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1// dear imgui, v1.91.5 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?q=label%3Agallery (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, ImGuiPlatformIO)
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, STATE RECOVERY
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 io.ConfigNavMoveSetMousePos flag.
188 Enabling io.ConfigNavMoveSetMousePos + 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 - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete).
442 - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool.
443 moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!).
444 kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value!
445 - 2024/10/10 (1.91.4) - the typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641)
446 this removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs. It therefore simplify various building scripts/helpers.
447 you may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID' when passing your types to functions taking ImTextureID values, e.g. ImGui::Image().
448 in doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning:
449 - May warn: ImGui::Image((void*)MyTextureData, ...);
450 - May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...);
451 - Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...);
452 - note that you can always define ImTextureID to be your own high-level structures (with dedicated constructors) if you like.
453 - 2024/10/03 (1.91.3) - drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is a still special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76)
454 - drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include _ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed).
455 although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76)
456 - 2024/09/10 (1.91.2) - internals: using multiple overlayed ButtonBehavior() with same ID will now have io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
457 it was one of the rare case where using same ID is legal. workarounds: (1) use single ButtonBehavior() call with multiple _MouseButton flags, or (2) surround the calls with PushItemFlag(ImGuiItemFlags_AllowDuplicateId, true); ... PopItemFlag()
458 - 2024/08/23 (1.91.1) - renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders for consistency. kept inline redirection flag.
459 - 2024/08/22 (1.91.1) - moved some functions from ImGuiIO to ImGuiPlatformIO structure:
460 - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn + changed 'void* user_data' to 'ImGuiContext* ctx'. Pull your user data from platform_io.ClipboardUserData.
461 - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn + same as above line.
462 - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (#7660)
463 - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
464 - io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (#7389, #6719, #2278)
465 - access those via GetPlatformIO() instead of GetIO().
466 some were introduced very recently and often automatically setup by core library and backends, so for those we are exceptionally not maintaining a legacy redirection symbol.
467 - commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). As a reminder:
468 - old ImageButton() before 1.89 used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID)
469 - new ImageButton() since 1.89 requires an explicit 'const char* str_id'
470 - old ImageButton() before 1.89 had frame_padding' override argument.
471 - new ImageButton() since 1.89 always use style.FramePadding, which you can freely override with PushStyleVar()/PopStyleVar().
472 - 2024/07/25 (1.91.0) - obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (see #7838 on GitHub for more info)
473 you should never need those functions. you can do everything with GetCursorScreenPos() and GetContentRegionAvail() in a more simple way.
474 - instead of: GetWindowContentRegionMax().x - GetCursorPos().x
475 - you can use: GetContentRegionAvail().x
476 - instead of: GetWindowContentRegionMax().x + GetWindowPos().x
477 - you can use: GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window
478 - instead of: GetContentRegionMax()
479 - you can use: GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates
480 - instead of: GetWindowContentRegionMax().x - GetWindowContentRegionMin().x
481 - you can use: GetContentRegionAvail() // when called from left edge of window
482 - 2024/07/15 (1.91.0) - renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (#1379, #1468, #2200, #4936, #5216, #7302, #7573)
483 (internals: also renamed ImGuiItemFlags_SelectableDontClosePopup into ImGuiItemFlags_AutoClosePopups with inverted behaviors)
484 - 2024/07/15 (1.91.0) - obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag(ImGuiItemFlags_ButtonRepeat, ...)/PopItemFlag().
485 - 2024/07/02 (1.91.0) - commented out obsolete ImGuiModFlags (renamed to ImGuiKeyChord in 1.89). (#4921, #456)
486 - commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456)
487 - ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc.
488 - 2024/07/02 (1.91.0) - IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness.
489 - old: io.SetPlatformImeDataFn(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
490 - new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
491 - 2024/06/21 (1.90.9) - BeginChild: added ImGuiChildFlags_NavFlattened as a replacement for the window flag ImGuiWindowFlags_NavFlattened: the feature only ever made sense for BeginChild() anyhow.
492 - old: BeginChild("Name", size, 0, ImGuiWindowFlags_NavFlattened);
493 - new: BeginChild("Name", size, ImGuiChildFlags_NavFlattened, 0);
494 - 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does.
495 - 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire.
496 - 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected.
497 - 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages).
498 - 2024/06/06 (1.90.8) - reordered ImGuiInputTextFlags values. This should not be breaking unless you are using generated headers that have values not matching the main library.
499 - 2024/06/06 (1.90.8) - removed 'ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft', was mostly unused and misleading.
500 - 2024/05/27 (1.90.7) - commented out obsolete symbols marked obsolete in 1.88 (May 2022):
501 - old: CaptureKeyboardFromApp(bool)
502 - new: SetNextFrameWantCaptureKeyboard(bool)
503 - old: CaptureMouseFromApp(bool)
504 - new: SetNextFrameWantCaptureMouse(bool)
505 - 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).
506 - inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest.
507 - inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures:
508 - old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
509 - new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
510 - inputs (internals): owner-aware versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(): swapped last two parameters order in function signatures.
511 - old: IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
512 - new: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
513 - old: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
514 - new: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
515 for various reasons those changes makes sense. They are being made because making some of those API public.
516 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.
517 - 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)
518 - old: DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...);
519 - new: DockSpaceOverViewport(ImGuiID dockspace_id = 0, const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, ...);
520 - 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.
521 - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps.
522 - 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)
523 - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions.
524 - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
525 - 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).
526 - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values.
527 with the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item.
528 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.
529 (Note: when using this idiom you are likely to also use ImGuiTreeNodeFlags_SpanAvailWidth).
530 - 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)
531 - 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)
532 - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
533 - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
534 - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter.
535 - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
536 - 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.
537 - 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.
538 - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
539 - 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).
540 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.
541 - 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.
542 - old: BeginChild("Name", size, true)
543 - new: BeginChild("Name", size, ImGuiChildFlags_Border)
544 - old: BeginChild("Name", size, false)
545 - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
546 **AMEND FROM THE FUTURE: from 1.91.1, 'ImGuiChildFlags_Border' is called 'ImGuiChildFlags_Borders'**
547 - 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.
548 - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
549 - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
550 - 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).
551 - 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)
552 - 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).
553 - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
554 - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
555 - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
556 - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
557 - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
558 - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
559 - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
560 - 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
561 - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
562 - 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)
563 - 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).
564 - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
565 - 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.
566 - 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)
567 - 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.
568 - 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.
569 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
570 - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
571 - ListBoxFooter() -> use EndListBox()
572 - 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().
573 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
574 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
575 - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp
576 - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
577 - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic()
578 - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo()
579 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
580 - 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.
581 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
582 Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
583 it has been frequently requested by people to use our own. We had an opt-in define which was
584 previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
585 - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
586 - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
587 - 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.
588 - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
589 - 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.
590 - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
591 - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl
592 - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
593 - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt
594 - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
595 the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
596 the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
597 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.
598 - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
599 this will require uses of legacy backend-dependent indices to be casted, e.g.
600 - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
601 - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A')
602 - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
603 - 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);
604 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
605 - 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.
606 - 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.
607 - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
608 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
609 this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
610 - previously this would make the window content size ~200x200:
611 Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
612 - instead, please submit an item:
613 Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
614 - alternative:
615 Begin(...) + Dummy(ImVec2(200,200)) + End();
616 - content size is now only extended when submitting an item!
617 - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
618 - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
619 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
620 - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
621 - 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));
622 - 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.
623 - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
624 - 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));
625 - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
626 - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
627 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
628 - Official backends from 1.87+ -> no issue.
629 - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
630 - Custom backends not writing to io.NavInputs[] -> no issue.
631 - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
632 - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
633 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
634 - 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.
635 - 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.
636 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
637 - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
638 - 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).
639 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
640 - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent()
641 - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent()
642 - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent()
643 - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
644 note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
645 read https://github.com/ocornut/imgui/issues/4921 for details.
646 - 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.
647 - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
648 - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
649 - 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).
650 - 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.*
651 - 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.
652 - 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.
653 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
654 - 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'.
655 - 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)
656 - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
657 - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
658 - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
659 - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect
660 - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
661 - 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
662 - 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.
663 - 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.
664 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
665 - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
666 - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
667 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
668 - if you are using official backends from the source tree: you have nothing to do.
669 - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
670 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
671 - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft
672 - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
673 - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc.
674 flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
675 breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
676 - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use)
677 - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use)
678 - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use)
679 - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
680 this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
681 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.
682 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).
