
1315 FramePadding = ImTrunc(FramePadding * scale_factor);
1316 FrameRounding = ImTrunc(FrameRounding * scale_factor);
1317 ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
1318 ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
1319 CellPadding = ImTrunc(CellPadding * scale_factor);
1320 TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
1321 IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
1322 ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
1323 ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
1324 ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
1325 GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
1326 GrabRounding = ImTrunc(GrabRounding * scale_factor);
1327 LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
1328 TabRounding = ImTrunc(TabRounding * scale_factor);
1329 TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1330 SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
1331 DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
1332 DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
1333 DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
1334 MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
1335}
1336
1337ImGuiIO::ImGuiIO()
1338{
1339 // Most fields are initialized with zero
1340 memset(this, 0, sizeof(*this));
1341 IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1342
1343 // Settings
1344 ConfigFlags = ImGuiConfigFlags_None;
1345 BackendFlags = ImGuiBackendFlags_None;
1346 DisplaySize = ImVec2(-1.0f, -1.0f);
1347 DeltaTime = 1.0f / 60.0f;
1348 IniSavingRate = 5.0f;
1349 IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1350 LogFilename = "imgui_log.txt";
1351#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1352 for (int i = 0; i < ImGuiKey_COUNT; i++)
1353 KeyMap[i] = -1;
1354#endif
1355 UserData = NULL;
1356
1357 Fonts = NULL;
1358 FontGlobalScale = 1.0f;
1359 FontDefault = NULL;
1360 FontAllowUserScaling = false;
1361 DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1362
1363 // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1364 ConfigDockingNoSplit = false;
1365 ConfigDockingWithShift = false;
1366 ConfigDockingAlwaysTabBar = false;
1367 ConfigDockingTransparentPayload = false;
1368
1369 // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1370 ConfigViewportsNoAutoMerge = false;
1371 ConfigViewportsNoTaskBarIcon = false;
1372 ConfigViewportsNoDecoration = true;
1373 ConfigViewportsNoDefaultParent = false;
1374
1375 // Miscellaneous options
1376 MouseDrawCursor = false;
1377#ifdef __APPLE__
1378 ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
1379#else
1380 ConfigMacOSXBehaviors = false;
1381#endif
1382 ConfigInputTrickleEventQueue = true;
1383 ConfigInputTextCursorBlink = true;
1384 ConfigInputTextEnterKeepActive = false;
1385 ConfigDragClickToInputText = false;
1386 ConfigWindowsResizeFromEdges = true;
1387 ConfigWindowsMoveFromTitleBarOnly = false;
1388 ConfigMemoryCompactTimer = 60.0f;
1389 ConfigDebugBeginReturnValueOnce = false;
1390 ConfigDebugBeginReturnValueLoop = false;
1391
1392 // Inputs Behaviors
1393 MouseDoubleClickTime = 0.30f;
1394 MouseDoubleClickMaxDist = 6.0f;
1395 MouseDragThreshold = 6.0f;
1396 KeyRepeatDelay = 0.275f;
1397 KeyRepeatRate = 0.050f;
1398
1399 // Platform Functions
1400 // Note: Initialize() will setup default clipboard/ime handlers.
1401 BackendPlatformName = BackendRendererName = NULL;
1402 BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1403 PlatformLocaleDecimalPoint = '.';
1404
1405 // Input (NB: we already have memset zero the entire structure!)
1406 MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1407 MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1408 MouseSource = ImGuiMouseSource_Mouse;
1409 for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1410 for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1411 AppAcceptingEvents = true;
1412 BackendUsingLegacyKeyArrays = (ImS8)-1;
1413 BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1414}
1415
1416// Pass in translated ASCII characters for text input.
1417// - with glfw you can get those from the callback set in glfwSetCharCallback()
1418// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1419// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1420void ImGuiIO::AddInputCharacter(unsigned int c)
1421{
1422 IM_ASSERT(Ctx != NULL);
1423 ImGuiContext& g = *Ctx;
1424 if (c == 0 || !AppAcceptingEvents)
1425 return;
1426
1427 ImGuiInputEvent e;
1428 e.Type = ImGuiInputEventType_Text;
1429 e.Source = ImGuiInputSource_Keyboard;
1430 e.EventId = g.InputEventsNextEventId++;
1431 e.Text.Char = c;
1432 g.InputEventsQueue.push_back(e);
1433}
1434
1435// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1436// we should save the high surrogate.
1437void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1438{
1439 if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1440 return;
1441
1442 if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1443 {
1444 if (InputQueueSurrogate != 0)
1445 AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1446 InputQueueSurrogate = c;
1447 return;
1448 }
1449
1450 ImWchar cp = c;
1451 if (InputQueueSurrogate != 0)
1452 {
1453 if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1454 {
1455 AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1456 }
1457 else
1458 {
1459#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1460 cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1461#else
1462 cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1463#endif
1464 }
1465
1466 InputQueueSurrogate = 0;
1467 }
1468 AddInputCharacter((unsigned)cp);
1469}
1470
1471void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1472{
1473 if (!AppAcceptingEvents)
1474 return;
1475 while (*utf8_chars != 0)
1476 {
1477 unsigned int c = 0;
1478 utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1479 AddInputCharacter(c);
1480 }
1481}
1482
1483// Clear all incoming events.
1484void ImGuiIO::ClearEventsQueue()
1485{
1486 IM_ASSERT(Ctx != NULL);
1487 ImGuiContext& g = *Ctx;
1488 g.InputEventsQueue.clear();
1489}
1490
1491// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
1492void ImGuiIO::ClearInputKeys()
1493{
1494#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1495 memset(KeysDown, 0, sizeof(KeysDown));
1496#endif
1497 for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1498 {
1499 KeysData[n].Down = false;
1500 KeysData[n].DownDuration = -1.0f;
1501 KeysData[n].DownDurationPrev = -1.0f;
1502 }
1503 KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1504 KeyMods = ImGuiMod_None;
1505 MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1506 for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1507 {
1508 MouseDown[n] = false;
1509 MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1510 }
1511 MouseWheel = MouseWheelH = 0.0f;
1512 InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
1513}
1514
1515// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
1516// Current frame character buffer is now also cleared by ClearInputKeys().
1517#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1518void ImGuiIO::ClearInputCharacters()
1519{
1520 InputQueueCharacters.resize(0);
1521}
1522#endif
1523
1524static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1525{
1526 ImGuiContext& g = *ctx;
1527 for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1528 {
1529 ImGuiInputEvent* e = &g.InputEventsQueue[n];
1530 if (e->Type != type)
1531 continue;
1532 if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1533 continue;
1534 if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1535 continue;
1536 return e;
1537 }
1538 return NULL;
1539}
1540
1541// Queue a new key down/up event.
1542// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1543// - bool down: Is the key down? use false to signify a key release.
1544// - float analog_value: 0.0f..1.0f
1545// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1546// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1547void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1548{
1549 //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1550 IM_ASSERT(Ctx != NULL);
1551 if (key == ImGuiKey_None || !AppAcceptingEvents)
1552 return;
1553 ImGuiContext& g = *Ctx;
1554 IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1555 IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1556
1557 // MacOS: swap Cmd(Super) and Ctrl
1558 if (g.IO.ConfigMacOSXBehaviors)
1559 {
1560 if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; }
1561 else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; }
1562 else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; }
1563 else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; }
1564 else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; }
1565 else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; }
1566 }
1567
1568 // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1569#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1570 IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1571 if (BackendUsingLegacyKeyArrays == -1)
1572 for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1573 IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1574 BackendUsingLegacyKeyArrays = 0;
1575#endif
1576 if (ImGui::IsGamepadKey(key))
1577 BackendUsingLegacyNavInputArray = false;
1578
1579 // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1580 const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1581 const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1582 const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1583 const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1584 if (latest_key_down == down && latest_key_analog == analog_value)
1585 return;
1586
1587 // Add event
1588 ImGuiInputEvent e;
1589 e.Type = ImGuiInputEventType_Key;
1590 e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1591 e.EventId = g.InputEventsNextEventId++;
1592 e.Key.Key = key;
1593 e.Key.Down = down;
1594 e.Key.AnalogValue = analog_value;
1595 g.InputEventsQueue.push_back(e);
1596}
1597
1598void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1599{
1600 if (!AppAcceptingEvents)
1601 return;
1602 AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1603}
1604
1605// [Optional] Call after AddKeyEvent().
1606// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1607// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1608void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1609{
1610 if (key == ImGuiKey_None)
1611 return;
1612 IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1613 IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1614 IM_UNUSED(native_keycode); // Yet unused
1615 IM_UNUSED(native_scancode); // Yet unused
1616
1617 // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1618#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1619 const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1620 if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1621 return;
1622 KeyMap[legacy_key] = key;
1623 KeyMap[key] = legacy_key;
1624#else
1625 IM_UNUSED(key);
1626 IM_UNUSED(native_legacy_index);
1627#endif
1628}
1629
1630// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1631void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1632{
1633 AppAcceptingEvents = accepting_events;
1634}
1635
1636// Queue a mouse move event
1637void ImGuiIO::AddMousePosEvent(float x, float y)
1638{
1639 IM_ASSERT(Ctx != NULL);
1640 ImGuiContext& g = *Ctx;
1641 if (!AppAcceptingEvents)
1642 return;
1643
1644 // Apply same flooring as UpdateMouseInputs()
1645 ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
1646
1647 // Filter duplicate
1648 const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1649 const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1650 if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1651 return;
1652
1653 ImGuiInputEvent e;
1654 e.Type = ImGuiInputEventType_MousePos;
1655 e.Source = ImGuiInputSource_Mouse;
1656 e.EventId = g.InputEventsNextEventId++;
1657 e.MousePos.PosX = pos.x;
1658 e.MousePos.PosY = pos.y;
1659 e.MousePos.MouseSource = g.InputEventsNextMouseSource;
1660 g.InputEventsQueue.push_back(e);
1661}
1662
1663void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1664{
1665 IM_ASSERT(Ctx != NULL);
1666 ImGuiContext& g = *Ctx;
1667 IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1668 if (!AppAcceptingEvents)
1669 return;
1670
1671 // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button.
1672 if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick)
1673 {
1674 // Order of both statements matterns: this event will still release mouse button 1
1675 mouse_button = 1;
1676 if (!down)
1677 MouseCtrlLeftAsRightClick = false;
1678 }
1679
1680 // Filter duplicate
1681 const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1682 const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1683 if (latest_button_down == down)
1684 return;
1685
1686 // On MacOS X: Convert Ctrl(Super)+Left click into Right-click.
1687 // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us.
1688 // - At this point we want from !down to down, so this is handling the initial press.
1689 if (ConfigMacOSXBehaviors && mouse_button == 0 && down)
1690 {
1691 const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super);
1692 if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper)