683 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
684 - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY()
685 - 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.
686 - 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.
687 - 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'.
688 - 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.
689 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
690 - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
691 - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
692 - 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.
693 - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
694 - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
695 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
696 - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
697 - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
698 - ImGuiInputTextCallback -> use ImGuiTextEditCallback
699 - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
700 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
701 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
702 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
703 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
704 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
705 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
706 - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
707 - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
708 - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
709 - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT
710 - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT
711 - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
712 - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
713 - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
714 - 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).
715 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
716 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
717 - 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.
718 - 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.
719 - 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!
720 - 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().
721 replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
722 worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
723 - if you omitted the 'power' parameter (likely!), you are not affected.
724 - 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.
725 - 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.
726 see https://github.com/ocornut/imgui/issues/3361 for all details.
727 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.
728 for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
729 - 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.
730 - 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.
731 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
732 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
733 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
734 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
735 - 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.
736 - 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.
737 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
738 - ShowTestWindow() -> use ShowDemoWindow()
739 - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
740 - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
741 - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
742 - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing()
743 - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg
744 - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding
745 - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
746 - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS
747 - 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.
748 - 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).
749 - 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.
750 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
751 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
752 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
753 - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
754 - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
755 - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding()
756 - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
757 - ImFont::Glyph -> use ImFontGlyph
758 - 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.
759 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.
760 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).
761 If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
762 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
763 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
764 - 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.
765 - 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
766 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.
767 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.
768 Please reach out if you are affected.
769 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
770 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
771 - 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.
772 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
773 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
774 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
775 - 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!
776 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
777 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
778 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
779 - 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.
780 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
781 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
782 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
783 - 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.
784 If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
785 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
786 - 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.
787 NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
788 Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
789 - 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).
790 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
791 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
792 - 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.
793 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
794 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
795 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
796 - 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.).
797 old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
798 when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
799 in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
800 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
801 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
802 - 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.
803 If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
804 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.
805 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.
806 - 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",
807 consistent with other functions. Kept redirection functions (will obsolete).
808 - 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.
809 - 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).
810 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
811 - 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.
812 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
813 - 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.
814 - 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.
815 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
816 - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
817 - removed Shutdown() function, as DestroyContext() serve this purpose.
818 - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
819 - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
820 - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
821 - 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.
822 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
823 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
824 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
825 - 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.
826 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
827 - 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
828 - 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.
829 - 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.
830 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
831 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
832 - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
833 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
834 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
835 - 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.
836 - 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.
837 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.
838 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
839 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
840 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
841 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
842 - 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.
843 - 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.
844 - 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.
845 removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
846 IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
847 IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
848 IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
849 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
850 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
851 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
852 - 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).
853 - 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)".
854 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
855 - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
856 - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
857 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
858 - 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.
859 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
860 - 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.
861 - 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).
862 - 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).
863 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
864 - 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.
865 - 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.
866 - 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))'
867 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
868 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
869 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
870 - 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().
871 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
872 - 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.
873 - 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.
874 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
875 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.
876 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:
877 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); }
878 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.
879 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
880 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
881 - 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).
882 - 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.
883 - 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).
884 - 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)
885 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
886 - 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.
887 - 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.
888 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
889 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
890 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
891 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.
892 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!
893 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
894 - 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.
895 - 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
896 - 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.
897 you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
898 - 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.
899 this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
900 - 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.
901 - the signature of the io.RenderDrawListsFn handler has changed!
902 old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
903 new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
904 parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
905 ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
906 ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
907 - 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.
908 - 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!
909 - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
910 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
911 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
912 - 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.
913 - 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
914 - 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!
915 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
916 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
917 - 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.
918 - 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.
919 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
920 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
921 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
922 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
923 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
924 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
925 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
926 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
927 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
928 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
929 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
930 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
931 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
932 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
933 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
934 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
935 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
936 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
937 - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
938 - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
939 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.
940 - 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()
941 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
942 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
943 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
944 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
945 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
946 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
947 - 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)
948 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
949 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
950 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
951 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
952 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
953 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
954
955
956 FREQUENTLY ASKED QUESTIONS (FAQ)
957 ================================
958
959 Read all answers online:
960 https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
961 Read all answers locally (with a text editor or ideally a Markdown viewer):
962 docs/FAQ.md
963 Some answers are copied down here to facilitate searching in code.
964
965 Q&A: Basics
966 ===========
967
968 Q: Where is the documentation?
969 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
970 - Run the examples/ applications and explore them.
971 - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
972 - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
973 - The demo covers most features of Dear ImGui, so you can read the code and see its output.
974 - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
975 - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
976 examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
977 - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
978 - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
979 - Your programming IDE is your friend, find the type or function declaration to find comments
980 associated with it.
981
982 Q: What is this library called?
983 Q: Which version should I get?
984 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
985 >> See https://www.dearimgui.com/faq for details.
986
987 Q&A: Integration
988 ================
989
990 Q: How to get started?
991 A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
992
993 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
994 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
995 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
996
997 Q. How can I enable keyboard or gamepad controls?
998 Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
999 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
1000 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
1001 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
1002 >> See https://www.dearimgui.com/faq
1003
1004 Q&A: Usage
1005 ----------
1006
1007 Q: About the ID Stack system..
1008 - Why is my widget not reacting when I click on it?
1009 - How can I have widgets with an empty label?
1010 - How can I have multiple widgets with the same label?
1011 - How can I have multiple windows with the same label?
1012 Q: How can I display an image? What is ImTextureID, how does it work?
1013 Q: How can I use my own math types instead of ImVec2?
1014 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
1015 Q: How can I display custom shapes? (using low-level ImDrawList API)
1016 >> See https://www.dearimgui.com/faq
1017
1018 Q&A: Fonts, Text
1019 ================
1020
1021 Q: How should I handle DPI in my application?
1022 Q: How can I load a different font than the default?
1023 Q: How can I easily use icons in my application?
1024 Q: How can I load multiple fonts?
1025 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
1026 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/blob/master/docs/FONTS.md
1027
1028 Q&A: Concerns
1029 =============
1030
1031 Q: Who uses Dear ImGui?
1032 Q: Can you create elaborate/serious tools with Dear ImGui?
1033 Q: Can you reskin the look of Dear ImGui?
1034 Q: Why using C++ (as opposed to C)?
1035 >> See https://www.dearimgui.com/faq
1036
1037 Q&A: Community
1038 ==============
1039
1040 Q: How can I help?
1041 A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
1042 We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
1043 This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
1044 >>> See https://github.com/ocornut/imgui/wiki/Funding
1045 - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
1046 - 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!
1047 - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
1048 You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
1049 But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
1050 - 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).
1051
1052*/
1053
1054//-------------------------------------------------------------------------
1055// [SECTION] INCLUDES
1056//-------------------------------------------------------------------------
1057
1058#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
1059#define _CRT_SECURE_NO_WARNINGS
1060#endif
1061
1062#ifndef IMGUI_DEFINE_MATH_OPERATORS
1063#define IMGUI_DEFINE_MATH_OPERATORS
1064#endif
1065
1066#include "imgui.h"
1067#ifndef IMGUI_DISABLE
1068#include "imgui_internal.h"
1069
1070// System includes
1071#include <stdio.h> // vsnprintf, sscanf, printf
1072#include <stdint.h> // intptr_t
1073
1074// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
1075#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
1076#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
1077#endif
1078
1079// [Windows] OS specific includes (optional)
1080#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_DEFAULT_SHELL_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
1081#define IMGUI_DISABLE_WIN32_FUNCTIONS
1082#endif
1083#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
1084#ifndef WIN32_LEAN_AND_MEAN
1085#define WIN32_LEAN_AND_MEAN
1086#endif
1087#ifndef NOMINMAX
1088#define NOMINMAX
1089#endif
1090#ifndef __MINGW32__
1091#include <Windows.h> // _wfopen, OpenClipboard
1092#else
1093#include <windows.h>
1094#endif
1095#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP || WINAPI_FAMILY == WINAPI_FAMILY_GAMES)
1096// The UWP and GDK Win32 API subsets don't support clipboard nor IME functions
1097#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
1098#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
1099#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS
1100#endif
1101#endif
1102
1103// [Apple] OS specific includes
1104#if defined(__APPLE__)
1105#include <TargetConditionals.h>
1106#endif
1107
1108// Visual Studio warnings
1109#ifdef _MSC_VER
1110#pragma warning (disable: 4127) // condition expression is constant
1111#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
1112#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
1113#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
1114#endif
1115#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).
1116#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
1117#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
1118#endif
1119
1120// Clang/GCC warnings with -Weverything
1121#if defined(__clang__)
1122#if __has_warning("-Wunknown-warning-option")
1123#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!
1124#endif
1125#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
1126#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
1127#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.
1128#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.
1129#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.
1130#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
1131#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
1132#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.
1133#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int'
1134#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
1135#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.
1136#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
1137#pragma clang diagnostic ignored "-Wunsafe-buffer-usage" // warning: 'xxx' is an unsafe pointer used for buffer access
1138#elif defined(__GNUC__)
1139// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
1140#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
1141#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
1142#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
1143#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
1144#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
1145#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
1146#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
1147#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
1148#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
1149#endif
1150
1151// Debug options
1152#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction.
1153#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
1154
1155// 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.
1156static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
1157static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
1158
1159static const float NAV_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut.
1160
1161// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1162static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1163static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time.
1164static 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.
1165
1166// Tooltip offset
1167static const ImVec2 TOOLTIP_DEFAULT_OFFSET_MOUSE = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale
1168static const ImVec2 TOOLTIP_DEFAULT_OFFSET_TOUCH = ImVec2(0, -20); // Multiplied by g.Style.MouseCursorScale
1169static const ImVec2 TOOLTIP_DEFAULT_PIVOT_TOUCH = ImVec2(0.5f, 1.0f); // Multiplied by g.Style.MouseCursorScale
1170
1171// Docking
1172static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1173
1174//-------------------------------------------------------------------------
1175// [SECTION] FORWARD DECLARATIONS
1176//-------------------------------------------------------------------------
1177
1178static void SetCurrentWindow(ImGuiWindow* window);
1179static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1180static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1181
1182static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1183
1184// Settings
1185static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1186static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1187static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1188static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1189static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1190
1191// Platform Dependents default implementation for ImGuiPlatformIO functions
1192static const char* Platform_GetClipboardTextFn_DefaultImpl(ImGuiContext* ctx);
1193static void Platform_SetClipboardTextFn_DefaultImpl(ImGuiContext* ctx, const char* text);
1194static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1195static bool Platform_OpenInShellFn_DefaultImpl(ImGuiContext* ctx, const char* path);
1196
1197namespace ImGui
1198{
1199// Item
1200static void ItemHandleShortcut(ImGuiID id);
1201
1202// Navigation
1203static void NavUpdate();
1204static void NavUpdateWindowing();
1205static void NavUpdateWindowingOverlay();
1206static void NavUpdateCancelRequest();
1207static void NavUpdateCreateMoveRequest();
1208static void NavUpdateCreateTabbingRequest();
1209static float NavUpdatePageUpPageDown();
1210static inline void NavUpdateAnyRequestFlag();
1211static void NavUpdateCreateWrappingRequest();
1212static void NavEndFrame();
1213static bool NavScoreItem(ImGuiNavItemData* result);
1214static void NavApplyItemToResult(ImGuiNavItemData* result);
1215static void NavProcessItem();
1216static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1217static ImGuiInputSource NavCalcPreferredRefPosSource();
1218static ImVec2 NavCalcPreferredRefPos();
1219static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1220static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
1221static void NavRestoreLayer(ImGuiNavLayer layer);
1222static int FindWindowFocusIndex(ImGuiWindow* window);
1223
1224// Error Checking and Debug Tools
1225static void ErrorCheckNewFrameSanityChecks();
1226static void ErrorCheckEndFrameSanityChecks();
1227static void UpdateDebugToolItemPicker();
1228static void UpdateDebugToolStackQueries();
1229static void UpdateDebugToolFlashStyleColor();
1230
1231// Inputs
1232static void UpdateKeyboardInputs();
1233static void UpdateMouseInputs();
1234static void UpdateMouseWheel();
1235static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1236
1237// Misc
1238static void UpdateSettings();
1239static 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);
1240static void RenderWindowOuterBorders(ImGuiWindow* window);
1241static 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);
1242static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1243static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1244static void RenderDimmedBackgrounds();
1245static void SetLastItemDataForWindow(ImGuiWindow* window, const ImRect& rect);
1246
1247// Viewports
1248const 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.
1249static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1250static void DestroyViewport(ImGuiViewportP* viewport);
1251static void UpdateViewportsNewFrame();
1252static void UpdateViewportsEndFrame();
1253static void WindowSelectViewport(ImGuiWindow* window);
1254static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1255static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1256static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1257static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1258static int FindPlatformMonitorForPos(const ImVec2& pos);
1259static int FindPlatformMonitorForRect(const ImRect& r);
1260static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1261
1262}
1263
1264//-----------------------------------------------------------------------------
1265// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1266//-----------------------------------------------------------------------------
1267
1268// DLL users:
1269// - Heaps and globals are not shared across DLL boundaries!
1270// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1271// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1272// - 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.
1273// - 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).
1274
1275// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1276// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1277// Change to a different context by calling ImGui::SetCurrentContext().
1278// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1279// If you want thread-safety to allow N threads to access N different contexts:
1280// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1281// struct ImGuiContext;
1282// extern thread_local ImGuiContext* MyImGuiTLS;
1283// #define GImGui MyImGuiTLS
1284// 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.
1285// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1286// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1287// - DLL users: read comments above.
1288#ifndef GImGui
1289ImGuiContext* GImGui = NULL;
1290#endif
1291
1292// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1293// - 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.
1294// - DLL users: read comments above.
1295#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1296static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); }
1297static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); }
1298#else
1299static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1300static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1301#endif
1302static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper;
1303static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper;
1304static void* GImAllocatorUserData = NULL;
1305
1306//-----------------------------------------------------------------------------
1307// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO, ImGuiPlatformIO)
1308//-----------------------------------------------------------------------------
1309
1310ImGuiStyle::ImGuiStyle()
1311{
1312 Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui.
1313 DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1314 WindowPadding = ImVec2(8,8); // Padding within a window
1315 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.
1316 WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1317 WindowMinSize = ImVec2(32,32); // Minimum window size
1318 WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text
1319 WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1320 ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1321 ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1322 PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1323 PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1324 FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
1325 FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1326 FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1327 ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines
1328 ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1329 CellPadding = ImVec2(4,2); // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
1330 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!
1331 IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1332 ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1333 ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar
1334 ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar
1335 GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar
1336 GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1337 LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1338 TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1339 TabBorderSize = 0.0f; // Thickness of border around tabs.
1340 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.
1341 TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1342 TabBarOverlineSize = 2.0f; // Thickness of tab-bar overline, which highlights the selected tab-bar.
1343 TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
1344 TableAngledHeadersTextAlign = ImVec2(0.5f,0.0f);// Alignment of angled headers within the cell
1345 ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1346 ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1347 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.
1348 SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText()
1349 SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1350 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.
1351 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.
1352 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.
1353 DockingSeparatorSize = 2.0f; // Thickness of resizing border between docked windows
1354 MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1355 AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1356 AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1357 AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1358 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.
1359 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.
1360
1361 // Behaviors
1362 HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1363 HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1364 HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1365 HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1366 HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1367
1368 // Default theme
1369 ImGui::StyleColorsDark(this);
1370}
1371
1372// 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.
1373// 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.
1374void ImGuiStyle::ScaleAllSizes(float scale_factor)
1375{
1376 WindowPadding = ImTrunc(WindowPadding * scale_factor);
1377 WindowRounding = ImTrunc(WindowRounding * scale_factor);
1378 WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
1379 ChildRounding = ImTrunc(ChildRounding * scale_factor);
1380 PopupRounding = ImTrunc(PopupRounding * scale_factor);
1381 FramePadding = ImTrunc(FramePadding * scale_factor);
1382 FrameRounding = ImTrunc(FrameRounding * scale_factor);
1383 ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
1384 ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
1385 CellPadding = ImTrunc(CellPadding * scale_factor);
1386 TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
1387 IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
1388 ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
1389 ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
1390 ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
1391 GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
1392 GrabRounding = ImTrunc(GrabRounding * scale_factor);
1393 LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
1394 TabRounding = ImTrunc(TabRounding * scale_factor);
1395 TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1396 TabBarOverlineSize = ImTrunc(TabBarOverlineSize * scale_factor);
1397 SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
1398 DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
1399 DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
1400 DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
1401 MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
1402}
1403
1404ImGuiIO::ImGuiIO()
1405{
1406 // Most fields are initialized with zero
1407 memset(this, 0, sizeof(*this));
1408 IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1409
1410 // Settings
1411 ConfigFlags = ImGuiConfigFlags_None;
1412 BackendFlags = ImGuiBackendFlags_None;
1413 DisplaySize = ImVec2(-1.0f, -1.0f);
1414 DeltaTime = 1.0f / 60.0f;
1415 IniSavingRate = 5.0f;
1416 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).