1693 {
1694 IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n");
1695 MouseCtrlLeftAsRightClick = true;
1696 AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again.
1697 return;
1698 }
1699 }
1700
1701 ImGuiInputEvent e;
1702 e.Type = ImGuiInputEventType_MouseButton;
1703 e.Source = ImGuiInputSource_Mouse;
1704 e.EventId = g.InputEventsNextEventId++;
1705 e.MouseButton.Button = mouse_button;
1706 e.MouseButton.Down = down;
1707 e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
1708 g.InputEventsQueue.push_back(e);
1709}
1710
1711// Queue a mouse wheel event (some mouse/API may only have a Y component)
1712void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1713{
1714 IM_ASSERT(Ctx != NULL);
1715 ImGuiContext& g = *Ctx;
1716
1717 // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1718 if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1719 return;
1720
1721 ImGuiInputEvent e;
1722 e.Type = ImGuiInputEventType_MouseWheel;
1723 e.Source = ImGuiInputSource_Mouse;
1724 e.EventId = g.InputEventsNextEventId++;
1725 e.MouseWheel.WheelX = wheel_x;
1726 e.MouseWheel.WheelY = wheel_y;
1727 e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1728 g.InputEventsQueue.push_back(e);
1729}
1730
1731// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1732// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1733void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1734{
1735 IM_ASSERT(Ctx != NULL);
1736 ImGuiContext& g = *Ctx;
1737 g.InputEventsNextMouseSource = source;
1738}
1739
1740void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1741{
1742 IM_ASSERT(Ctx != NULL);
1743 ImGuiContext& g = *Ctx;
1744 //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1745 if (!AppAcceptingEvents)
1746 return;
1747
1748 // Filter duplicate
1749 const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1750 const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1751 if (latest_viewport_id == viewport_id)
1752 return;
1753
1754 ImGuiInputEvent e;
1755 e.Type = ImGuiInputEventType_MouseViewport;
1756 e.Source = ImGuiInputSource_Mouse;
1757 e.MouseViewport.HoveredViewportID = viewport_id;
1758 g.InputEventsQueue.push_back(e);
1759}
1760
1761void ImGuiIO::AddFocusEvent(bool focused)
1762{
1763 IM_ASSERT(Ctx != NULL);
1764 ImGuiContext& g = *Ctx;
1765
1766 // Filter duplicate
1767 const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1768 const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1769 if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1770 return;
1771
1772 ImGuiInputEvent e;
1773 e.Type = ImGuiInputEventType_Focus;
1774 e.EventId = g.InputEventsNextEventId++;
1775 e.AppFocused.Focused = focused;
1776 g.InputEventsQueue.push_back(e);
1777}
1778
1779//-----------------------------------------------------------------------------
1780// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1781//-----------------------------------------------------------------------------
1782
1783ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1784{
1785 IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1786 ImVec2 p_last = p1;
1787 ImVec2 p_closest;
1788 float p_closest_dist2 = FLT_MAX;
1789 float t_step = 1.0f / (float)num_segments;
1790 for (int i_step = 1; i_step <= num_segments; i_step++)
1791 {
1792 ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1793 ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1794 float dist2 = ImLengthSqr(p - p_line);
1795 if (dist2 < p_closest_dist2)
1796 {
1797 p_closest = p_line;
1798 p_closest_dist2 = dist2;
1799 }
1800 p_last = p_current;
1801 }
1802 return p_closest;
1803}
1804
1805// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1806static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1807{
1808 float dx = x4 - x1;
1809 float dy = y4 - y1;
1810 float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1811 float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1812 d2 = (d2 >= 0) ? d2 : -d2;
1813 d3 = (d3 >= 0) ? d3 : -d3;
1814 if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1815 {
1816 ImVec2 p_current(x4, y4);
1817 ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1818 float dist2 = ImLengthSqr(p - p_line);
1819 if (dist2 < p_closest_dist2)
1820 {
1821 p_closest = p_line;
1822 p_closest_dist2 = dist2;
1823 }
1824 p_last = p_current;
1825 }
1826 else if (level < 10)
1827 {
1828 float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f;
1829 float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f;
1830 float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f;
1831 float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f;
1832 float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f;
1833 float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1834 ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1835 ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1836 }
1837}
1838
1839// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1840// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1841ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1842{
1843 IM_ASSERT(tess_tol > 0.0f);
1844 ImVec2 p_last = p1;
1845 ImVec2 p_closest;
1846 float p_closest_dist2 = FLT_MAX;
1847 ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1848 return p_closest;
1849}
1850
1851ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1852{
1853 ImVec2 ap = p - a;
1854 ImVec2 ab_dir = b - a;
1855 float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1856 if (dot < 0.0f)
1857 return a;
1858 float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1859 if (dot > ab_len_sqr)
1860 return b;
1861 return a + ab_dir * dot / ab_len_sqr;
1862}
1863
1864bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1865{
1866 bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1867 bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1868 bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1869 return ((b1 == b2) && (b2 == b3));
1870}
1871
1872void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1873{
1874 ImVec2 v0 = b - a;
1875 ImVec2 v1 = c - a;
1876 ImVec2 v2 = p - a;
1877 const float denom = v0.x * v1.y - v1.x * v0.y;
1878 out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1879 out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1880 out_u = 1.0f - out_v - out_w;
1881}
1882
1883ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1884{
1885 ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1886 ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1887 ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1888 float dist2_ab = ImLengthSqr(p - proj_ab);
1889 float dist2_bc = ImLengthSqr(p - proj_bc);
1890 float dist2_ca = ImLengthSqr(p - proj_ca);
1891 float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1892 if (m == dist2_ab)
1893 return proj_ab;
1894 if (m == dist2_bc)
1895 return proj_bc;
1896 return proj_ca;
1897}
1898
1899//-----------------------------------------------------------------------------
1900// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1901//-----------------------------------------------------------------------------
1902
1903// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1904int ImStricmp(const char* str1, const char* str2)
1905{
1906 int d;
1907 while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1908 return d;
1909}
1910
1911int ImStrnicmp(const char* str1, const char* str2, size_t count)
1912{
1913 int d = 0;
1914 while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1915 return d;
1916}
1917
1918void ImStrncpy(char* dst, const char* src, size_t count)
1919{
1920 if (count < 1)
1921 return;
1922 if (count > 1)
1923 strncpy(dst, src, count - 1);
1924 dst[count - 1] = 0;
1925}
1926
1927char* ImStrdup(const char* str)
1928{
1929 size_t len = strlen(str);
1930 void* buf = IM_ALLOC(len + 1);
1931 return (char*)memcpy(buf, (const void*)str, len + 1);
1932}
1933
1934char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1935{
1936 size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1937 size_t src_size = strlen(src) + 1;
1938 if (dst_buf_size < src_size)
1939 {
1940 IM_FREE(dst);
1941 dst = (char*)IM_ALLOC(src_size);
1942 if (p_dst_size)
1943 *p_dst_size = src_size;
1944 }
1945 return (char*)memcpy(dst, (const void*)src, src_size);
1946}
1947
1948const char* ImStrchrRange(const char* str, const char* str_end, char c)
1949{
1950 const char* p = (const char*)memchr(str, (int)c, str_end - str);
1951 return p;
1952}
1953
1954int ImStrlenW(const ImWchar* str)
1955{
1956 //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit
1957 int n = 0;
1958 while (*str++) n++;
1959 return n;
1960}
1961
1962// Find end-of-line. Return pointer will point to either first \n, either str_end.
1963const char* ImStreolRange(const char* str, const char* str_end)
1964{
1965 const char* p = (const char*)memchr(str, '\n', str_end - str);
1966 return p ? p : str_end;
1967}
1968
1969const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1970{
1971 while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1972 buf_mid_line--;
1973 return buf_mid_line;
1974}
1975
1976const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1977{
1978 if (!needle_end)
1979 needle_end = needle + strlen(needle);
1980
1981 const char un0 = (char)ImToUpper(*needle);
1982 while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1983 {
1984 if (ImToUpper(*haystack) == un0)
1985 {
1986 const char* b = needle + 1;
1987 for (const char* a = haystack + 1; b < needle_end; a++, b++)
1988 if (ImToUpper(*a) != ImToUpper(*b))
1989 break;
1990 if (b == needle_end)
1991 return haystack;
1992 }
1993 haystack++;
1994 }
1995 return NULL;
1996}
1997
1998// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1999void ImStrTrimBlanks(char* buf)
2000{
2001 char* p = buf;
2002 while (p[0] == ' ' || p[0] == '\t') // Leading blanks
2003 p++;
2004 char* p_start = p;
2005 while (*p != 0) // Find end of string
2006 p++;
2007 while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks
2008 p--;
2009 if (p_start != buf) // Copy memory if we had leading blanks
2010 memmove(buf, p_start, p - p_start);
2011 buf[p - p_start] = 0; // Zero terminate
2012}
2013
2014const char* ImStrSkipBlank(const char* str)
2015{
2016 while (str[0] == ' ' || str[0] == '\t')
2017 str++;
2018 return str;
2019}
2020
2021// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
2022// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
2023// B) When buf==NULL vsnprintf() will return the output size.
2024#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
2025
2026// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
2027// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
2028// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
2029// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
2030#ifdef IMGUI_USE_STB_SPRINTF
2031#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
2032#define STB_SPRINTF_IMPLEMENTATION
2033#endif
2034#ifdef IMGUI_STB_SPRINTF_FILENAME
2035#include IMGUI_STB_SPRINTF_FILENAME
2036#else
2037#include "stb_sprintf.h"
2038#endif
2039#endif // #ifdef IMGUI_USE_STB_SPRINTF
2040
2041#if defined(_MSC_VER) && !defined(vsnprintf)
2042#define vsnprintf _vsnprintf
2043#endif
2044
2045int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
2046{
2047 va_list args;
2048 va_start(args, fmt);
2049#ifdef IMGUI_USE_STB_SPRINTF
2050 int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
2051#else
2052 int w = vsnprintf(buf, buf_size, fmt, args);
2053#endif
2054 va_end(args);
2055 if (buf == NULL)
2056 return w;
2057 if (w == -1 || w >= (int)buf_size)
2058 w = (int)buf_size - 1;
2059 buf[w] = 0;
2060 return w;
2061}
2062
2063int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
2064{
2065#ifdef IMGUI_USE_STB_SPRINTF
2066 int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
2067#else
2068 int w = vsnprintf(buf, buf_size, fmt, args);
2069#endif
2070 if (buf == NULL)
2071 return w;
2072 if (w == -1 || w >= (int)buf_size)
2073 w = (int)buf_size - 1;
2074 buf[w] = 0;
2075 return w;
2076}
2077#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
2078
2079void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
2080{
2081 va_list args;
2082 va_start(args, fmt);
2083 ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
2084 va_end(args);
2085}
2086
2087void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
2088{
2089 ImGuiContext& g = *GImGui;
2090 if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
2091 {
2092 const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
2093 if (buf == NULL)
2094 buf = "(null)";
2095 *out_buf = buf;
2096 if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
2097 }
2098 else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
2099 {
2100 int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
2101 const char* buf = va_arg(args, const char*);
2102 if (buf == NULL)
2103 {
2104 buf = "(null)";
2105 buf_len = ImMin(buf_len, 6);
2106 }
2107 *out_buf = buf;
2108 *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
2109 }
2110 else
2111 {
2112 int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
2113 *out_buf = g.TempBuffer.Data;
2114 if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
2115 }
2116}
2117
2118// CRC32 needs a 1KB lookup table (not cache friendly)
2119// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
2120// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
2121static const ImU32 GCrc32LookupTable[256] =
2122{
2123 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
2124 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
2125 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
2126 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
2127 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
2128 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
2129 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
2130 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
2131 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
2132 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
2133 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
2134 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
2135 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
2136 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
2137 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
2138 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
2139};
2140
2141// Known size hash
2142// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
2143// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2144ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
2145{
2146 ImU32 crc = ~seed;
2147 const unsigned char* data = (const unsigned char*)data_p;
2148 const ImU32* crc32_lut = GCrc32LookupTable;
2149 while (data_size-- != 0)
2150 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
2151 return ~crc;
2152}
2153
2154// Zero-terminated string hash, with support for ### to reset back to seed value
2155// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
2156// Because this syntax is rarely used we are optimizing for the common case.
2157// - If we reach ### in the string we discard the hash so far and reset to the seed.
2158// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2159// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2160ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2161{
2162 seed = ~seed;
2163 ImU32 crc = seed;
2164 const unsigned char* data = (const unsigned char*)data_p;
2165 const ImU32* crc32_lut = GCrc32LookupTable;
2166 if (data_size != 0)
2167 {
2168 while (data_size-- != 0)
2169 {
2170 unsigned char c = *data++;
2171 if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2172 crc = seed;
2173 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2174 }
2175 }
2176 else
2177 {
2178 while (unsigned char c = *data++)
2179 {
2180 if (c == '#' && data[0] == '#' && data[1] == '#')
2181 crc = seed;
2182 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2183 }
2184 }
2185 return ~crc;
2186}
2187
2188//-----------------------------------------------------------------------------
2189// [SECTION] MISC HELPERS/UTILITIES (File functions)
2190//-----------------------------------------------------------------------------
2191
2192// Default file functions
2193#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2194
2195ImFileHandle ImFileOpen(const char* filename, const char* mode)
2196{
2197#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2198 // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2199 // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2200 const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2201 const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2202
2203 // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator.
2204 // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314).
2205 wchar_t local_temp_stack[FILENAME_MAX];
2206 ImVector<wchar_t> local_temp_heap;
2207 if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack))
2208 local_temp_heap.resize(filename_wsize + mode_wsize);
2209 wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack;
2210 wchar_t* mode_wbuf = filename_wbuf + filename_wsize;
2211 ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize);
2212 ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize);
2213 return ::_wfopen(filename_wbuf, mode_wbuf);
2214#else
2215 return fopen(filename, mode);
2216#endif
2217}
2218
2219// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2220bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; }
2221ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2222ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); }
2223ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); }
2224#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2225
2226// Helper: Load file content into memory
2227// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2228// This can't really be used with "rt" because fseek size won't match read size.
2229void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2230{
2231 IM_ASSERT(filename && mode);
2232 if (out_file_size)
2233 *out_file_size = 0;
2234
2235 ImFileHandle f;
2236 if ((f = ImFileOpen(filename, mode)) == NULL)
2237 return NULL;
2238
2239 size_t file_size = (size_t)ImFileGetSize(f);
2240 if (file_size == (size_t)-1)
2241 {
2242 ImFileClose(f);
2243 return NULL;
2244 }
2245
2246 void* file_data = IM_ALLOC(file_size + padding_bytes);
2247 if (file_data == NULL)
2248 {
2249 ImFileClose(f);
2250 return NULL;
2251 }
2252 if (ImFileRead(file_data, 1, file_size, f) != file_size)
2253 {
2254 ImFileClose(f);
2255 IM_FREE(file_data);
2256 return NULL;
2257 }
2258 if (padding_bytes > 0)
2259 memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2260
2261 ImFileClose(f);
2262 if (out_file_size)
2263 *out_file_size = file_size;
2264
2265 return file_data;
2266}
2267
2268//-----------------------------------------------------------------------------
2269// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2270//-----------------------------------------------------------------------------
2271
2272IM_MSVC_RUNTIME_CHECKS_OFF
2273
2274// Convert UTF-8 to 32-bit character, process single character input.
2275// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2276// We handle UTF-8 decoding error by skipping forward.
2277int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2278{
2279 static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2280 static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2281 static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2282 static const int shiftc[] = { 0, 18, 12, 6, 0 };
2283 static const int shifte[] = { 0, 6, 4, 2, 0 };
2284 int len = lengths[*(const unsigned char*)in_text >> 3];
2285 int wanted = len + (len ? 0 : 1);
2286
2287 if (in_text_end == NULL)
2288 in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2289
2290 // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2291 // so it is fast even with excessive branching.
2292 unsigned char s[4];
2293 s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2294 s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2295 s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2296 s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2297
2298 // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2299 *out_char = (uint32_t)(s[0] & masks[len]) << 18;
2300 *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2301 *out_char |= (uint32_t)(s[2] & 0x3f) << 6;
2302 *out_char |= (uint32_t)(s[3] & 0x3f) << 0;
2303 *out_char >>= shiftc[len];
2304
2305 // Accumulate the various error conditions.
2306 int e = 0;
2307 e = (*out_char < mins[len]) << 6; // non-canonical encoding
2308 e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half?
2309 e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range?
2310 e |= (s[1] & 0xc0) >> 2;
2311 e |= (s[2] & 0xc0) >> 4;
2312 e |= (s[3] ) >> 6;
2313 e ^= 0x2a; // top two bits of each tail byte correct?
2314 e >>= shifte[len];
2315
2316 if (e)
2317 {
2318 // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2319 // One byte is consumed in case of invalid first byte of in_text.
2320 // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2321 // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2322 wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2323 *out_char = IM_UNICODE_CODEPOINT_INVALID;
2324 }
2325
2326 return wanted;
2327}
2328
2329int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2330{
2331 ImWchar* buf_out = buf;
2332 ImWchar* buf_end = buf + buf_size;
2333 while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2334 {
2335 unsigned int c;
2336 in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2337 *buf_out++ = (ImWchar)c;
2338 }
2339 *buf_out = 0;
2340 if (in_text_remaining)
2341 *in_text_remaining = in_text;
2342 return (int)(buf_out - buf);
2343}
2344
2345int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2346{
2347 int char_count = 0;
2348 while ((!in_text_end || in_text < in_text_end) && *in_text)
2349 {
2350 unsigned int c;
2351 in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2352 char_count++;
2353 }
2354 return char_count;
2355}
2356
2357// Based on stb_to_utf8() from github.com/nothings/stb/
2358static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2359{
2360 if (c < 0x80)
2361 {
2362 buf[0] = (char)c;
2363 return 1;
2364 }
2365 if (c < 0x800)
2366 {
2367 if (buf_size < 2) return 0;
2368 buf[0] = (char)(0xc0 + (c >> 6));
2369 buf[1] = (char)(0x80 + (c & 0x3f));
2370 return 2;
2371 }
2372 if (c < 0x10000)
2373 {
2374 if (buf_size < 3) return 0;
2375 buf[0] = (char)(0xe0 + (c >> 12));
2376 buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2377 buf[2] = (char)(0x80 + ((c ) & 0x3f));
2378 return 3;
2379 }
2380 if (c <= 0x10FFFF)
2381 {
2382 if (buf_size < 4) return 0;
2383 buf[0] = (char)(0xf0 + (c >> 18));
2384 buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2385 buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2386 buf[3] = (char)(0x80 + ((c ) & 0x3f));
2387 return 4;
2388 }
2389 // Invalid code point, the max unicode is 0x10FFFF
2390 return 0;
2391}
2392
2393const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2394{
2395 int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2396 out_buf[count] = 0;
2397 return out_buf;
2398}
2399
2400// Not optimal but we very rarely use this function.
2401int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2402{
2403 unsigned int unused = 0;
2404 return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2405}
2406
2407static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2408{
2409 if (c < 0x80) return 1;
2410 if (c < 0x800) return 2;
2411 if (c < 0x10000) return 3;
2412 if (c <= 0x10FFFF) return 4;
2413 return 3;
2414}
2415
2416int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2417{
2418 char* buf_p = out_buf;
2419 const char* buf_end = out_buf + out_buf_size;
2420 while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2421 {
2422 unsigned int c = (unsigned int)(*in_text++);
2423 if (c < 0x80)
2424 *buf_p++ = (char)c;
2425 else
2426 buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2427 }
2428 *buf_p = 0;
2429 return (int)(buf_p - out_buf);
2430}
2431
2432int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2433{
2434 int bytes_count = 0;
2435 while ((!in_text_end || in_text < in_text_end) && *in_text)
2436 {
2437 unsigned int c = (unsigned int)(*in_text++);
2438 if (c < 0x80)
2439 bytes_count++;
2440 else
2441 bytes_count += ImTextCountUtf8BytesFromChar(c);
2442 }
2443 return bytes_count;
2444}
2445
2446const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
2447{
2448 while (in_text_curr > in_text_start)
2449 {
2450 in_text_curr--;
2451 if ((*in_text_curr & 0xC0) != 0x80)
2452 return in_text_curr;
2453 }
2454 return in_text_start;
2455}
2456
2457int ImTextCountLines(const char* in_text, const char* in_text_end)
2458{
2459 if (in_text_end == NULL)
2460 in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now.
2461 int count = 0;
2462 while (in_text < in_text_end)
2463 {
2464 const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text);
2465 in_text = line_end ? line_end + 1 : in_text_end;
2466 count++;
2467 }
2468 return count;
2469}
2470
2471IM_MSVC_RUNTIME_CHECKS_RESTORE
2472
2473//-----------------------------------------------------------------------------
2474// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2475// Note: The Convert functions are early design which are not consistent with other API.
2476//-----------------------------------------------------------------------------
2477
2478IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2479{
2480 float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2481 int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2482 int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2483 int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2484 return IM_COL32(r, g, b, 0xFF);
2485}
2486
2487ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2488{
2489 float s = 1.0f / 255.0f;
2490 return ImVec4(
2491 ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2492 ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2493 ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2494 ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2495}
2496
2497ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2498{
2499 ImU32 out;
2500 out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2501 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2502 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2503 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2504 return out;
2505}
2506
2507// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2508// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2509void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2510{
2511 float K = 0.f;
2512 if (g < b)
2513 {
2514 ImSwap(g, b);
2515 K = -1.f;
2516 }
2517 if (r < g)
2518 {
2519 ImSwap(r, g);
2520 K = -2.f / 6.f - K;
2521 }
2522
2523 const float chroma = r - (g < b ? g : b);
2524 out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2525 out_s = chroma / (r + 1e-20f);
2526 out_v = r;
2527}
2528
2529// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2530// also http://en.wikipedia.org/wiki/HSL_and_HSV
2531void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2532{
2533 if (s == 0.0f)
2534 {
2535 // gray
2536 out_r = out_g = out_b = v;
2537 return;
2538 }
2539
2540 h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2541 int i = (int)h;
2542 float f = h - (float)i;
2543 float p = v * (1.0f - s);
2544 float q = v * (1.0f - s * f);
2545 float t = v * (1.0f - s * (1.0f - f));
2546
2547 switch (i)
2548 {
2549 case 0: out_r = v; out_g = t; out_b = p; break;
2550 case 1: out_r = q; out_g = v; out_b = p; break;
2551 case 2: out_r = p; out_g = v; out_b = t; break;
2552 case 3: out_r = p; out_g = q; out_b = v; break;
2553 case 4: out_r = t; out_g = p; out_b = v; break;
2554 case 5: default: out_r = v; out_g = p; out_b = q; break;
2555 }
2556}
2557
2558//-----------------------------------------------------------------------------
2559// [SECTION] ImGuiStorage
2560// Helper: Key->value storage
2561//-----------------------------------------------------------------------------
2562
2563// std::lower_bound but without the bullshit
2564static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2565{
2566 ImGuiStorage::ImGuiStoragePair* first = data.Data;
2567 ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2568 size_t count = (size_t)(last - first);
2569 while (count > 0)
2570 {
2571 size_t count2 = count >> 1;
2572 ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2573 if (mid->key < key)
2574 {
2575 first = ++mid;
2576 count -= count2 + 1;
2577 }
2578 else
2579 {
2580 count = count2;
2581 }
2582 }
2583 return first;
2584}
2585
2586// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2587void ImGuiStorage::BuildSortByKey()
2588{
2589 struct StaticFunc
2590 {
2591 static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2592 {
2593 // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2594 if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2595 if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2596 return 0;
2597 }
2598 };
2599 ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2600}
2601
2602int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2603{
2604 ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2605 if (it == Data.end() || it->key != key)
2606 return default_val;
2607 return it->val_i;
2608}
2609
2610bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2611{
2612 return GetInt(key, default_val ? 1 : 0) != 0;
2613}
2614
2615float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2616{
2617 ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2618 if (it == Data.end() || it->key != key)
2619 return default_val;
2620 return it->val_f;
2621}
2622
2623void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2624{
2625 ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2626 if (it == Data.end() || it->key != key)
2627 return NULL;
2628 return it->val_p;
2629}
2630
2631// 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.
2632int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2633{
2634 ImGuiStoragePair* it = LowerBound(Data, key);
2635 if (it == Data.end() || it->key != key)
2636 it = Data.insert(it, ImGuiStoragePair(key, default_val));
2637 return &it->val_i;
2638}
2639
2640bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2641{
2642 return (bool*)GetIntRef(key, default_val ? 1 : 0);
2643}
2644
2645float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2646{
2647 ImGuiStoragePair* it = LowerBound(Data, key);
2648 if (it == Data.end() || it->key != key)
2649 it = Data.insert(it, ImGuiStoragePair(key, default_val));
2650 return &it->val_f;
2651}
2652
2653void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2654{
2655 ImGuiStoragePair* it = LowerBound(Data, key);
2656 if (it == Data.end() || it->key != key)
2657 it = Data.insert(it, ImGuiStoragePair(key, default_val));
2658 return &it->val_p;
2659}
2660
2661// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2662void ImGuiStorage::SetInt(ImGuiID key, int val)
2663{
2664 ImGuiStoragePair* it = LowerBound(Data, key);
2665 if (it == Data.end() || it->key != key)
2666 Data.insert(it, ImGuiStoragePair(key, val));
2667 else
2668 it->val_i = val;
2669}
2670
2671void ImGuiStorage::SetBool(ImGuiID key, bool val)
2672{
2673 SetInt(key, val ? 1 : 0);
2674}
2675
2676void ImGuiStorage::SetFloat(ImGuiID key, float val)
2677{
2678 ImGuiStoragePair* it = LowerBound(Data, key);
2679 if (it == Data.end() || it->key != key)
2680 Data.insert(it, ImGuiStoragePair(key, val));
2681 else
2682 it->val_f = val;
2683}
2684
2685void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2686{
2687 ImGuiStoragePair* it = LowerBound(Data, key);
2688 if (it == Data.end() || it->key != key)
2689 Data.insert(it, ImGuiStoragePair(key, val));
2690 else
2691 it->val_p = val;
2692}
2693
2694void ImGuiStorage::SetAllInt(int v)
2695{
2696 for (int i = 0; i < Data.Size; i++)
2697 Data[i].val_i = v;
2698}
2699
2700//-----------------------------------------------------------------------------
2701// [SECTION] ImGuiTextFilter
2702//-----------------------------------------------------------------------------
2703
2704// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2705ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2706{
2707 InputBuf[0] = 0;
2708 CountGrep = 0;
2709 if (default_filter)
2710 {
2711 ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2712 Build();
2713 }
2714}
2715
2716bool ImGuiTextFilter::Draw(const char* label, float width)
2717{
2718 if (width != 0.0f)
2719 ImGui::SetNextItemWidth(width);
2720 bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2721 if (value_changed)
2722 Build();
2723 return value_changed;
2724}
2725
2726void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2727{
2728 out->resize(0);
2729 const char* wb = b;
2730 const char* we = wb;
2731 while (we < e)
2732 {
2733 if (*we == separator)
2734 {
2735 out->push_back(ImGuiTextRange(wb, we));
2736 wb = we + 1;
2737 }
2738 we++;
2739 }
2740 if (wb != we)
2741 out->push_back(ImGuiTextRange(wb, we));
2742}
2743
2744void ImGuiTextFilter::Build()
2745{
2746 Filters.resize(0);
2747 ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2748 input_range.split(',', &Filters);
2749
2750 CountGrep = 0;
2751 for (ImGuiTextRange& f : Filters)
2752 {
2753 while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2754 f.b++;
2755 while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2756 f.e--;
2757 if (f.empty())
2758 continue;
2759 if (f.b[0] != '-')
2760 CountGrep += 1;
2761 }
2762}
2763
2764bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2765{
2766 if (Filters.empty())
2767 return true;
2768
2769 if (text == NULL)
2770 text = "";
2771
2772 for (const ImGuiTextRange& f : Filters)
2773 {
2774 if (f.empty())
2775 continue;
2776 if (f.b[0] == '-')
2777 {
2778 // Subtract
2779 if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2780 return false;
2781 }
2782 else
2783 {
2784 // Grep
2785 if (ImStristr(text, text_end, f.b, f.e) != NULL)
2786 return true;
2787 }
2788 }
2789
2790 // Implicit * grep
2791 if (CountGrep == 0)
2792 return true;
2793
2794 return false;
2795}
2796
2797//-----------------------------------------------------------------------------
2798// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2799//-----------------------------------------------------------------------------
2800
2801// On some platform vsnprintf() takes va_list by reference and modifies it.
2802// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2803#ifndef va_copy
2804#if defined(__GNUC__) || defined(__clang__)
2805#define va_copy(dest, src) __builtin_va_copy(dest, src)
2806#else
2807#define va_copy(dest, src) (dest = src)
2808#endif
2809#endif
2810
2811char ImGuiTextBuffer::EmptyString[1] = { 0 };
2812
2813void ImGuiTextBuffer::append(const char* str, const char* str_end)
2814{
2815 int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2816
2817 // Add zero-terminator the first time
2818 const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2819 const int needed_sz = write_off + len;
2820 if (write_off + len >= Buf.Capacity)
2821 {
2822 int new_capacity = Buf.Capacity * 2;
2823 Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2824 }
2825
2826 Buf.resize(needed_sz);
2827 memcpy(&Buf[write_off - 1], str, (size_t)len);
2828 Buf[write_off - 1 + len] = 0;
2829}
2830
2831void ImGuiTextBuffer::appendf(const char* fmt, ...)
2832{
2833 va_list args;
2834 va_start(args, fmt);
2835 appendfv(fmt, args);
2836 va_end(args);
2837}
2838
2839// Helper: Text buffer for logging/accumulating text
2840void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2841{
2842 va_list args_copy;
2843 va_copy(args_copy, args);
2844
2845 int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2846 if (len <= 0)
2847 {
2848 va_end(args_copy);
2849 return;
2850 }
2851
2852 // Add zero-terminator the first time
2853 const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2854 const int needed_sz = write_off + len;
2855 if (write_off + len >= Buf.Capacity)
2856 {
2857 int new_capacity = Buf.Capacity * 2;
2858 Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2859 }
2860
2861 Buf.resize(needed_sz);
2862 ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2863 va_end(args_copy);
2864}
2865
2866void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2867{
2868 IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2869 if (old_size == new_size)
2870 return;
2871 if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2872 LineOffsets.push_back(EndOffset);
2873 const char* base_end = base + new_size;
2874 for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2875 if (++p < base_end) // Don't push a trailing offset on last \n
2876 LineOffsets.push_back((int)(intptr_t)(p - base));
2877 EndOffset = ImMax(EndOffset, new_size);
2878}
2879
2880//-----------------------------------------------------------------------------
2881// [SECTION] ImGuiListClipper
2882//-----------------------------------------------------------------------------
2883
2884// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2885// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2886static bool GetSkipItemForListClipping()
2887{
2888 ImGuiContext& g = *GImGui;
2889 return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2890}
2891
2892static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2893{
2894 if (ranges.Size - offset <= 1)
2895 return;
2896
2897 // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2898 for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2899 for (int i = offset; i < sort_end + offset; ++i)
2900 if (ranges[i].Min > ranges[i + 1].Min)
2901 ImSwap(ranges[i], ranges[i + 1]);
2902
2903 // Now fuse ranges together as much as possible.