1417 LogFilename = "imgui_log.txt";
1418#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1419 for (int i = 0; i < ImGuiKey_COUNT; i++)
1420 KeyMap[i] = -1;
1421#endif
1422 UserData = NULL;
1423
1424 Fonts = NULL;
1425 FontGlobalScale = 1.0f;
1426 FontDefault = NULL;
1427 FontAllowUserScaling = false;
1428 DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1429
1430 // Keyboard/Gamepad Navigation options
1431 ConfigNavSwapGamepadButtons = false;
1432 ConfigNavMoveSetMousePos = false;
1433 ConfigNavCaptureKeyboard = true;
1434 ConfigNavEscapeClearFocusItem = true;
1435 ConfigNavEscapeClearFocusWindow = false;
1436 ConfigNavCursorVisibleAuto = true;
1437 ConfigNavCursorVisibleAlways = false;
1438
1439 // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1440 ConfigDockingNoSplit = false;
1441 ConfigDockingWithShift = false;
1442 ConfigDockingAlwaysTabBar = false;
1443 ConfigDockingTransparentPayload = false;
1444
1445 // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1446 ConfigViewportsNoAutoMerge = false;
1447 ConfigViewportsNoTaskBarIcon = false;
1448 ConfigViewportsNoDecoration = true;
1449 ConfigViewportsNoDefaultParent = false;
1450
1451 // Miscellaneous options
1452 MouseDrawCursor = false;
1453#ifdef __APPLE__
1454 ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
1455#else
1456 ConfigMacOSXBehaviors = false;
1457#endif
1458 ConfigInputTrickleEventQueue = true;
1459 ConfigInputTextCursorBlink = true;
1460 ConfigInputTextEnterKeepActive = false;
1461 ConfigDragClickToInputText = false;
1462 ConfigWindowsResizeFromEdges = true;
1463 ConfigWindowsMoveFromTitleBarOnly = false;
1464 ConfigScrollbarScrollByPage = true;
1465 ConfigMemoryCompactTimer = 60.0f;
1466 ConfigDebugIsDebuggerPresent = false;
1467 ConfigDebugHighlightIdConflicts = true;
1468 ConfigDebugBeginReturnValueOnce = false;
1469 ConfigDebugBeginReturnValueLoop = false;
1470
1471 ConfigErrorRecovery = true;
1472 ConfigErrorRecoveryEnableAssert = true;
1473 ConfigErrorRecoveryEnableDebugLog = true;
1474 ConfigErrorRecoveryEnableTooltip = true;
1475
1476 // Inputs Behaviors
1477 MouseDoubleClickTime = 0.30f;
1478 MouseDoubleClickMaxDist = 6.0f;
1479 MouseDragThreshold = 6.0f;
1480 KeyRepeatDelay = 0.275f;
1481 KeyRepeatRate = 0.050f;
1482
1483 // Platform Functions
1484 // Note: Initialize() will setup default clipboard/ime handlers.
1485 BackendPlatformName = BackendRendererName = NULL;
1486 BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1487
1488 // Input (NB: we already have memset zero the entire structure!)
1489 MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1490 MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1491 MouseSource = ImGuiMouseSource_Mouse;
1492 for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1493 for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1494 AppAcceptingEvents = true;
1495 BackendUsingLegacyKeyArrays = (ImS8)-1;
1496 BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1497}
1498
1499// Pass in translated ASCII characters for text input.
1500// - with glfw you can get those from the callback set in glfwSetCharCallback()
1501// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1502// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1503void ImGuiIO::AddInputCharacter(unsigned int c)
1504{
1505 IM_ASSERT(Ctx != NULL);
1506 ImGuiContext& g = *Ctx;
1507 if (c == 0 || !AppAcceptingEvents)
1508 return;
1509
1510 ImGuiInputEvent e;
1511 e.Type = ImGuiInputEventType_Text;
1512 e.Source = ImGuiInputSource_Keyboard;
1513 e.EventId = g.InputEventsNextEventId++;
1514 e.Text.Char = c;
1515 g.InputEventsQueue.push_back(e);
1516}
1517
1518// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1519// we should save the high surrogate.
1520void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1521{
1522 if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1523 return;
1524
1525 if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1526 {
1527 if (InputQueueSurrogate != 0)
1528 AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1529 InputQueueSurrogate = c;
1530 return;
1531 }
1532
1533 ImWchar cp = c;
1534 if (InputQueueSurrogate != 0)
1535 {
1536 if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1537 {
1538 AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1539 }
1540 else
1541 {
1542#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1543 cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1544#else
1545 cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1546#endif
1547 }
1548
1549 InputQueueSurrogate = 0;
1550 }
1551 AddInputCharacter((unsigned)cp);
1552}
1553
1554void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1555{
1556 if (!AppAcceptingEvents)
1557 return;
1558 while (*utf8_chars != 0)
1559 {
1560 unsigned int c = 0;
1561 utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1562 AddInputCharacter(c);
1563 }
1564}
1565
1566// Clear all incoming events.
1567void ImGuiIO::ClearEventsQueue()
1568{
1569 IM_ASSERT(Ctx != NULL);
1570 ImGuiContext& g = *Ctx;
1571 g.InputEventsQueue.clear();
1572}
1573
1574// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
1575void ImGuiIO::ClearInputKeys()
1576{
1577#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1578 memset(KeysDown, 0, sizeof(KeysDown));
1579#endif
1580 for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1581 {
1582 if (ImGui::IsMouseKey((ImGuiKey)(n + ImGuiKey_KeysData_OFFSET)))
1583 continue;
1584 KeysData[n].Down = false;
1585 KeysData[n].DownDuration = -1.0f;
1586 KeysData[n].DownDurationPrev = -1.0f;
1587 }
1588 KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1589 KeyMods = ImGuiMod_None;
1590 InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
1591}
1592
1593void ImGuiIO::ClearInputMouse()
1594{
1595 for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1))
1596 {
1597 ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_KeysData_OFFSET];
1598 key_data->Down = false;
1599 key_data->DownDuration = -1.0f;
1600 key_data->DownDurationPrev = -1.0f;
1601 }
1602 MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1603 for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1604 {
1605 MouseDown[n] = false;
1606 MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1607 }
1608 MouseWheel = MouseWheelH = 0.0f;
1609}
1610
1611// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
1612// Current frame character buffer is now also cleared by ClearInputKeys().
1613#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1614void ImGuiIO::ClearInputCharacters()
1615{
1616 InputQueueCharacters.resize(0);
1617}
1618#endif
1619
1620static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1621{
1622 ImGuiContext& g = *ctx;
1623 for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1624 {
1625 ImGuiInputEvent* e = &g.InputEventsQueue[n];
1626 if (e->Type != type)
1627 continue;
1628 if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1629 continue;
1630 if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1631 continue;
1632 return e;
1633 }
1634 return NULL;
1635}
1636
1637// Queue a new key down/up event.
1638// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1639// - bool down: Is the key down? use false to signify a key release.
1640// - float analog_value: 0.0f..1.0f
1641// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1642// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1643void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1644{
1645 //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); }
1646 IM_ASSERT(Ctx != NULL);
1647 if (key == ImGuiKey_None || !AppAcceptingEvents)
1648 return;
1649 ImGuiContext& g = *Ctx;
1650 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.
1651 IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1652
1653 // MacOS: swap Cmd(Super) and Ctrl
1654 if (g.IO.ConfigMacOSXBehaviors)
1655 {
1656 if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; }
1657 else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; }
1658 else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; }
1659 else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; }
1660 else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; }
1661 else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; }
1662 }
1663
1664 // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1665#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1666 IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1667 if (BackendUsingLegacyKeyArrays == -1)
1668 for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1669 IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1670 BackendUsingLegacyKeyArrays = 0;
1671#endif
1672 if (ImGui::IsGamepadKey(key))
1673 BackendUsingLegacyNavInputArray = false;
1674
1675 // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1676 const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1677 const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1678 const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1679 const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1680 if (latest_key_down == down && latest_key_analog == analog_value)
1681 return;
1682
1683 // Add event
1684 ImGuiInputEvent e;
1685 e.Type = ImGuiInputEventType_Key;
1686 e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1687 e.EventId = g.InputEventsNextEventId++;
1688 e.Key.Key = key;
1689 e.Key.Down = down;
1690 e.Key.AnalogValue = analog_value;
1691 g.InputEventsQueue.push_back(e);
1692}
1693
1694void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1695{
1696 if (!AppAcceptingEvents)
1697 return;
1698 AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1699}
1700
1701// [Optional] Call after AddKeyEvent().
1702// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1703// 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.
1704void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1705{
1706 if (key == ImGuiKey_None)
1707 return;
1708 IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1709 IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1710 IM_UNUSED(native_keycode); // Yet unused
1711 IM_UNUSED(native_scancode); // Yet unused
1712
1713 // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1714#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1715 const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1716 if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1717 return;
1718 KeyMap[legacy_key] = key;
1719 KeyMap[key] = legacy_key;
1720#else
1721 IM_UNUSED(key);
1722 IM_UNUSED(native_legacy_index);
1723#endif
1724}
1725
1726// 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.
1727void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1728{
1729 AppAcceptingEvents = accepting_events;
1730}
1731
1732// Queue a mouse move event
1733void ImGuiIO::AddMousePosEvent(float x, float y)
1734{
1735 IM_ASSERT(Ctx != NULL);
1736 ImGuiContext& g = *Ctx;
1737 if (!AppAcceptingEvents)
1738 return;
1739
1740 // Apply same flooring as UpdateMouseInputs()
1741 ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
1742
1743 // Filter duplicate
1744 const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1745 const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1746 if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1747 return;
1748
1749 ImGuiInputEvent e;
1750 e.Type = ImGuiInputEventType_MousePos;
1751 e.Source = ImGuiInputSource_Mouse;
1752 e.EventId = g.InputEventsNextEventId++;
1753 e.MousePos.PosX = pos.x;
1754 e.MousePos.PosY = pos.y;
1755 e.MousePos.MouseSource = g.InputEventsNextMouseSource;
1756 g.InputEventsQueue.push_back(e);
1757}
1758
1759void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1760{
1761 IM_ASSERT(Ctx != NULL);
1762 ImGuiContext& g = *Ctx;
1763 IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1764 if (!AppAcceptingEvents)
1765 return;
1766
1767 // On MacOS X: Convert Ctrl(Super)+Left click into Right-click: handle held button.
1768 if (ConfigMacOSXBehaviors && mouse_button == 0 && MouseCtrlLeftAsRightClick)
1769 {
1770 // Order of both statements matterns: this event will still release mouse button 1
1771 mouse_button = 1;
1772 if (!down)
1773 MouseCtrlLeftAsRightClick = false;
1774 }
1775
1776 // Filter duplicate
1777 const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1778 const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1779 if (latest_button_down == down)
1780 return;
1781
1782 // On MacOS X: Convert Ctrl(Super)+Left click into Right-click.
1783 // - Note that this is actual physical Ctrl which is ImGuiMod_Super for us.
1784 // - At this point we want from !down to down, so this is handling the initial press.
1785 if (ConfigMacOSXBehaviors && mouse_button == 0 && down)
1786 {
1787 const ImGuiInputEvent* latest_super_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)ImGuiMod_Super);
1788 if (latest_super_event ? latest_super_event->Key.Down : g.IO.KeySuper)
1789 {
1790 IMGUI_DEBUG_LOG_IO("[io] Super+Left Click aliased into Right Click\n");
1791 MouseCtrlLeftAsRightClick = true;
1792 AddMouseButtonEvent(1, true); // This is just quicker to write that passing through, as we need to filter duplicate again.
1793 return;
1794 }
1795 }
1796
1797 ImGuiInputEvent e;
1798 e.Type = ImGuiInputEventType_MouseButton;
1799 e.Source = ImGuiInputSource_Mouse;
1800 e.EventId = g.InputEventsNextEventId++;
1801 e.MouseButton.Button = mouse_button;
1802 e.MouseButton.Down = down;
1803 e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
1804 g.InputEventsQueue.push_back(e);
1805}
1806
1807// Queue a mouse wheel event (some mouse/API may only have a Y component)
1808void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1809{
1810 IM_ASSERT(Ctx != NULL);
1811 ImGuiContext& g = *Ctx;
1812
1813 // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1814 if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1815 return;
1816
1817 ImGuiInputEvent e;
1818 e.Type = ImGuiInputEventType_MouseWheel;
1819 e.Source = ImGuiInputSource_Mouse;
1820 e.EventId = g.InputEventsNextEventId++;
1821 e.MouseWheel.WheelX = wheel_x;
1822 e.MouseWheel.WheelY = wheel_y;
1823 e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1824 g.InputEventsQueue.push_back(e);
1825}
1826
1827// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1828// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1829void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1830{
1831 IM_ASSERT(Ctx != NULL);
1832 ImGuiContext& g = *Ctx;
1833 g.InputEventsNextMouseSource = source;
1834}
1835
1836void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1837{
1838 IM_ASSERT(Ctx != NULL);
1839 ImGuiContext& g = *Ctx;
1840 //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1841 if (!AppAcceptingEvents)
1842 return;
1843
1844 // Filter duplicate
1845 const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1846 const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1847 if (latest_viewport_id == viewport_id)
1848 return;
1849
1850 ImGuiInputEvent e;
1851 e.Type = ImGuiInputEventType_MouseViewport;
1852 e.Source = ImGuiInputSource_Mouse;
1853 e.MouseViewport.HoveredViewportID = viewport_id;
1854 g.InputEventsQueue.push_back(e);
1855}
1856
1857void ImGuiIO::AddFocusEvent(bool focused)
1858{
1859 IM_ASSERT(Ctx != NULL);
1860 ImGuiContext& g = *Ctx;
1861
1862 // Filter duplicate
1863 const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1864 const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1865 if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1866 return;
1867
1868 ImGuiInputEvent e;
1869 e.Type = ImGuiInputEventType_Focus;
1870 e.EventId = g.InputEventsNextEventId++;
1871 e.AppFocused.Focused = focused;
1872 g.InputEventsQueue.push_back(e);
1873}
1874
1875ImGuiPlatformIO::ImGuiPlatformIO()
1876{
1877 // Most fields are initialized with zero
1878 memset(this, 0, sizeof(*this));
1879 Platform_LocaleDecimalPoint = '.';
1880}
1881
1882//-----------------------------------------------------------------------------
1883// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1884//-----------------------------------------------------------------------------
1885
1886ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1887{
1888 IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1889 ImVec2 p_last = p1;
1890 ImVec2 p_closest;
1891 float p_closest_dist2 = FLT_MAX;
1892 float t_step = 1.0f / (float)num_segments;
1893 for (int i_step = 1; i_step <= num_segments; i_step++)
1894 {
1895 ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1896 ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1897 float dist2 = ImLengthSqr(p - p_line);
1898 if (dist2 < p_closest_dist2)
1899 {
1900 p_closest = p_line;
1901 p_closest_dist2 = dist2;
1902 }
1903 p_last = p_current;
1904 }
1905 return p_closest;
1906}
1907
1908// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1909static 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)
1910{
1911 float dx = x4 - x1;
1912 float dy = y4 - y1;
1913 float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1914 float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1915 d2 = (d2 >= 0) ? d2 : -d2;
1916 d3 = (d3 >= 0) ? d3 : -d3;
1917 if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1918 {
1919 ImVec2 p_current(x4, y4);
1920 ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1921 float dist2 = ImLengthSqr(p - p_line);
1922 if (dist2 < p_closest_dist2)
1923 {
1924 p_closest = p_line;
1925 p_closest_dist2 = dist2;
1926 }
1927 p_last = p_current;
1928 }
1929 else if (level < 10)
1930 {
1931 float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f;
1932 float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f;
1933 float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f;
1934 float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f;
1935 float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f;
1936 float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1937 ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1938 ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1939 }
1940}
1941
1942// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1943// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1944ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1945{
1946 IM_ASSERT(tess_tol > 0.0f);
1947 ImVec2 p_last = p1;
1948 ImVec2 p_closest;
1949 float p_closest_dist2 = FLT_MAX;
1950 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);
1951 return p_closest;
1952}
1953
1954ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1955{
1956 ImVec2 ap = p - a;
1957 ImVec2 ab_dir = b - a;
1958 float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1959 if (dot < 0.0f)
1960 return a;
1961 float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1962 if (dot > ab_len_sqr)
1963 return b;
1964 return a + ab_dir * dot / ab_len_sqr;
1965}
1966
1967bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1968{
1969 bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1970 bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1971 bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1972 return ((b1 == b2) && (b2 == b3));
1973}
1974
1975void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1976{
1977 ImVec2 v0 = b - a;
1978 ImVec2 v1 = c - a;
1979 ImVec2 v2 = p - a;
1980 const float denom = v0.x * v1.y - v1.x * v0.y;
1981 out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1982 out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1983 out_u = 1.0f - out_v - out_w;
1984}
1985
1986ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1987{
1988 ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1989 ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1990 ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1991 float dist2_ab = ImLengthSqr(p - proj_ab);
1992 float dist2_bc = ImLengthSqr(p - proj_bc);
1993 float dist2_ca = ImLengthSqr(p - proj_ca);
1994 float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1995 if (m == dist2_ab)
1996 return proj_ab;
1997 if (m == dist2_bc)
1998 return proj_bc;
1999 return proj_ca;
2000}
2001
2002//-----------------------------------------------------------------------------
2003// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
2004//-----------------------------------------------------------------------------
2005
2006// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
2007int ImStricmp(const char* str1, const char* str2)
2008{
2009 int d;
2010 while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
2011 return d;
2012}
2013
2014int ImStrnicmp(const char* str1, const char* str2, size_t count)
2015{
2016 int d = 0;
2017 while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
2018 return d;
2019}
2020
2021void ImStrncpy(char* dst, const char* src, size_t count)
2022{
2023 if (count < 1)
2024 return;
2025 if (count > 1)
2026 strncpy(dst, src, count - 1);
2027 dst[count - 1] = 0;
2028}
2029
2030char* ImStrdup(const char* str)
2031{
2032 size_t len = strlen(str);
2033 void* buf = IM_ALLOC(len + 1);
2034 return (char*)memcpy(buf, (const void*)str, len + 1);
2035}
2036
2037char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
2038{
2039 size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
2040 size_t src_size = strlen(src) + 1;
2041 if (dst_buf_size < src_size)
2042 {
2043 IM_FREE(dst);
2044 dst = (char*)IM_ALLOC(src_size);
2045 if (p_dst_size)
2046 *p_dst_size = src_size;
2047 }
2048 return (char*)memcpy(dst, (const void*)src, src_size);
2049}
2050
2051const char* ImStrchrRange(const char* str, const char* str_end, char c)
2052{
2053 const char* p = (const char*)memchr(str, (int)c, str_end - str);
2054 return p;
2055}
2056
2057int ImStrlenW(const ImWchar* str)
2058{
2059 //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit
2060 int n = 0;
2061 while (*str++) n++;
2062 return n;
2063}
2064
2065// Find end-of-line. Return pointer will point to either first \n, either str_end.