2904 for (int i = 1 + offset; i < ranges.Size; i++)
2905 {
2906 IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2907 if (ranges[i - 1].Max < ranges[i].Min)
2908 continue;
2909 ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2910 ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2911 ranges.erase(ranges.Data + i);
2912 i--;
2913 }
2914}
2915
2916static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2917{
2918 // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2919 // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2920 // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2921 ImGuiContext& g = *GImGui;
2922 ImGuiWindow* window = g.CurrentWindow;
2923 float off_y = pos_y - window->DC.CursorPos.y;
2924 window->DC.CursorPos.y = pos_y;
2925 window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2926 window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2927 window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2928 if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2929 columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
2930 if (ImGuiTable* table = g.CurrentTable)
2931 {
2932 if (table->IsInsideRow)
2933 ImGui::TableEndRow(table);
2934 table->RowPosY2 = window->DC.CursorPos.y;
2935 const int row_increase = (int)((off_y / line_height) + 0.5f);
2936 //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2937 table->RowBgColorCounter += row_increase;
2938 }
2939}
2940
2941static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2942{
2943 // StartPosY starts from ItemsFrozen hence the subtraction
2944 // Perform the add and multiply with double to allow seeking through larger ranges
2945 ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2946 float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2947 ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2948}
2949
2950ImGuiListClipper::ImGuiListClipper()
2951{
2952 memset(this, 0, sizeof(*this));
2953}
2954
2955ImGuiListClipper::~ImGuiListClipper()
2956{
2957 End();
2958}
2959
2960void ImGuiListClipper::Begin(int items_count, float items_height)
2961{
2962 if (Ctx == NULL)
2963 Ctx = ImGui::GetCurrentContext();
2964
2965 ImGuiContext& g = *Ctx;
2966 ImGuiWindow* window = g.CurrentWindow;
2967 IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2968
2969 if (ImGuiTable* table = g.CurrentTable)
2970 if (table->IsInsideRow)
2971 ImGui::TableEndRow(table);
2972
2973 StartPosY = window->DC.CursorPos.y;
2974 ItemsHeight = items_height;
2975 ItemsCount = items_count;
2976 DisplayStart = -1;
2977 DisplayEnd = 0;
2978
2979 // Acquire temporary buffer
2980 if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2981 g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2982 ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2983 data->Reset(this);
2984 data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2985 TempData = data;
2986}
2987
2988void ImGuiListClipper::End()
2989{
2990 if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2991 {
2992 // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2993 ImGuiContext& g = *Ctx;
2994 IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2995 if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2996 ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2997
2998 // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2999 IM_ASSERT(data->ListClipper == this);
3000 data->StepNo = data->Ranges.Size;
3001 if (--g.ClipperTempDataStacked > 0)
3002 {
3003 data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
3004 data->ListClipper->TempData = data;
3005 }
3006 TempData = NULL;
3007 }
3008 ItemsCount = -1;
3009}
3010
3011void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
3012{
3013 ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
3014 IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
3015 IM_ASSERT(item_begin <= item_end);
3016 if (item_begin < item_end)
3017 data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
3018}
3019
3020static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
3021{
3022 ImGuiContext& g = *clipper->Ctx;
3023 ImGuiWindow* window = g.CurrentWindow;
3024 ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
3025 IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
3026
3027 ImGuiTable* table = g.CurrentTable;
3028 if (table && table->IsInsideRow)
3029 ImGui::TableEndRow(table);
3030
3031 // No items
3032 if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
3033 return false;
3034
3035 // While we are in frozen row state, keep displaying items one by one, unclipped
3036 // FIXME: Could be stored as a table-agnostic state.
3037 if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
3038 {
3039 clipper->DisplayStart = data->ItemsFrozen;
3040 clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
3041 if (clipper->DisplayStart < clipper->DisplayEnd)
3042 data->ItemsFrozen++;
3043 return true;
3044 }
3045
3046 // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
3047 bool calc_clipping = false;
3048 if (data->StepNo == 0)
3049 {
3050 clipper->StartPosY = window->DC.CursorPos.y;
3051 if (clipper->ItemsHeight <= 0.0f)
3052 {
3053 // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
3054 data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
3055 clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
3056 clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
3057 data->StepNo = 1;
3058 return true;
3059 }
3060 calc_clipping = true; // If on the first step with known item height, calculate clipping.
3061 }
3062
3063 // Step 1: Let the clipper infer height from first range
3064 if (clipper->ItemsHeight <= 0.0f)
3065 {
3066 IM_ASSERT(data->StepNo == 1);
3067 if (table)
3068 IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
3069
3070 clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
3071 bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
3072 if (affected_by_floating_point_precision)
3073 clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
3074
3075 IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
3076 calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards.
3077 }
3078
3079 // Step 0 or 1: Calculate the actual ranges of visible elements.
3080 const int already_submitted = clipper->DisplayEnd;
3081 if (calc_clipping)
3082 {
3083 if (g.LogEnabled)
3084 {
3085 // If logging is active, do not perform any clipping
3086 data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
3087 }
3088 else
3089 {
3090 // Add range selected to be included for navigation
3091 const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
3092 if (is_nav_request)
3093 data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
3094 if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
3095 data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
3096
3097 // Add focused/active item
3098 ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
3099 if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
3100 data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
3101
3102 // Add visible range
3103 const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
3104 const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
3105 data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
3106 }
3107
3108 // Convert position ranges to item index ranges
3109 // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
3110 // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
3111 // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
3112 for (ImGuiListClipperRange& range : data->Ranges)
3113 if (range.PosToIndexConvert)
3114 {
3115 int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
3116 int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
3117 range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
3118 range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
3119 range.PosToIndexConvert = false;
3120 }
3121 ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
3122 }
3123
3124 // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
3125 while (data->StepNo < data->Ranges.Size)
3126 {
3127 clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
3128 clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
3129 if (clipper->DisplayStart > already_submitted) //-V1051
3130 ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
3131 data->StepNo++;
3132 if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
3133 continue;
3134 return true;
3135 }
3136
3137 // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3138 // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3139 if (clipper->ItemsCount < INT_MAX)
3140 ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
3141
3142 return false;
3143}
3144
3145bool ImGuiListClipper::Step()
3146{
3147 ImGuiContext& g = *Ctx;
3148 bool need_items_height = (ItemsHeight <= 0.0f);
3149 bool ret = ImGuiListClipper_StepInternal(this);
3150 if (ret && (DisplayStart == DisplayEnd))
3151 ret = false;
3152 if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3153 IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3154 if (need_items_height && ItemsHeight > 0.0f)
3155 IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3156 if (ret)
3157 {
3158 IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3159 }
3160 else
3161 {
3162 IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3163 End();
3164 }
3165 return ret;
3166}
3167
3168//-----------------------------------------------------------------------------
3169// [SECTION] STYLING
3170//-----------------------------------------------------------------------------
3171
3172ImGuiStyle& ImGui::GetStyle()
3173{
3174 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3175 return GImGui->Style;
3176}
3177
3178ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3179{
3180 ImGuiStyle& style = GImGui->Style;
3181 ImVec4 c = style.Colors[idx];
3182 c.w *= style.Alpha * alpha_mul;
3183 return ColorConvertFloat4ToU32(c);
3184}
3185
3186ImU32 ImGui::GetColorU32(const ImVec4& col)
3187{
3188 ImGuiStyle& style = GImGui->Style;
3189 ImVec4 c = col;
3190 c.w *= style.Alpha;
3191 return ColorConvertFloat4ToU32(c);
3192}
3193
3194const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3195{
3196 ImGuiStyle& style = GImGui->Style;
3197 return style.Colors[idx];
3198}
3199
3200ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul)
3201{
3202 ImGuiStyle& style = GImGui->Style;
3203 alpha_mul *= style.Alpha;
3204 if (alpha_mul >= 1.0f)
3205 return col;
3206 ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3207 a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range.
3208 return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3209}
3210
3211// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3212void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3213{
3214 ImGuiContext& g = *GImGui;
3215 ImGuiColorMod backup;
3216 backup.Col = idx;
3217 backup.BackupValue = g.Style.Colors[idx];
3218 g.ColorStack.push_back(backup);
3219 if (g.DebugFlashStyleColorIdx != idx)
3220 g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3221}
3222
3223void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3224{
3225 ImGuiContext& g = *GImGui;
3226 ImGuiColorMod backup;
3227 backup.Col = idx;
3228 backup.BackupValue = g.Style.Colors[idx];
3229 g.ColorStack.push_back(backup);
3230 if (g.DebugFlashStyleColorIdx != idx)
3231 g.Style.Colors[idx] = col;
3232}
3233
3234void ImGui::PopStyleColor(int count)
3235{
3236 ImGuiContext& g = *GImGui;
3237 if (g.ColorStack.Size < count)
3238 {
3239 IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times!");
3240 count = g.ColorStack.Size;
3241 }
3242 while (count > 0)
3243 {
3244 ImGuiColorMod& backup = g.ColorStack.back();
3245 g.Style.Colors[backup.Col] = backup.BackupValue;
3246 g.ColorStack.pop_back();
3247 count--;
3248 }
3249}
3250
3251static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3252{
3253 ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3254};
3255
3256static const ImGuiDataVarInfo GStyleVarInfo[] =
3257{
3258 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
3259 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha
3260 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
3261 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
3262 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
3263 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
3264 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
3265 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
3266 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
3267 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
3268 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
3269 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
3270 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
3271 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
3272 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
3273 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
3274 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
3275 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding
3276 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
3277 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
3278 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
3279 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
3280 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding
3281 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize
3282 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize
3283 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle
3284 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
3285 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
3286 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
3287 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize
3288 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign
3289 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding
3290 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize
3291};
3292
3293const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3294{
3295 IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3296 IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3297 return &GStyleVarInfo[idx];
3298}
3299
3300void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3301{
3302 ImGuiContext& g = *GImGui;
3303 const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3304 if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3305 {
3306 float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3307 g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3308 *pvar = val;
3309 return;
3310 }
3311 IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
3312}
3313
3314void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3315{
3316 ImGuiContext& g = *GImGui;
3317 const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3318 if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3319 {
3320 ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3321 g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3322 *pvar = val;
3323 return;
3324 }
3325 IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
3326}
3327
3328void ImGui::PopStyleVar(int count)
3329{
3330 ImGuiContext& g = *GImGui;
3331 if (g.StyleVarStack.Size < count)
3332 {
3333 IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times!");
3334 count = g.StyleVarStack.Size;
3335 }
3336 while (count > 0)
3337 {
3338 // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3339 ImGuiStyleMod& backup = g.StyleVarStack.back();
3340 const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3341 void* data = info->GetVarPtr(&g.Style);
3342 if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; }
3343 else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3344 g.StyleVarStack.pop_back();
3345 count--;
3346 }
3347}
3348
3349const char* ImGui::GetStyleColorName(ImGuiCol idx)
3350{
3351 // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3352 switch (idx)
3353 {
3354 case ImGuiCol_Text: return "Text";
3355 case ImGuiCol_TextDisabled: return "TextDisabled";
3356 case ImGuiCol_WindowBg: return "WindowBg";
3357 case ImGuiCol_ChildBg: return "ChildBg";
3358 case ImGuiCol_PopupBg: return "PopupBg";
3359 case ImGuiCol_Border: return "Border";
3360 case ImGuiCol_BorderShadow: return "BorderShadow";
3361 case ImGuiCol_FrameBg: return "FrameBg";
3362 case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3363 case ImGuiCol_FrameBgActive: return "FrameBgActive";
3364 case ImGuiCol_TitleBg: return "TitleBg";
3365 case ImGuiCol_TitleBgActive: return "TitleBgActive";
3366 case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3367 case ImGuiCol_MenuBarBg: return "MenuBarBg";
3368 case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3369 case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3370 case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3371 case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3372 case ImGuiCol_CheckMark: return "CheckMark";
3373 case ImGuiCol_SliderGrab: return "SliderGrab";
3374 case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3375 case ImGuiCol_Button: return "Button";
3376 case ImGuiCol_ButtonHovered: return "ButtonHovered";
3377 case ImGuiCol_ButtonActive: return "ButtonActive";
3378 case ImGuiCol_Header: return "Header";
3379 case ImGuiCol_HeaderHovered: return "HeaderHovered";
3380 case ImGuiCol_HeaderActive: return "HeaderActive";
3381 case ImGuiCol_Separator: return "Separator";
3382 case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3383 case ImGuiCol_SeparatorActive: return "SeparatorActive";
3384 case ImGuiCol_ResizeGrip: return "ResizeGrip";
3385 case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3386 case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3387 case ImGuiCol_Tab: return "Tab";
3388 case ImGuiCol_TabHovered: return "TabHovered";
3389 case ImGuiCol_TabActive: return "TabActive";
3390 case ImGuiCol_TabUnfocused: return "TabUnfocused";
3391 case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3392 case ImGuiCol_DockingPreview: return "DockingPreview";
3393 case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3394 case ImGuiCol_PlotLines: return "PlotLines";
3395 case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3396 case ImGuiCol_PlotHistogram: return "PlotHistogram";
3397 case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3398 case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3399 case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3400 case ImGuiCol_TableBorderLight: return "TableBorderLight";
3401 case ImGuiCol_TableRowBg: return "TableRowBg";
3402 case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3403 case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3404 case ImGuiCol_DragDropTarget: return "DragDropTarget";
3405 case ImGuiCol_NavHighlight: return "NavHighlight";
3406 case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3407 case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3408 case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3409 }
3410 IM_ASSERT(0);
3411 return "Unknown";
3412}
3413
3414
3415//-----------------------------------------------------------------------------
3416// [SECTION] RENDER HELPERS
3417// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3418// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3419// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3420//-----------------------------------------------------------------------------
3421
3422const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3423{
3424 const char* text_display_end = text;
3425 if (!text_end)
3426 text_end = (const char*)-1;
3427
3428 while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3429 text_display_end++;
3430 return text_display_end;
3431}
3432
3433// Internal ImGui functions to render text
3434// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3435void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3436{
3437 ImGuiContext& g = *GImGui;
3438 ImGuiWindow* window = g.CurrentWindow;
3439
3440 // Hide anything after a '##' string
3441 const char* text_display_end;
3442 if (hide_text_after_hash)
3443 {
3444 text_display_end = FindRenderedTextEnd(text, text_end);
3445 }
3446 else
3447 {
3448 if (!text_end)
3449 text_end = text + strlen(text); // FIXME-OPT
3450 text_display_end = text_end;
3451 }
3452
3453 if (text != text_display_end)
3454 {
3455 window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3456 if (g.LogEnabled)
3457 LogRenderedText(&pos, text, text_display_end);
3458 }
3459}
3460
3461void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3462{
3463 ImGuiContext& g = *GImGui;
3464 ImGuiWindow* window = g.CurrentWindow;
3465
3466 if (!text_end)
3467 text_end = text + strlen(text); // FIXME-OPT
3468
3469 if (text != text_end)
3470 {
3471 window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3472 if (g.LogEnabled)
3473 LogRenderedText(&pos, text, text_end);
3474 }
3475}
3476
3477// Default clip_rect uses (pos_min,pos_max)
3478// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3479// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3480// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3481// better advantage of the render function taking size into account for coarse clipping.
3482void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3483{
3484 // Perform CPU side clipping for single clipped element to avoid using scissor state
3485 ImVec2 pos = pos_min;
3486 const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3487
3488 const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3489 const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3490 bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3491 if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3492 need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3493
3494 // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3495 if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3496 if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3497
3498 // Render
3499 if (need_clipping)
3500 {
3501 ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3502 draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3503 }
3504 else
3505 {
3506 draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3507 }
3508}
3509
3510void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3511{
3512 // Hide anything after a '##' string
3513 const char* text_display_end = FindRenderedTextEnd(text, text_end);
3514 const int text_len = (int)(text_display_end - text);
3515 if (text_len == 0)
3516 return;
3517
3518 ImGuiContext& g = *GImGui;
3519 ImGuiWindow* window = g.CurrentWindow;
3520 RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3521 if (g.LogEnabled)
3522 LogRenderedText(&pos_min, text, text_display_end);
3523}
3524
3525// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3526// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3527// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3528void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3529{
3530 ImGuiContext& g = *GImGui;
3531 if (text_end_full == NULL)
3532 text_end_full = FindRenderedTextEnd(text);
3533 const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3534
3535 //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3536 //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3537 //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3538 // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3539 if (text_size.x > pos_max.x - pos_min.x)
3540 {
3541 // Hello wo...
3542 // | | |
3543 // min max ellipsis_max
3544 // <-> this is generally some padding value
3545
3546 const ImFont* font = draw_list->_Data->Font;
3547 const float font_size = draw_list->_Data->FontSize;
3548 const float font_scale = font_size / font->FontSize;
3549 const char* text_end_ellipsis = NULL;
3550 const float ellipsis_width = font->EllipsisWidth * font_scale;
3551
3552 // We can now claim the space between pos_max.x and ellipsis_max.x
3553 const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3554 float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3555 if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3556 {
3557 // Always display at least 1 character if there's no room for character + ellipsis
3558 text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3559 text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3560 }
3561 while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3562 {
3563 // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3564 text_end_ellipsis--;
3565 text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3566 }
3567
3568 // Render text, render ellipsis
3569 RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3570 ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3571 if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3572 for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3573 font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3574 }
3575 else
3576 {
3577 RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3578 }
3579
3580 if (g.LogEnabled)
3581 LogRenderedText(&pos_min, text, text_end_full);
3582}
3583
3584// Render a rectangle shaped with optional rounding and borders
3585void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3586{
3587 ImGuiContext& g = *GImGui;
3588 ImGuiWindow* window = g.CurrentWindow;
3589 window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3590 const float border_size = g.Style.FrameBorderSize;
3591 if (border && border_size > 0.0f)
3592 {
3593 window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3594 window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3595 }
3596}
3597
3598void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3599{
3600 ImGuiContext& g = *GImGui;
3601 ImGuiWindow* window = g.CurrentWindow;
3602 const float border_size = g.Style.FrameBorderSize;
3603 if (border_size > 0.0f)
3604 {
3605 window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3606 window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3607 }
3608}
3609
3610void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3611{
3612 ImGuiContext& g = *GImGui;
3613 if (id != g.NavId)
3614 return;
3615 if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3616 return;
3617 ImGuiWindow* window = g.CurrentWindow;
3618 if (window->DC.NavHideHighlightOneFrame)
3619 return;
3620
3621 float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3622 ImRect display_rect = bb;
3623 display_rect.ClipWith(window->ClipRect);
3624 const float thickness = 2.0f;
3625 if (flags & ImGuiNavHighlightFlags_Compact)
3626 {
3627 window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness);
3628 }
3629 else
3630 {
3631 const float distance = 3.0f + thickness * 0.5f;
3632 display_rect.Expand(ImVec2(distance, distance));
3633 bool fully_visible = window->ClipRect.Contains(display_rect);
3634 if (!fully_visible)
3635 window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3636 window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, thickness);
3637 if (!fully_visible)
3638 window->DrawList->PopClipRect();
3639 }
3640}
3641
3642void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3643{
3644 ImGuiContext& g = *GImGui;
3645 IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3646 ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3647 for (ImGuiViewportP* viewport : g.Viewports)
3648 {
3649 // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3650 ImVec2 offset, size, uv[4];
3651 if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3652 continue;
3653 const ImVec2 pos = base_pos - offset;
3654 const float scale = base_scale * viewport->DpiScale;
3655 if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3656 continue;
3657 ImDrawList* draw_list = GetForegroundDrawList(viewport);
3658 ImTextureID tex_id = font_atlas->TexID;
3659 draw_list->PushTextureID(tex_id);
3660 draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3661 draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3662 draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
3663 draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
3664 draw_list->PopTextureID();
3665 }
3666}
3667
3668//-----------------------------------------------------------------------------
3669// [SECTION] INITIALIZATION, SHUTDOWN
3670//-----------------------------------------------------------------------------
3671
3672// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3673// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3674ImGuiContext* ImGui::GetCurrentContext()
3675{
3676 return GImGui;
3677}
3678
3679void ImGui::SetCurrentContext(ImGuiContext* ctx)
3680{
3681#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3682 IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3683#else
3684 GImGui = ctx;
3685#endif
3686}
3687
3688void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3689{
3690 GImAllocatorAllocFunc = alloc_func;
3691 GImAllocatorFreeFunc = free_func;
3692 GImAllocatorUserData = user_data;
3693}
3694
3695// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3696void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3697{
3698 *p_alloc_func = GImAllocatorAllocFunc;
3699 *p_free_func = GImAllocatorFreeFunc;
3700 *p_user_data = GImAllocatorUserData;
3701}
3702
3703ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3704{
3705 ImGuiContext* prev_ctx = GetCurrentContext();
3706 ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3707 SetCurrentContext(ctx);
3708 Initialize();
3709 if (prev_ctx != NULL)
3710 SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3711 return ctx;
3712}
3713
3714void ImGui::DestroyContext(ImGuiContext* ctx)
3715{
3716 ImGuiContext* prev_ctx = GetCurrentContext();
3717 if (ctx == NULL) //-V1051
3718 ctx = prev_ctx;
3719 SetCurrentContext(ctx);
3720 Shutdown();
3721 SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3722 IM_DELETE(ctx);
3723}
3724
3725// IMPORTANT: ###xxx suffixes must be same in ALL languages
3726static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3727{
3728 { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3729 { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" },
3730 { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" },
3731 { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" },
3732 { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" },
3733 { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" },
3734 { ImGuiLocKey_WindowingPopup, "(Popup)" },
3735 { ImGuiLocKey_WindowingUntitled, "(Untitled)" },
3736 { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" },
3737 { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." },
3738 { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." },
3739};
3740
3741void ImGui::Initialize()
3742{
3743 ImGuiContext& g = *GImGui;
3744 IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3745
3746 // Add .ini handle for ImGuiWindow and ImGuiTable types
3747 {
3748 ImGuiSettingsHandler ini_handler;
3749 ini_handler.TypeName = "Window";
3750 ini_handler.TypeHash = ImHashStr("Window");
3751 ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3752 ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3753 ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3754 ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3755 ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3756 AddSettingsHandler(&ini_handler);
3757 }
3758 TableSettingsAddSettingsHandler();
3759
3760 // Setup default localization table
3761 LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3762
3763 // Setup default platform clipboard/IME handlers.
3764 g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
3765 g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3766 g.IO.ClipboardUserData = (void*)&g; // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3767 g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3768
3769 // Create default viewport
3770 ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3771 viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3772 viewport->Idx = 0;
3773 viewport->PlatformWindowCreated = true;
3774 viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3775 g.Viewports.push_back(viewport);
3776 g.TempBuffer.resize(1024 * 3 + 1, 0);
3777 g.ViewportCreatedCount++;
3778 g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3779
3780 // Build KeysMayBeCharInput[] lookup table (1 bool per named key)
3781 for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
3782 if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
3783 || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
3784 || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent
3785 || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual)
3786 g.KeysMayBeCharInput.SetBit(key);
3787
3788#ifdef IMGUI_HAS_DOCK
3789 // Initialize Docking
3790 DockContextInitialize(&g);
3791#endif
3792
3793 g.Initialized = true;
3794}
3795
3796// This function is merely here to free heap allocations.
3797void ImGui::Shutdown()
3798{
3799 ImGuiContext& g = *GImGui;
3800 IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?");
3801 IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?");
3802
3803 // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3804 if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3805 {
3806 g.IO.Fonts->Locked = false;
3807 IM_DELETE(g.IO.Fonts);
3808 }
3809 g.IO.Fonts = NULL;
3810 g.DrawListSharedData.TempBuffer.clear();
3811
3812 // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3813 if (!g.Initialized)
3814 return;
3815
3816 // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3817 if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3818 SaveIniSettingsToDisk(g.IO.IniFilename);
3819
3820 // Destroy platform windows
3821 DestroyPlatformWindows();
3822
3823 // Shutdown extensions
3824 DockContextShutdown(&g);
3825
3826 CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3827
3828 // Clear everything else
3829 g.Windows.clear_delete();
3830 g.WindowsFocusOrder.clear();
3831 g.WindowsTempSortBuffer.clear();
3832 g.CurrentWindow = NULL;
3833 g.CurrentWindowStack.clear();
3834 g.WindowsById.Clear();
3835 g.NavWindow = NULL;
3836 g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3837 g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3838 g.MovingWindow = NULL;
3839
3840 g.KeysRoutingTable.Clear();
3841
3842 g.ColorStack.clear();
3843 g.StyleVarStack.clear();
3844 g.FontStack.clear();
3845 g.OpenPopupStack.clear();
3846 g.BeginPopupStack.clear();
3847 g.NavTreeNodeStack.clear();
3848
3849 g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3850 g.Viewports.clear_delete();
3851
3852 g.TabBars.Clear();
3853 g.CurrentTabBarStack.clear();
3854 g.ShrinkWidthBuffer.clear();
3855
3856 g.ClipperTempData.clear_destruct();
3857
3858 g.Tables.Clear();
3859 g.TablesTempData.clear_destruct();
3860 g.DrawChannelsTempMergeBuffer.clear();
3861
3862 g.ClipboardHandlerData.clear();
3863 g.MenusIdSubmittedThisFrame.clear();
3864 g.InputTextState.ClearFreeMemory();
3865 g.InputTextDeactivatedState.ClearFreeMemory();
3866
3867 g.SettingsWindows.clear();
3868 g.SettingsHandlers.clear();
3869
3870 if (g.LogFile)
3871 {
3872#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3873 if (g.LogFile != stdout)
3874#endif
3875 ImFileClose(g.LogFile);
3876 g.LogFile = NULL;
3877 }
3878 g.LogBuffer.clear();
3879 g.DebugLogBuf.clear();
3880 g.DebugLogIndex.clear();
3881
3882 g.Initialized = false;
3883}
3884
3885// No specific ordering/dependency support, will see as needed
3886ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3887{
3888 ImGuiContext& g = *ctx;
3889 IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3890 g.Hooks.push_back(*hook);
3891 g.Hooks.back().HookId = ++g.HookIdNext;
3892 return g.HookIdNext;
3893}
3894
3895// Deferred removal, avoiding issue with changing vector while iterating it
3896void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3897{
3898 ImGuiContext& g = *ctx;
3899 IM_ASSERT(hook_id != 0);
3900 for (ImGuiContextHook& hook : g.Hooks)
3901 if (hook.HookId == hook_id)
3902 hook.Type = ImGuiContextHookType_PendingRemoval_;
3903}
3904
3905// Call context hooks (used by e.g. test engine)
3906// We assume a small number of hooks so all stored in same array
3907void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3908{
3909 ImGuiContext& g = *ctx;
3910 for (ImGuiContextHook& hook : g.Hooks)
3911 if (hook.Type == hook_type)
3912 hook.Callback(&g, &hook);
3913}
3914
3915
3916//-----------------------------------------------------------------------------
3917// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3918//-----------------------------------------------------------------------------
3919
3920// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3921ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3922{
3923 memset(this, 0, sizeof(*this));
3924 Ctx = ctx;
3925 Name = ImStrdup(name);
3926 NameBufLen = (int)strlen(name) + 1;
3927 ID = ImHashStr(name);
3928 IDStack.push_back(ID);
3929 ViewportAllowPlatformMonitorExtend = -1;
3930 ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3931 MoveId = GetID("#MOVE");
3932 TabId = GetID("#TAB");
3933 ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3934 ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3935 AutoFitFramesX = AutoFitFramesY = -1;
3936 AutoPosLastDirection = ImGuiDir_None;
3937 SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3938 SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3939 LastFrameActive = -1;
3940 LastFrameJustFocused = -1;
3941 LastTimeActive = -1.0f;
3942 FontWindowScale = FontDpiScale = 1.0f;
3943 SettingsOffset = -1;
3944 DockOrder = -1;
3945 DrawList = &DrawListInst;
3946 DrawList->_Data = &Ctx->DrawListSharedData;
3947 DrawList->_OwnerName = Name;
3948 NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3949 IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3950}
3951
3952ImGuiWindow::~ImGuiWindow()
3953{
3954 IM_ASSERT(DrawList == &DrawListInst);
3955 IM_DELETE(Name);
3956 ColumnsStorage.clear_destruct();
3957}
3958
3959static void SetCurrentWindow(ImGuiWindow* window)
3960{
3961 ImGuiContext& g = *GImGui;
3962 g.CurrentWindow = window;
3963 g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3964 if (window)
3965 {
3966 g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3967 ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3968 }
3969}
3970
3971void ImGui::GcCompactTransientMiscBuffers()
3972{
3973 ImGuiContext& g = *GImGui;
3974 g.ItemFlagsStack.clear();
3975 g.GroupStack.clear();
3976 TableGcCompactSettings();
3977}
3978
3979// Free up/compact internal window buffers, we can use this when a window becomes unused.