2066const char* ImStreolRange(const char* str, const char* str_end)
2067{
2068 const char* p = (const char*)memchr(str, '\n', str_end - str);
2069 return p ? p : str_end;
2070}
2071
2072const char* ImStrbol(const char* buf_mid_line, const char* buf_begin) // find beginning-of-line
2073{
2074 while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
2075 buf_mid_line--;
2076 return buf_mid_line;
2077}
2078
2079const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
2080{
2081 if (!needle_end)
2082 needle_end = needle + strlen(needle);
2083
2084 const char un0 = (char)ImToUpper(*needle);
2085 while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
2086 {
2087 if (ImToUpper(*haystack) == un0)
2088 {
2089 const char* b = needle + 1;
2090 for (const char* a = haystack + 1; b < needle_end; a++, b++)
2091 if (ImToUpper(*a) != ImToUpper(*b))
2092 break;
2093 if (b == needle_end)
2094 return haystack;
2095 }
2096 haystack++;
2097 }
2098 return NULL;
2099}
2100
2101// 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.
2102void ImStrTrimBlanks(char* buf)
2103{
2104 char* p = buf;
2105 while (p[0] == ' ' || p[0] == '\t') // Leading blanks
2106 p++;
2107 char* p_start = p;
2108 while (*p != 0) // Find end of string
2109 p++;
2110 while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks
2111 p--;
2112 if (p_start != buf) // Copy memory if we had leading blanks
2113 memmove(buf, p_start, p - p_start);
2114 buf[p - p_start] = 0; // Zero terminate
2115}
2116
2117const char* ImStrSkipBlank(const char* str)
2118{
2119 while (str[0] == ' ' || str[0] == '\t')
2120 str++;
2121 return str;
2122}
2123
2124// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
2125// 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.
2126// B) When buf==NULL vsnprintf() will return the output size.
2127#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
2128
2129// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
2130// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
2131// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
2132// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
2133#ifdef IMGUI_USE_STB_SPRINTF
2134#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
2135#define STB_SPRINTF_IMPLEMENTATION
2136#endif
2137#ifdef IMGUI_STB_SPRINTF_FILENAME
2138#include IMGUI_STB_SPRINTF_FILENAME
2139#else
2140#include "stb_sprintf.h"
2141#endif
2142#endif // #ifdef IMGUI_USE_STB_SPRINTF
2143
2144#if defined(_MSC_VER) && !defined(vsnprintf)
2145#define vsnprintf _vsnprintf
2146#endif
2147
2148int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
2149{
2150 va_list args;
2151 va_start(args, fmt);
2152#ifdef IMGUI_USE_STB_SPRINTF
2153 int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
2154#else
2155 int w = vsnprintf(buf, buf_size, fmt, args);
2156#endif
2157 va_end(args);
2158 if (buf == NULL)
2159 return w;
2160 if (w == -1 || w >= (int)buf_size)
2161 w = (int)buf_size - 1;
2162 buf[w] = 0;
2163 return w;
2164}
2165
2166int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
2167{
2168#ifdef IMGUI_USE_STB_SPRINTF
2169 int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
2170#else
2171 int w = vsnprintf(buf, buf_size, fmt, args);
2172#endif
2173 if (buf == NULL)
2174 return w;
2175 if (w == -1 || w >= (int)buf_size)
2176 w = (int)buf_size - 1;
2177 buf[w] = 0;
2178 return w;
2179}
2180#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
2181
2182void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
2183{
2184 va_list args;
2185 va_start(args, fmt);
2186 ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
2187 va_end(args);
2188}
2189
2190// FIXME: Should rework API toward allowing multiple in-flight temp buffers (easier and safer for caller)
2191// by making the caller acquire a temp buffer token, with either explicit or destructor release, e.g.
2192// ImGuiTempBufferToken token;
2193// ImFormatStringToTempBuffer(token, ...);
2194void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
2195{
2196 ImGuiContext& g = *GImGui;
2197 if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
2198 {
2199 const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
2200 if (buf == NULL)
2201 buf = "(null)";
2202 *out_buf = buf;
2203 if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
2204 }
2205 else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
2206 {
2207 int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
2208 const char* buf = va_arg(args, const char*);
2209 if (buf == NULL)
2210 {
2211 buf = "(null)";
2212 buf_len = ImMin(buf_len, 6);
2213 }
2214 *out_buf = buf;
2215 *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
2216 }
2217 else
2218 {
2219 int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
2220 *out_buf = g.TempBuffer.Data;
2221 if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
2222 }
2223}
2224
2225// CRC32 needs a 1KB lookup table (not cache friendly)
2226// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
2227// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
2228static const ImU32 GCrc32LookupTable[256] =
2229{
2230 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
2231 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
2232 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
2233 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
2234 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
2235 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
2236 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
2237 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
2238 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
2239 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
2240 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
2241 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
2242 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
2243 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
2244 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
2245 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
2246};
2247
2248// Known size hash
2249// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
2250// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2251ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
2252{
2253 ImU32 crc = ~seed;
2254 const unsigned char* data = (const unsigned char*)data_p;
2255 const ImU32* crc32_lut = GCrc32LookupTable;
2256 while (data_size-- != 0)
2257 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
2258 return ~crc;
2259}
2260
2261// Zero-terminated string hash, with support for ### to reset back to seed value
2262// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
2263// Because this syntax is rarely used we are optimizing for the common case.
2264// - If we reach ### in the string we discard the hash so far and reset to the seed.
2265// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2266// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2267ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2268{
2269 seed = ~seed;
2270 ImU32 crc = seed;
2271 const unsigned char* data = (const unsigned char*)data_p;
2272 const ImU32* crc32_lut = GCrc32LookupTable;
2273 if (data_size != 0)
2274 {
2275 while (data_size-- != 0)
2276 {
2277 unsigned char c = *data++;
2278 if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2279 crc = seed;
2280 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2281 }
2282 }
2283 else
2284 {
2285 while (unsigned char c = *data++)
2286 {
2287 if (c == '#' && data[0] == '#' && data[1] == '#')
2288 crc = seed;
2289 crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2290 }
2291 }
2292 return ~crc;
2293}
2294
2295//-----------------------------------------------------------------------------
2296// [SECTION] MISC HELPERS/UTILITIES (File functions)
2297//-----------------------------------------------------------------------------
2298
2299// Default file functions
2300#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2301
2302ImFileHandle ImFileOpen(const char* filename, const char* mode)
2303{
2304#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2305 // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2306 // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2307 const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2308 const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2309
2310 // Use stack buffer if possible, otherwise heap buffer. Sizes include zero terminator.