3980// Not freed:
3981// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3982// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3983void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3984{
3985 window->MemoryCompacted = true;
3986 window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3987 window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3988 window->IDStack.clear();
3989 window->DrawList->_ClearFreeMemory();
3990 window->DC.ChildWindows.clear();
3991 window->DC.ItemWidthStack.clear();
3992 window->DC.TextWrapPosStack.clear();
3993}
3994
3995void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3996{
3997 // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3998 // The other buffers tends to amortize much faster.
3999 window->MemoryCompacted = false;
4000 window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
4001 window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
4002 window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
4003}
4004
4005void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
4006{
4007 ImGuiContext& g = *GImGui;
4008
4009 // Clear previous active id
4010 if (g.ActiveId != 0)
4011 {
4012 // While most behaved code would make an effort to not steal active id during window move/drag operations,
4013 // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
4014 // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
4015 if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
4016 {
4017 IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
4018 g.MovingWindow = NULL;
4019 }
4020
4021 // This could be written in a more general way (e.g associate a hook to ActiveId),
4022 // but since this is currently quite an exception we'll leave it as is.
4023 // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
4024 if (g.InputTextState.ID == g.ActiveId)
4025 InputTextDeactivateHook(g.ActiveId);
4026 }
4027
4028 // Set active id
4029 g.ActiveIdIsJustActivated = (g.ActiveId != id);
4030 if (g.ActiveIdIsJustActivated)
4031 {
4032 IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
4033 g.ActiveIdTimer = 0.0f;
4034 g.ActiveIdHasBeenPressedBefore = false;
4035 g.ActiveIdHasBeenEditedBefore = false;
4036 g.ActiveIdMouseButton = -1;
4037 if (id != 0)
4038 {
4039 g.LastActiveId = id;
4040 g.LastActiveIdTimer = 0.0f;
4041 }
4042 }
4043 g.ActiveId = id;
4044 g.ActiveIdAllowOverlap = false;
4045 g.ActiveIdNoClearOnFocusLoss = false;
4046 g.ActiveIdWindow = window;
4047 g.ActiveIdHasBeenEditedThisFrame = false;
4048 g.ActiveIdFromShortcut = false;
4049 if (id)
4050 {
4051 g.ActiveIdIsAlive = id;
4052 g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
4053 IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
4054 }
4055
4056 // Clear declaration of inputs claimed by the widget
4057 // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
4058 g.ActiveIdUsingNavDirMask = 0x00;
4059 g.ActiveIdUsingAllKeyboardKeys = false;
4060#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4061 g.ActiveIdUsingNavInputMask = 0x00;
4062#endif
4063}
4064
4065void ImGui::ClearActiveID()
4066{
4067 SetActiveID(0, NULL); // g.ActiveId = 0;
4068}
4069
4070void ImGui::SetHoveredID(ImGuiID id)
4071{
4072 ImGuiContext& g = *GImGui;
4073 g.HoveredId = id;
4074 g.HoveredIdAllowOverlap = false;
4075 if (id != 0 && g.HoveredIdPreviousFrame != id)
4076 g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
4077}
4078
4079ImGuiID ImGui::GetHoveredID()
4080{
4081 ImGuiContext& g = *GImGui;
4082 return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
4083}
4084
4085void ImGui::MarkItemEdited(ImGuiID id)
4086{
4087 // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
4088 // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
4089 ImGuiContext& g = *GImGui;
4090 if (g.LockMarkEdited > 0)
4091 return;
4092 if (g.ActiveId == id || g.ActiveId == 0)
4093 {
4094 g.ActiveIdHasBeenEditedThisFrame = true;
4095 g.ActiveIdHasBeenEditedBefore = true;
4096 }
4097
4098 // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
4099 // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
4100 IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
4101
4102 //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
4103 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
4104}
4105
4106bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
4107{
4108 // An active popup disable hovering on other windows (apart from its own children)
4109 // FIXME-OPT: This could be cached/stored within the window.
4110 ImGuiContext& g = *GImGui;
4111 if (g.NavWindow)
4112 if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4113 if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4114 {
4115 // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4116 // NB: The 'else' is important because Modal windows are also Popups.
4117 bool want_inhibit = false;
4118 if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4119 want_inhibit = true;
4120 else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4121 want_inhibit = true;
4122
4123 // Inhibit hover unless the window is within the stack of our modal/popup
4124 if (want_inhibit)
4125 if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4126 return false;
4127 }
4128
4129 // Filter by viewport
4130 if (window->Viewport != g.MouseViewport)
4131 if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4132 return false;
4133
4134 return true;
4135}
4136
4137static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4138{
4139 ImGuiContext& g = *GImGui;
4140 if (flags & ImGuiHoveredFlags_DelayNormal)
4141 return g.Style.HoverDelayNormal;
4142 if (flags & ImGuiHoveredFlags_DelayShort)
4143 return g.Style.HoverDelayShort;
4144 return 0.0f;
4145}
4146
4147static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
4148{
4149 // Allow instance flags to override shared flags
4150 if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
4151 shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
4152 return user_flags | shared_flags;
4153}
4154
4155// This is roughly matching the behavior of internal-facing ItemHoverable()
4156// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4157// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4158bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4159{
4160 ImGuiContext& g = *GImGui;
4161 ImGuiWindow* window = g.CurrentWindow;
4162 IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
4163
4164 if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4165 {
4166 if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4167 return false;
4168 if (!IsItemFocused())
4169 return false;
4170
4171 if (flags & ImGuiHoveredFlags_ForTooltip)
4172 flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
4173 }
4174 else
4175 {
4176 // Test for bounding box overlap, as updated as ItemAdd()
4177 ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4178 if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4179 return false;
4180
4181 if (flags & ImGuiHoveredFlags_ForTooltip)
4182 flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
4183
4184 IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0); // Flags not supported by this function
4185
4186 // Done with rectangle culling so we can perform heavier checks now
4187 // Test if we are hovering the right window (our window could be behind another window)
4188 // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4189 // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4190 // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4191 // the test that has been running for a long while.
4192 if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4193 if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
4194 return false;
4195
4196 // Test if another item is active (e.g. being dragged)
4197 const ImGuiID id = g.LastItemData.ID;
4198 if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4199 if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4200 if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4201 return false;
4202
4203 // Test if interactions on this window are blocked by an active popup or modal.
4204 // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4205 if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4206 return false;
4207
4208 // Test if the item is disabled
4209 if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4210 return false;
4211
4212 // Special handling for calling after Begin() which represent the title bar or tab.
4213 // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4214 // will never be overwritten so we need to detect the case.
4215 if (id == window->MoveId && window->WriteAccessed)
4216 return false;
4217
4218 // Test if using AllowOverlap and overlapped
4219 if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
4220 if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
4221 if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
4222 return false;
4223 }
4224
4225 // Handle hover delay
4226 // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4227 const float delay = CalcDelayFromHoveredFlags(flags);
4228 if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4229 {
4230 ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4231 if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4232 g.HoverItemDelayTimer = 0.0f;
4233 g.HoverItemDelayId = hover_delay_id;
4234
4235 // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4236 // but once unlocked on a given item we also moving.
4237 //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
4238 if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4239 return false;
4240
4241 if (g.HoverItemDelayTimer < delay)
4242 return false;
4243 }
4244
4245 return true;
4246}
4247
4248// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4249// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
4250// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
4251// If you used this in your legacy/custom widgets code:
4252// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
4253// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
4254bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
4255{
4256 ImGuiContext& g = *GImGui;
4257 ImGuiWindow* window = g.CurrentWindow;
4258 if (g.HoveredWindow != window)
4259 return false;
4260 if (!IsMouseHoveringRect(bb.Min, bb.Max))
4261 return false;
4262
4263 if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4264 return false;
4265 if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4266 if (!g.ActiveIdFromShortcut)
4267 return false;
4268
4269 // Done with rectangle culling so we can perform heavier checks now.
4270 if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4271 {
4272 g.HoveredIdDisabled = true;
4273 return false;
4274 }
4275
4276 // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4277 // hover test in widgets code. We could also decide to split this function is two.
4278 if (id != 0)
4279 {
4280 // Drag source doesn't report as hovered
4281 if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
4282 return false;
4283
4284 SetHoveredID(id);
4285
4286 // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
4287 // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
4288 if (item_flags & ImGuiItemFlags_AllowOverlap)
4289 {
4290 g.HoveredIdAllowOverlap = true;
4291 if (g.HoveredIdPreviousFrame != id)
4292 return false;
4293 }
4294
4295 // Display shortcut (only works with mouse)
4296 if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut))
4297 if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal))
4298 SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut));
4299 }
4300
4301 // When disabled we'll return false but still set HoveredId
4302 if (item_flags & ImGuiItemFlags_Disabled)
4303 {
4304 // Release active id if turning disabled
4305 if (g.ActiveId == id && id != 0)
4306 ClearActiveID();
4307 g.HoveredIdDisabled = true;
4308 return false;
4309 }
4310
4311#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4312 if (id != 0)
4313 {
4314 // [DEBUG] Item Picker tool!
4315 // We perform the check here because reaching is path is rare (1~ time a frame),
4316 // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered
4317 // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost.
4318 if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4319 GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4320 if (g.DebugItemPickerBreakId == id)
4321 IM_DEBUG_BREAK();
4322 }
4323#endif
4324
4325 if (g.NavDisableMouseHover)
4326 return false;
4327
4328 return true;
4329}
4330
4331// FIXME: This is inlined/duplicated in ItemAdd()
4332// FIXME: The id != 0 path is not used by our codebase, may get rid of it?
4333bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4334{
4335 ImGuiContext& g = *GImGui;
4336 ImGuiWindow* window = g.CurrentWindow;
4337 if (!bb.Overlaps(window->ClipRect))
4338 if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
4339 if (!g.LogEnabled)
4340 return true;
4341 return false;
4342}
4343
4344// This is also inlined in ItemAdd()
4345// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4346void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4347{
4348 ImGuiContext& g = *GImGui;
4349 g.LastItemData.ID = item_id;
4350 g.LastItemData.InFlags = in_flags;
4351 g.LastItemData.StatusFlags = item_flags;
4352 g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4353}
4354
4355float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4356{
4357 if (wrap_pos_x < 0.0f)
4358 return 0.0f;
4359
4360 ImGuiContext& g = *GImGui;
4361 ImGuiWindow* window = g.CurrentWindow;
4362 if (wrap_pos_x == 0.0f)
4363 {
4364 // We could decide to setup a default wrapping max point for auto-resizing windows,
4365 // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4366 //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4367 // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4368 //else
4369 wrap_pos_x = window->WorkRect.Max.x;
4370 }
4371 else if (wrap_pos_x > 0.0f)
4372 {
4373 wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4374 }
4375
4376 return ImMax(wrap_pos_x - pos.x, 1.0f);
4377}
4378
4379// IM_ALLOC() == ImGui::MemAlloc()
4380void* ImGui::MemAlloc(size_t size)
4381{
4382 void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4383#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4384 if (ImGuiContext* ctx = GImGui)
4385 DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
4386#endif
4387 return ptr;
4388}
4389
4390// IM_FREE() == ImGui::MemFree()
4391void ImGui::MemFree(void* ptr)
4392{
4393#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4394 if (ptr != NULL)
4395 if (ImGuiContext* ctx = GImGui)
4396 DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
4397#endif
4398 return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4399}
4400
4401// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
4402void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
4403{
4404 ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4405 IM_UNUSED(ptr);
4406 if (entry->FrameCount != frame_count)
4407 {
4408 info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
4409 entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4410 entry->FrameCount = frame_count;
4411 entry->AllocCount = entry->FreeCount = 0;
4412 }
4413 if (size != (size_t)-1)
4414 {
4415 entry->AllocCount++;
4416 info->TotalAllocCount++;
4417 //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
4418 }
4419 else
4420 {
4421 entry->FreeCount++;
4422 info->TotalFreeCount++;
4423 //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
4424 }
4425}
4426
4427const char* ImGui::GetClipboardText()
4428{
4429 ImGuiContext& g = *GImGui;
4430 return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4431}
4432
4433void ImGui::SetClipboardText(const char* text)
4434{
4435 ImGuiContext& g = *GImGui;
4436 if (g.IO.SetClipboardTextFn)
4437 g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4438}
4439
4440const char* ImGui::GetVersion()
4441{
4442 return IMGUI_VERSION;
4443}
4444
4445ImGuiIO& ImGui::GetIO()
4446{
4447 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4448 return GImGui->IO;
4449}
4450
4451ImGuiPlatformIO& ImGui::GetPlatformIO()
4452{
4453 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4454 return GImGui->PlatformIO;
4455}
4456
4457// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4458ImDrawData* ImGui::GetDrawData()
4459{
4460 ImGuiContext& g = *GImGui;
4461 ImGuiViewportP* viewport = g.Viewports[0];
4462 return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4463}
4464
4465double ImGui::GetTime()
4466{
4467 return GImGui->Time;
4468}
4469
4470int ImGui::GetFrameCount()
4471{
4472 return GImGui->FrameCount;
4473}
4474
4475static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4476{
4477 // Create the draw list on demand, because they are not frequently used for all viewports
4478 ImGuiContext& g = *GImGui;
4479 IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
4480 ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
4481 if (draw_list == NULL)
4482 {
4483 draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4484 draw_list->_OwnerName = drawlist_name;
4485 viewport->BgFgDrawLists[drawlist_no] = draw_list;
4486 }
4487
4488 // Our ImDrawList system requires that there is always a command
4489 if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
4490 {
4491 draw_list->_ResetForNewFrame();
4492 draw_list->PushTextureID(g.IO.Fonts->TexID);
4493 draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4494 viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
4495 }
4496 return draw_list;
4497}
4498
4499ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4500{
4501 return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4502}
4503
4504ImDrawList* ImGui::GetBackgroundDrawList()
4505{
4506 ImGuiContext& g = *GImGui;
4507 return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4508}
4509
4510ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4511{
4512 return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4513}
4514
4515ImDrawList* ImGui::GetForegroundDrawList()
4516{
4517 ImGuiContext& g = *GImGui;
4518 return GetForegroundDrawList(g.CurrentWindow->Viewport);
4519}
4520
4521ImDrawListSharedData* ImGui::GetDrawListSharedData()
4522{
4523 return &GImGui->DrawListSharedData;
4524}
4525
4526void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4527{
4528 // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4529 // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4530 // This is because we want ActiveId to be set even when the window is not permitted to move.
4531 ImGuiContext& g = *GImGui;
4532 FocusWindow(window);
4533 SetActiveID(window->MoveId, window);
4534 g.NavDisableHighlight = true;
4535 g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4536 g.ActiveIdNoClearOnFocusLoss = true;
4537 SetActiveIdUsingAllKeyboardKeys();
4538
4539 bool can_move_window = true;
4540 if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4541 can_move_window = false;
4542 if (ImGuiDockNode* node = window->DockNodeAsHost)
4543 if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4544 can_move_window = false;
4545 if (can_move_window)
4546 g.MovingWindow = window;
4547}
4548
4549// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4550void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock)
4551{
4552 ImGuiContext& g = *GImGui;
4553 bool can_undock_node = false;
4554 if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
4555 {
4556 // Can undock if:
4557 // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window)
4558 // - part of a dockspace node hierarchy: so we can undock the last single visible node too (trivia: undocking from a fixed/central node will create a new node and copy windows)
4559 ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4560 if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4561 can_undock_node = true;
4562 }
4563
4564 const bool clicked = IsMouseClicked(0);
4565 const bool dragging = IsMouseDragging(0);
4566 if (can_undock_node && dragging)
4567 DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4568 else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4569 StartMouseMovingWindow(window);
4570}
4571
4572// Handle mouse moving window
4573// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4574// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4575// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4576// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4577void ImGui::UpdateMouseMovingWindowNewFrame()
4578{
4579 ImGuiContext& g = *GImGui;
4580 if (g.MovingWindow != NULL)
4581 {
4582 // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4583 // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4584 KeepAliveID(g.ActiveId);
4585 IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4586 ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4587
4588 // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4589 const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4590 if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4591 {
4592 ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4593 if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4594 {
4595 SetWindowPos(moving_window, pos, ImGuiCond_Always);
4596 if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4597 {
4598 moving_window->Viewport->Pos = pos;
4599 moving_window->Viewport->UpdateWorkRect();
4600 }
4601 }
4602 FocusWindow(g.MovingWindow);
4603 }
4604 else
4605 {
4606 if (!window_disappared)
4607 {
4608 // Try to merge the window back into the main viewport.
4609 // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4610 if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4611 UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4612
4613 // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4614 if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
4615 g.MouseViewport = moving_window->Viewport;
4616
4617 // Clear the NoInput window flag set by the Viewport system
4618 if (moving_window->Viewport)
4619 moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
4620 }
4621
4622 g.MovingWindow = NULL;
4623 ClearActiveID();
4624 }
4625 }
4626 else
4627 {
4628 // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4629 if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4630 {
4631 KeepAliveID(g.ActiveId);
4632 if (!g.IO.MouseDown[0])
4633 ClearActiveID();
4634 }
4635 }
4636}
4637
4638// Initiate moving window when clicking on empty space or title bar.
4639// Handle left-click and right-click focus.
4640void ImGui::UpdateMouseMovingWindowEndFrame()
4641{
4642 ImGuiContext& g = *GImGui;
4643 if (g.ActiveId != 0 || g.HoveredId != 0)
4644 return;
4645
4646 // Unless we just made a window/popup appear
4647 if (g.NavWindow && g.NavWindow->Appearing)
4648 return;
4649
4650 // Click on empty space to focus window and start moving
4651 // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4652 if (g.IO.MouseClicked[0])
4653 {
4654 // Handle the edge case of a popup being closed while clicking in its empty space.
4655 // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4656 ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4657 const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4658
4659 if (root_window != NULL && !is_closed_popup)
4660 {
4661 StartMouseMovingWindow(g.HoveredWindow); //-V595
4662
4663 // Cancel moving if clicked outside of title bar
4664 if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4665 if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4666 if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4667 g.MovingWindow = NULL;
4668
4669 // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4670 if (g.HoveredIdDisabled)
4671 g.MovingWindow = NULL;
4672 }
4673 else if (root_window == NULL && g.NavWindow != NULL)
4674 {
4675 // Clicking on void disable focus
4676 FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4677 }
4678 }
4679
4680 // With right mouse button we close popups without changing focus based on where the mouse is aimed
4681 // Instead, focus will be restored to the window under the bottom-most closed popup.
4682 // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4683 if (g.IO.MouseClicked[1])
4684 {
4685 // Find the top-most window between HoveredWindow and the top-most Modal Window.
4686 // This is where we can trim the popup stack.
4687 ImGuiWindow* modal = GetTopMostPopupModal();
4688 bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4689 ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4690 }
4691}
4692
4693// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4694// Need to keep in sync with SetWindowPos()
4695static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4696{
4697 window->Pos += delta;
4698 window->ClipRect.Translate(delta);
4699 window->OuterRectClipped.Translate(delta);
4700 window->InnerRect.Translate(delta);
4701 window->DC.CursorPos += delta;
4702 window->DC.CursorStartPos += delta;
4703 window->DC.CursorMaxPos += delta;
4704 window->DC.IdealMaxPos += delta;
4705}
4706
4707static void ScaleWindow(ImGuiWindow* window, float scale)
4708{
4709 ImVec2 origin = window->Viewport->Pos;
4710 window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4711 window->Size = ImTrunc(window->Size * scale);
4712 window->SizeFull = ImTrunc(window->SizeFull * scale);
4713 window->ContentSize = ImTrunc(window->ContentSize * scale);
4714}
4715
4716static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4717{
4718 return (window->Active) && (!window->Hidden);
4719}
4720
4721// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4722void ImGui::UpdateHoveredWindowAndCaptureFlags()
4723{
4724 ImGuiContext& g = *GImGui;
4725 ImGuiIO& io = g.IO;
4726
4727 // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING
4728 // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow.
4729 g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4730
4731 // Find the window hovered by mouse:
4732 // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4733 // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4734 // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4735 bool clear_hovered_windows = false;
4736 FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
4737 IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4738
4739 // Modal windows prevents mouse from hovering behind them.
4740 ImGuiWindow* modal_window = GetTopMostPopupModal();
4741 if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4742 clear_hovered_windows = true;
4743
4744 // Disabled mouse?
4745 if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4746 clear_hovered_windows = true;
4747
4748 // We track click ownership. When clicked outside of a window the click is owned by the application and
4749 // won't report hovering nor request capture even while dragging over our windows afterward.
4750 const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4751 const bool has_open_modal = (modal_window != NULL);
4752 int mouse_earliest_down = -1;
4753 bool mouse_any_down = false;
4754 for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4755 {
4756 if (io.MouseClicked[i])
4757 {
4758 io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4759 io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4760 }
4761 mouse_any_down |= io.MouseDown[i];
4762 if (io.MouseDown[i])
4763 if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4764 mouse_earliest_down = i;
4765 }
4766 const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4767 const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4768
4769 // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4770 // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4771 const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4772 if (!mouse_avail && !mouse_dragging_extern_payload)
4773 clear_hovered_windows = true;
4774
4775 if (clear_hovered_windows)
4776 g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4777
4778 // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4779 // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4780 if (g.WantCaptureMouseNextFrame != -1)
4781 {
4782 io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4783 }
4784 else
4785 {
4786 io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4787 io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4788 }
4789
4790 // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4791 io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4792 if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4793 io.WantCaptureKeyboard = true;
4794 if (g.WantCaptureKeyboardNextFrame != -1) // Manual override
4795 io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4796
4797 // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4798 io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4799}
4800
4801// Calling SetupDrawListSharedData() is followed by SetCurrentFont() which sets up the remaining data.
4802static void SetupDrawListSharedData()
4803{
4804 ImGuiContext& g = *GImGui;
4805 ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4806 for (ImGuiViewportP* viewport : g.Viewports)
4807 virtual_space.Add(viewport->GetMainRect());
4808 g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4809 g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4810 g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4811 g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4812 if (g.Style.AntiAliasedLines)
4813 g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4814 if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines))
4815 g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4816 if (g.Style.AntiAliasedFill)
4817 g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4818 if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4819 g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4820}
4821
4822void ImGui::NewFrame()
4823{
4824 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4825 ImGuiContext& g = *GImGui;
4826
4827 // Remove pending delete hooks before frame start.
4828 // This deferred removal avoid issues of removal while iterating the hook vector
4829 for (int n = g.Hooks.Size - 1; n >= 0; n--)
4830 if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4831 g.Hooks.erase(&g.Hooks[n]);
4832
4833 CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4834
4835 // Check and assert for various common IO and Configuration mistakes
4836 g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4837 ErrorCheckNewFrameSanityChecks();
4838 g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4839
4840 // Load settings on first frame, save settings when modified (after a delay)
4841 UpdateSettings();
4842
4843 g.Time += g.IO.DeltaTime;
4844 g.WithinFrameScope = true;
4845 g.FrameCount += 1;
4846 g.TooltipOverrideCount = 0;
4847 g.WindowsActiveCount = 0;
4848 g.MenusIdSubmittedThisFrame.resize(0);
4849
4850 // Calculate frame-rate for the user, as a purely luxurious feature
4851 g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4852 g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4853 g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4854 g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4855 g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4856
4857 // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4858 g.InputEventsTrail.resize(0);
4859 UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4860
4861 // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4862 UpdateViewportsNewFrame();
4863
4864 // Setup current font and draw list shared data
4865 // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4866 g.IO.Fonts->Locked = true;
4867 SetupDrawListSharedData();
4868 SetCurrentFont(GetDefaultFont());
4869 IM_ASSERT(g.Font->IsLoaded());
4870
4871 // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4872 for (ImGuiViewportP* viewport : g.Viewports)
4873 {
4874 viewport->DrawData = NULL;
4875 viewport->DrawDataP.Valid = false;
4876 }
4877
4878 // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4879 if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4880 KeepAliveID(g.DragDropPayload.SourceId);
4881
4882 // Update HoveredId data
4883 if (!g.HoveredIdPreviousFrame)
4884 g.HoveredIdTimer = 0.0f;
4885 if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4886 g.HoveredIdNotActiveTimer = 0.0f;
4887 if (g.HoveredId)
4888 g.HoveredIdTimer += g.IO.DeltaTime;
4889 if (g.HoveredId && g.ActiveId != g.HoveredId)
4890 g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4891 g.HoveredIdPreviousFrame = g.HoveredId;
4892 g.HoveredId = 0;
4893 g.HoveredIdAllowOverlap = false;
4894 g.HoveredIdDisabled = false;
4895
4896 // Clear ActiveID if the item is not alive anymore.
4897 // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4898 // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4899 if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4900 {
4901 IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4902 ClearActiveID();
4903 }
4904
4905 // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4906 if (g.ActiveId)
4907 g.ActiveIdTimer += g.IO.DeltaTime;
4908 g.LastActiveIdTimer += g.IO.DeltaTime;
4909 g.ActiveIdPreviousFrame = g.ActiveId;
4910 g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4911 g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4912 g.ActiveIdIsAlive = 0;
4913 g.ActiveIdHasBeenEditedThisFrame = false;
4914 g.ActiveIdPreviousFrameIsAlive = false;
4915 g.ActiveIdIsJustActivated = false;
4916 if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4917 g.TempInputId = 0;
4918 if (g.ActiveId == 0)
4919 {
4920 g.ActiveIdUsingNavDirMask = 0x00;
4921 g.ActiveIdUsingAllKeyboardKeys = false;
4922#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4923 g.ActiveIdUsingNavInputMask = 0x00;
4924#endif
4925 }
4926
4927#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4928 if (g.ActiveId == 0)
4929 g.ActiveIdUsingNavInputMask = 0;
4930 else if (g.ActiveIdUsingNavInputMask != 0)
4931 {
4932 // If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4933 // Since IMGUI_VERSION_NUM >= 18804 it should be: { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4934 if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4935 SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4936 if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4937 IM_ASSERT(0); // Other values unsupported
4938 }
4939#endif
4940
4941 // Record when we have been stationary as this state is preserved while over same item.