2311 // We don't rely on current ImGuiContext as this is implied to be a helper function which doesn't depend on it (see #7314).
2312 wchar_t local_temp_stack[FILENAME_MAX];
2313 ImVector<wchar_t> local_temp_heap;
2314 if (filename_wsize + mode_wsize > IM_ARRAYSIZE(local_temp_stack))
2315 local_temp_heap.resize(filename_wsize + mode_wsize);
2316 wchar_t* filename_wbuf = local_temp_heap.Data ? local_temp_heap.Data : local_temp_stack;
2317 wchar_t* mode_wbuf = filename_wbuf + filename_wsize;
2318 ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, filename_wbuf, filename_wsize);
2319 ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, mode_wbuf, mode_wsize);
2320 return ::_wfopen(filename_wbuf, mode_wbuf);
2321#else
2322 return fopen(filename, mode);
2323#endif
2324}
2325
2326// 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.
2327bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; }
2328ImU64 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; }
2329ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); }
2330ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); }
2331#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2332
2333// Helper: Load file content into memory
2334// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2335// This can't really be used with "rt" because fseek size won't match read size.
2336void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2337{
2338 IM_ASSERT(filename && mode);
2339 if (out_file_size)
2340 *out_file_size = 0;
2341
2342 ImFileHandle f;
2343 if ((f = ImFileOpen(filename, mode)) == NULL)
2344 return NULL;
2345
2346 size_t file_size = (size_t)ImFileGetSize(f);
2347 if (file_size == (size_t)-1)
2348 {
2349 ImFileClose(f);
2350 return NULL;
2351 }
2352
2353 void* file_data = IM_ALLOC(file_size + padding_bytes);
2354 if (file_data == NULL)
2355 {
2356 ImFileClose(f);
2357 return NULL;
2358 }
2359 if (ImFileRead(file_data, 1, file_size, f) != file_size)
2360 {
2361 ImFileClose(f);
2362 IM_FREE(file_data);
2363 return NULL;
2364 }
2365 if (padding_bytes > 0)
2366 memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2367
2368 ImFileClose(f);
2369 if (out_file_size)
2370 *out_file_size = file_size;
2371
2372 return file_data;
2373}
2374
2375//-----------------------------------------------------------------------------
2376// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2377//-----------------------------------------------------------------------------
2378
2379IM_MSVC_RUNTIME_CHECKS_OFF
2380
2381// Convert UTF-8 to 32-bit character, process single character input.
2382// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2383// We handle UTF-8 decoding error by skipping forward.
2384int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2385{
2386 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 };
2387 static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2388 static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2389 static const int shiftc[] = { 0, 18, 12, 6, 0 };
2390 static const int shifte[] = { 0, 6, 4, 2, 0 };
2391 int len = lengths[*(const unsigned char*)in_text >> 3];
2392 int wanted = len + (len ? 0 : 1);
2393
2394 if (in_text_end == NULL)
2395 in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2396
2397 // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2398 // so it is fast even with excessive branching.
2399 unsigned char s[4];
2400 s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2401 s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2402 s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2403 s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2404
2405 // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2406 *out_char = (uint32_t)(s[0] & masks[len]) << 18;
2407 *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2408 *out_char |= (uint32_t)(s[2] & 0x3f) << 6;
2409 *out_char |= (uint32_t)(s[3] & 0x3f) << 0;
2410 *out_char >>= shiftc[len];
2411
2412 // Accumulate the various error conditions.
2413 int e = 0;
2414 e = (*out_char < mins[len]) << 6; // non-canonical encoding
2415 e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half?
2416 e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range?
2417 e |= (s[1] & 0xc0) >> 2;
2418 e |= (s[2] & 0xc0) >> 4;
2419 e |= (s[3] ) >> 6;
2420 e ^= 0x2a; // top two bits of each tail byte correct?
2421 e >>= shifte[len];
2422
2423 if (e)
2424 {
2425 // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2426 // One byte is consumed in case of invalid first byte of in_text.
2427 // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2428 // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2429 wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2430 *out_char = IM_UNICODE_CODEPOINT_INVALID;
2431 }
2432
2433 return wanted;
2434}
2435
2436int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2437{
2438 ImWchar* buf_out = buf;
2439 ImWchar* buf_end = buf + buf_size;
2440 while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2441 {
2442 unsigned int c;
2443 in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2444 *buf_out++ = (ImWchar)c;
2445 }
2446 *buf_out = 0;
2447 if (in_text_remaining)
2448 *in_text_remaining = in_text;
2449 return (int)(buf_out - buf);
2450}
2451
2452int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2453{
2454 int char_count = 0;
2455 while ((!in_text_end || in_text < in_text_end) && *in_text)
2456 {
2457 unsigned int c;
2458 in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2459 char_count++;
2460 }
2461 return char_count;
2462}
2463
2464// Based on stb_to_utf8() from github.com/nothings/stb/
2465static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2466{
2467 if (c < 0x80)
2468 {
2469 buf[0] = (char)c;
2470 return 1;
2471 }
2472 if (c < 0x800)
2473 {
2474 if (buf_size < 2) return 0;
2475 buf[0] = (char)(0xc0 + (c >> 6));
2476 buf[1] = (char)(0x80 + (c & 0x3f));
2477 return 2;
2478 }
2479 if (c < 0x10000)
2480 {
2481 if (buf_size < 3) return 0;
2482 buf[0] = (char)(0xe0 + (c >> 12));
2483 buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2484 buf[2] = (char)(0x80 + ((c ) & 0x3f));
2485 return 3;
2486 }
2487 if (c <= 0x10FFFF)
2488 {
2489 if (buf_size < 4) return 0;
2490 buf[0] = (char)(0xf0 + (c >> 18));
2491 buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2492 buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2493 buf[3] = (char)(0x80 + ((c ) & 0x3f));
2494 return 4;
2495 }
2496 // Invalid code point, the max unicode is 0x10FFFF
2497 return 0;
2498}
2499
2500const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2501{
2502 int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2503 out_buf[count] = 0;
2504 return out_buf;
2505}
2506
2507// Not optimal but we very rarely use this function.
2508int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2509{
2510 unsigned int unused = 0;
2511 return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2512}
2513
2514static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2515{
2516 if (c < 0x80) return 1;
2517 if (c < 0x800) return 2;
2518 if (c < 0x10000) return 3;
2519 if (c <= 0x10FFFF) return 4;
2520 return 3;
2521}
2522
2523int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2524{
2525 char* buf_p = out_buf;
2526 const char* buf_end = out_buf + out_buf_size;
2527 while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2528 {
2529 unsigned int c = (unsigned int)(*in_text++);
2530 if (c < 0x80)
2531 *buf_p++ = (char)c;
2532 else
2533 buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2534 }
2535 *buf_p = 0;
2536 return (int)(buf_p - out_buf);
2537}
2538
2539int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2540{
2541 int bytes_count = 0;
2542 while ((!in_text_end || in_text < in_text_end) && *in_text)
2543 {
2544 unsigned int c = (unsigned int)(*in_text++);
2545 if (c < 0x80)
2546 bytes_count++;
2547 else
2548 bytes_count += ImTextCountUtf8BytesFromChar(c);
2549 }
2550 return bytes_count;
2551}
2552
2553const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
2554{
2555 while (in_text_curr > in_text_start)
2556 {
2557 in_text_curr--;
2558 if ((*in_text_curr & 0xC0) != 0x80)
2559 return in_text_curr;
2560 }
2561 return in_text_start;
2562}
2563
2564int ImTextCountLines(const char* in_text, const char* in_text_end)
2565{
2566 if (in_text_end == NULL)
2567 in_text_end = in_text + strlen(in_text); // FIXME-OPT: Not optimal approach, discourage use for now.
2568 int count = 0;
2569 while (in_text < in_text_end)
2570 {
2571 const char* line_end = (const char*)memchr(in_text, '\n', in_text_end - in_text);
2572 in_text = line_end ? line_end + 1 : in_text_end;
2573 count++;
2574 }
2575 return count;
2576}
2577
2578IM_MSVC_RUNTIME_CHECKS_RESTORE
2579
2580//-----------------------------------------------------------------------------
2581// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2582// Note: The Convert functions are early design which are not consistent with other API.