4942 // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
4943 // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
4944 if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4945 g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
4946 else if (g.HoverItemDelayId == 0)
4947 g.HoverItemUnlockedStationaryId = 0;
4948 if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4949 g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
4950 else if (g.HoveredWindow == NULL)
4951 g.HoverWindowUnlockedStationaryId = 0;
4952
4953 // Update hover delay for IsItemHovered() with delays and tooltips
4954 g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
4955 if (g.HoverItemDelayId != 0)
4956 {
4957 g.HoverItemDelayTimer += g.IO.DeltaTime;
4958 g.HoverItemDelayClearTimer = 0.0f;
4959 g.HoverItemDelayId = 0;
4960 }
4961 else if (g.HoverItemDelayTimer > 0.0f)
4962 {
4963 // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4964 // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
4965 g.HoverItemDelayClearTimer += g.IO.DeltaTime;
4966 if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
4967 g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4968 }
4969
4970 // Drag and drop
4971 g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4972 g.DragDropAcceptIdCurr = 0;
4973 g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4974 g.DragDropWithinSource = false;
4975 g.DragDropWithinTarget = false;
4976 g.DragDropHoldJustPressedId = 0;
4977
4978 // Close popups on focus lost (currently wip/opt-in)
4979 //if (g.IO.AppFocusLost)
4980 // ClosePopupsExceptModals();
4981
4982 // Update keyboard input state
4983 UpdateKeyboardInputs();
4984
4985 //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4986 //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4987 //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4988 //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4989
4990 // Update gamepad/keyboard navigation
4991 NavUpdate();
4992
4993 // Update mouse input state
4994 UpdateMouseInputs();
4995
4996 // Undocking
4997 // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4998 DockContextNewFrameUpdateUndocking(&g);
4999
5000 // Find hovered window
5001 // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
5002 UpdateHoveredWindowAndCaptureFlags();
5003
5004 // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
5005 UpdateMouseMovingWindowNewFrame();
5006
5007 // Background darkening/whitening
5008 if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
5009 g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
5010 else
5011 g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
5012
5013 g.MouseCursor = ImGuiMouseCursor_Arrow;
5014 g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
5015
5016 // Platform IME data: reset for the frame
5017 g.PlatformImeDataPrev = g.PlatformImeData;
5018 g.PlatformImeData.WantVisible = false;
5019
5020 // Mouse wheel scrolling, scale
5021 UpdateMouseWheel();
5022
5023 // Mark all windows as not visible and compact unused memory.
5024 IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
5025 const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
5026 for (ImGuiWindow* window : g.Windows)
5027 {
5028 window->WasActive = window->Active;
5029 window->Active = false;
5030 window->WriteAccessed = false;
5031 window->BeginCountPreviousFrame = window->BeginCount;
5032 window->BeginCount = 0;
5033
5034 // Garbage collect transient buffers of recently unused windows
5035 if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
5036 GcCompactTransientWindowBuffers(window);
5037 }
5038
5039 // Garbage collect transient buffers of recently unused tables
5040 for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
5041 if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
5042 TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
5043 for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
5044 if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
5045 TableGcCompactTransientBuffers(&table_temp_data);
5046 if (g.GcCompactAll)
5047 GcCompactTransientMiscBuffers();
5048 g.GcCompactAll = false;
5049
5050 // Closing the focused window restore focus to the first active root window in descending z-order
5051 if (g.NavWindow && !g.NavWindow->WasActive)
5052 FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
5053
5054 // No window should be open at the beginning of the frame.
5055 // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
5056 g.CurrentWindowStack.resize(0);
5057 g.BeginPopupStack.resize(0);
5058 g.ItemFlagsStack.resize(0);
5059 g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
5060 g.GroupStack.resize(0);
5061
5062 // Docking
5063 DockContextNewFrameUpdateDocking(&g);
5064
5065 // [DEBUG] Update debug features
5066#ifndef IMGUI_DISABLE_DEBUG_TOOLS
5067 UpdateDebugToolItemPicker();
5068 UpdateDebugToolStackQueries();
5069 UpdateDebugToolFlashStyleColor();
5070 if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
5071 {
5072 g.DebugLocateId = 0;
5073 g.DebugBreakInLocateId = false;
5074 }
5075 if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0)
5076 {
5077 DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n");
5078 g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags;
5079 g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None;
5080 }
5081#endif
5082
5083 // Create implicit/fallback window - which we will only render it if the user has added something to it.
5084 // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
5085 // This fallback is particularly important as it prevents ImGui:: calls from crashing.
5086 g.WithinFrameScopeWithImplicitWindow = true;
5087 SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
5088 Begin("Debug##Default");
5089 IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
5090
5091 // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
5092 // allowing to validate correct Begin/End behavior in user code.
5093#ifndef IMGUI_DISABLE_DEBUG_TOOLS
5094 if (g.IO.ConfigDebugBeginReturnValueLoop)
5095 g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
5096 else
5097 g.DebugBeginReturnValueCullDepth = -1;
5098#endif
5099
5100 CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
5101}
5102
5103// FIXME: Add a more explicit sort order in the window structure.
5104static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
5105{
5106 const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
5107 const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
5108 if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
5109 return d;
5110 if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
5111 return d;
5112 return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
5113}
5114
5115static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
5116{
5117 out_sorted_windows->push_back(window);
5118 if (window->Active)
5119 {
5120 int count = window->DC.ChildWindows.Size;
5121 ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
5122 for (int i = 0; i < count; i++)
5123 {
5124 ImGuiWindow* child = window->DC.ChildWindows[i];
5125 if (child->Active)
5126 AddWindowToSortBuffer(out_sorted_windows, child);
5127 }
5128 }
5129}
5130
5131static void AddWindowToDrawData(ImGuiWindow* window, int layer)
5132{
5133 ImGuiContext& g = *GImGui;
5134 ImGuiViewportP* viewport = window->Viewport;
5135 IM_ASSERT(viewport != NULL);
5136 g.IO.MetricsRenderWindows++;
5137 if (window->DrawList->_Splitter._Count > 1)
5138 window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
5139 ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
5140 for (ImGuiWindow* child : window->DC.ChildWindows)
5141 if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
5142 AddWindowToDrawData(child, layer);
5143}
5144
5145static inline int GetWindowDisplayLayer(ImGuiWindow* window)
5146{
5147 return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
5148}
5149
5150// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
5151static inline void AddRootWindowToDrawData(ImGuiWindow* window)
5152{
5153 AddWindowToDrawData(window, GetWindowDisplayLayer(window));
5154}
5155
5156static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
5157{
5158 int n = builder->Layers[0]->Size;
5159 int full_size = n;
5160 for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
5161 full_size += builder->Layers[i]->Size;
5162 builder->Layers[0]->resize(full_size);
5163 for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
5164 {
5165 ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
5166 if (layer->empty())
5167 continue;
5168 memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
5169 n += layer->Size;
5170 layer->resize(0);
5171 }
5172}
5173
5174static void InitViewportDrawData(ImGuiViewportP* viewport)
5175{
5176 ImGuiIO& io = ImGui::GetIO();
5177 ImDrawData* draw_data = &viewport->DrawDataP;
5178
5179 viewport->DrawData = draw_data; // Make publicly accessible
5180 viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
5181 viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
5182 viewport->DrawDataBuilder.Layers[0]->resize(0);
5183 viewport->DrawDataBuilder.Layers[1]->resize(0);
5184
5185 // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
5186 // and to allow applications/backends to easily skip rendering.
5187 // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
5188 // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
5189 // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
5190 const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
5191
5192 draw_data->Valid = true;
5193 draw_data->CmdListsCount = 0;
5194 draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
5195 draw_data->DisplayPos = viewport->Pos;
5196 draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
5197 draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
5198 draw_data->OwnerViewport = viewport;
5199}
5200
5201// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5202// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5203// so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5204// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5205// some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5206// more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5207void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5208{
5209 ImGuiWindow* window = GetCurrentWindow();
5210 window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5211 window->ClipRect = window->DrawList->_ClipRectStack.back();
5212}
5213
5214void ImGui::PopClipRect()
5215{
5216 ImGuiWindow* window = GetCurrentWindow();
5217 window->DrawList->PopClipRect();
5218 window->ClipRect = window->DrawList->_ClipRectStack.back();
5219}
5220
5221static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5222{
5223 for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5224 if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5225 return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5226 return window;
5227}
5228
5229static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5230{
5231 if ((col & IM_COL32_A_MASK) == 0)
5232 return;
5233
5234 ImGuiViewportP* viewport = window->Viewport;
5235 ImRect viewport_rect = viewport->GetMainRect();
5236
5237 // Draw behind window by moving the draw command at the FRONT of the draw list
5238 {
5239 // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5240 // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5241 ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5242 draw_list->ChannelsMerge();
5243 if (draw_list->CmdBuffer.Size == 0)
5244 draw_list->AddDrawCmd();
5245 draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
5246 draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5247 ImDrawCmd cmd = draw_list->CmdBuffer.back();
5248 IM_ASSERT(cmd.ElemCount == 6);
5249 draw_list->CmdBuffer.pop_back();
5250 draw_list->CmdBuffer.push_front(cmd);
5251 draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5252 draw_list->PopClipRect();
5253 }
5254
5255 // Draw over sibling docking nodes in a same docking tree
5256 if (window->RootWindow->DockIsActive)
5257 {
5258 ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5259 draw_list->ChannelsMerge();
5260 if (draw_list->CmdBuffer.Size == 0)
5261 draw_list->AddDrawCmd();
5262 draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5263 RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5264 draw_list->PopClipRect();
5265 }
5266}
5267
5268ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5269{
5270 ImGuiContext& g = *GImGui;
5271 ImGuiWindow* bottom_most_visible_window = parent_window;
5272 for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5273 {
5274 ImGuiWindow* window = g.Windows[i];
5275 if (window->Flags & ImGuiWindowFlags_ChildWindow)
5276 continue;
5277 if (!IsWindowWithinBeginStackOf(window, parent_window))
5278 break;
5279 if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5280 bottom_most_visible_window = window;
5281 }
5282 return bottom_most_visible_window;
5283}
5284
5285// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
5286// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
5287static void ImGui::RenderDimmedBackgrounds()
5288{
5289 ImGuiContext& g = *GImGui;
5290 ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5291 if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5292 return;
5293 const bool dim_bg_for_modal = (modal_window != NULL);
5294 const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5295 if (!dim_bg_for_modal && !dim_bg_for_window_list)
5296 return;
5297
5298 ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5299 if (dim_bg_for_modal)
5300 {
5301 // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5302 ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5303 RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(modal_window->DC.ModalDimBgColor, g.DimBgRatio));
5304 viewports_already_dimmed[0] = modal_window->Viewport;
5305 }
5306 else if (dim_bg_for_window_list)
5307 {
5308 // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5309 RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5310 if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5311 RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5312 viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5313 viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5314
5315 // Draw border around CTRL+Tab target window
5316 ImGuiWindow* window = g.NavWindowingTargetAnim;
5317 ImGuiViewport* viewport = window->Viewport;
5318 float distance = g.FontSize;
5319 ImRect bb = window->Rect();
5320 bb.Expand(distance);
5321 if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5322 bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5323 window->DrawList->ChannelsMerge();
5324 if (window->DrawList->CmdBuffer.Size == 0)
5325 window->DrawList->AddDrawCmd();
5326 window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5327 window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5328 window->DrawList->PopClipRect();
5329 }
5330
5331 // Draw dimming background on _other_ viewports than the ones our windows are in
5332 for (ImGuiViewportP* viewport : g.Viewports)
5333 {
5334 if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5335 continue;
5336 if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5337 continue;
5338 ImDrawList* draw_list = GetForegroundDrawList(viewport);
5339 const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5340 draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5341 }
5342}
5343
5344// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5345void ImGui::EndFrame()
5346{
5347 ImGuiContext& g = *GImGui;
5348 IM_ASSERT(g.Initialized);
5349
5350 // Don't process EndFrame() multiple times.
5351 if (g.FrameCountEnded == g.FrameCount)
5352 return;
5353 IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5354
5355 CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5356
5357 ErrorCheckEndFrameSanityChecks();
5358
5359 // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5360 ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5361 if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5362 {
5363 ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5364 IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5365 if (viewport == NULL)
5366 viewport = GetMainViewport();
5367 g.IO.SetPlatformImeDataFn(viewport, ime_data);
5368 }
5369
5370 // Hide implicit/fallback "Debug" window if it hasn't been used
5371 g.WithinFrameScopeWithImplicitWindow = false;
5372 if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5373 g.CurrentWindow->Active = false;
5374 End();
5375
5376 // Update navigation: CTRL+Tab, wrap-around requests
5377 NavEndFrame();
5378
5379 // Update docking
5380 DockContextEndFrame(&g);
5381
5382 SetCurrentViewport(NULL, NULL);
5383
5384 // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5385 if (g.DragDropActive)
5386 {
5387 bool is_delivered = g.DragDropPayload.Delivery;
5388 bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5389 if (is_delivered || is_elapsed)
5390 ClearDragDrop();
5391 }
5392
5393 // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5394 if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5395 {
5396 g.DragDropWithinSource = true;
5397 SetTooltip("...");
5398 g.DragDropWithinSource = false;
5399 }
5400
5401 // End frame
5402 g.WithinFrameScope = false;
5403 g.FrameCountEnded = g.FrameCount;
5404
5405 // Initiate moving window + handle left-click and right-click focus
5406 UpdateMouseMovingWindowEndFrame();
5407
5408 // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5409 UpdateViewportsEndFrame();
5410
5411 // Sort the window list so that all child windows are after their parent
5412 // We cannot do that on FocusWindow() because children may not exist yet
5413 g.WindowsTempSortBuffer.resize(0);
5414 g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5415 for (ImGuiWindow* window : g.Windows)
5416 {
5417 if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
5418 continue;
5419 AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5420 }
5421
5422 // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5423 IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5424 g.Windows.swap(g.WindowsTempSortBuffer);
5425 g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5426
5427 // Unlock font atlas
5428 g.IO.Fonts->Locked = false;
5429
5430 // Clear Input data for next frame
5431 g.IO.MousePosPrev = g.IO.MousePos;
5432 g.IO.AppFocusLost = false;
5433 g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5434 g.IO.InputQueueCharacters.resize(0);