2583//-----------------------------------------------------------------------------
2584
2585IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2586{
2587 float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2588 int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2589 int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2590 int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2591 return IM_COL32(r, g, b, 0xFF);
2592}
2593
2594ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2595{
2596 float s = 1.0f / 255.0f;
2597 return ImVec4(
2598 ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2599 ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2600 ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2601 ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2602}
2603
2604ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2605{
2606 ImU32 out;
2607 out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2608 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2609 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2610 out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2611 return out;
2612}
2613
2614// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2615// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2616void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2617{
2618 float K = 0.f;
2619 if (g < b)
2620 {
2621 ImSwap(g, b);
2622 K = -1.f;
2623 }
2624 if (r < g)
2625 {
2626 ImSwap(r, g);
2627 K = -2.f / 6.f - K;
2628 }
2629
2630 const float chroma = r - (g < b ? g : b);
2631 out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2632 out_s = chroma / (r + 1e-20f);
2633 out_v = r;
2634}
2635
2636// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2637// also http://en.wikipedia.org/wiki/HSL_and_HSV
2638void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2639{
2640 if (s == 0.0f)
2641 {
2642 // gray
2643 out_r = out_g = out_b = v;
2644 return;
2645 }
2646
2647 h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2648 int i = (int)h;
2649 float f = h - (float)i;
2650 float p = v * (1.0f - s);
2651 float q = v * (1.0f - s * f);
2652 float t = v * (1.0f - s * (1.0f - f));
2653
2654 switch (i)
2655 {
2656 case 0: out_r = v; out_g = t; out_b = p; break;
2657 case 1: out_r = q; out_g = v; out_b = p; break;
2658 case 2: out_r = p; out_g = v; out_b = t; break;
2659 case 3: out_r = p; out_g = q; out_b = v; break;
2660 case 4: out_r = t; out_g = p; out_b = v; break;
2661 case 5: default: out_r = v; out_g = p; out_b = q; break;
2662 }
2663}
2664
2665//-----------------------------------------------------------------------------
2666// [SECTION] ImGuiStorage
2667// Helper: Key->value storage
2668//-----------------------------------------------------------------------------
2669
2670// std::lower_bound but without the bullshit
2671ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStoragePair* in_end, ImGuiID key)
2672{
2673 ImGuiStoragePair* in_p = in_begin;
2674 for (size_t count = (size_t)(in_end - in_p); count > 0; )
2675 {
2676 size_t count2 = count >> 1;
2677 ImGuiStoragePair* mid = in_p + count2;
2678 if (mid->key < key)
2679 {
2680 in_p = ++mid;
2681 count -= count2 + 1;
2682 }
2683 else
2684 {
2685 count = count2;
2686 }
2687 }
2688 return in_p;
2689}
2690
2691IM_MSVC_RUNTIME_CHECKS_OFF
2692static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2693{
2694 // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2695 ImGuiID lhs_v = ((const ImGuiStoragePair*)lhs)->key;
2696 ImGuiID rhs_v = ((const ImGuiStoragePair*)rhs)->key;
2697 return (lhs_v > rhs_v ? +1 : lhs_v < rhs_v ? -1 : 0);
2698}
2699
2700// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2701void ImGuiStorage::BuildSortByKey()
2702{
2703 ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), PairComparerByID);
2704}
2705
2706int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2707{
2708 ImGuiStoragePair* it = ImLowerBound(const_cast<ImGuiStoragePair*>(Data.Data), const_cast<ImGuiStoragePair*>(Data.Data + Data.Size), key);
2709 if (it == Data.Data + Data.Size || it->key != key)
2710 return default_val;
2711 return it->val_i;
2712}
2713
2714bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2715{
2716 return GetInt(key, default_val ? 1 : 0) != 0;
2717}
2718
2719float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2720{
2721 ImGuiStoragePair* it = ImLowerBound(const_cast<ImGuiStoragePair*>(Data.Data), const_cast<ImGuiStoragePair*>(Data.Data + Data.Size), key);
2722 if (it == Data.Data + Data.Size || it->key != key)
2723 return default_val;
2724 return it->val_f;
2725}
2726
2727void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2728{
2729 ImGuiStoragePair* it = ImLowerBound(const_cast<ImGuiStoragePair*>(Data.Data), const_cast<ImGuiStoragePair*>(Data.Data + Data.Size), key);
2730 if (it == Data.Data + Data.Size || it->key != key)
2731 return NULL;
2732 return it->val_p;
2733}
2734
2735// 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.
2736int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2737{
2738 ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
2739 if (it == Data.Data + Data.Size || it->key != key)
2740 it = Data.insert(it, ImGuiStoragePair(key, default_val));
2741 return &it->val_i;
2742}
2743
2744bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2745{
2746 return (bool*)GetIntRef(key, default_val ? 1 : 0);
2747}
2748
2749float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2750{
2751 ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
2752 if (it == Data.Data + Data.Size || it->key != key)
2753 it = Data.insert(it, ImGuiStoragePair(key, default_val));
2754 return &it->val_f;
2755}
2756
2757void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2758{
2759 ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
2760 if (it == Data.Data + Data.Size || it->key != key)
2761 it = Data.insert(it, ImGuiStoragePair(key, default_val));
2762 return &it->val_p;
2763}
2764
2765// 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)
2766void ImGuiStorage::SetInt(ImGuiID key, int val)
2767{
2768 ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
2769 if (it == Data.Data + Data.Size || it->key != key)
2770 Data.insert(it, ImGuiStoragePair(key, val));
2771 else
2772 it->val_i = val;
2773}
2774
2775void ImGuiStorage::SetBool(ImGuiID key, bool val)
2776{
2777 SetInt(key, val ? 1 : 0);
2778}
2779
2780void ImGuiStorage::SetFloat(ImGuiID key, float val)
2781{
2782 ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
2783 if (it == Data.Data + Data.Size || it->key != key)
2784 Data.insert(it, ImGuiStoragePair(key, val));
2785 else
2786 it->val_f = val;
2787}
2788
2789void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2790{
2791 ImGuiStoragePair* it = ImLowerBound(Data.Data, Data.Data + Data.Size, key);
2792 if (it == Data.Data + Data.Size || it->key != key)
2793 Data.insert(it, ImGuiStoragePair(key, val));
2794 else
2795 it->val_p = val;
2796}
2797
2798void ImGuiStorage::SetAllInt(int v)
2799{
2800 for (int i = 0; i < Data.Size; i++)
2801 Data[i].val_i = v;
2802}
2803IM_MSVC_RUNTIME_CHECKS_RESTORE
2804
2805//-----------------------------------------------------------------------------
2806// [SECTION] ImGuiTextFilter
2807//-----------------------------------------------------------------------------
2808
2809// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2810ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2811{
2812 InputBuf[0] = 0;
2813 CountGrep = 0;
2814 if (default_filter)
2815 {
2816 ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2817 Build();
2818 }
2819}
2820
2821bool ImGuiTextFilter::Draw(const char* label, float width)
2822{
2823 if (width != 0.0f)
2824 ImGui::SetNextItemWidth(width);
2825 bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2826 if (value_changed)
2827 Build();
2828 return value_changed;
2829}
2830
2831void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2832{
2833 out->resize(0);
2834 const char* wb = b;
2835 const char* we = wb;
2836 while (we < e)
2837 {
2838 if (*we == separator)
2839 {
2840 out->push_back(ImGuiTextRange(wb, we));
2841 wb = we + 1;
2842 }
2843 we++;
2844 }
2845 if (wb != we)
2846 out->push_back(ImGuiTextRange(wb, we));
2847}
2848
2849void ImGuiTextFilter::Build()
2850{
2851 Filters.resize(0);
2852 ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2853 input_range.split(',', &Filters);
2854
2855 CountGrep = 0;
2856 for (ImGuiTextRange& f : Filters)
2857 {
2858 while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2859 f.b++;
2860 while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2861 f.e--;
2862 if (f.empty())
2863 continue;
2864 if (f.b[0] != '-')
2865 CountGrep += 1;
2866 }
2867}
2868
2869bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2870{
2871 if (Filters.Size == 0)
2872 return true;
2873
2874 if (text == NULL)
2875 text = text_end = "";
2876
2877 for (const ImGuiTextRange& f : Filters)
2878 {
2879 if (f.b == f.e)
2880 continue;
2881 if (f.b[0] == '-')
2882 {
2883 // Subtract
2884 if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2885 return false;
2886 }
2887 else
2888 {
2889 // Grep
2890 if (ImStristr(text, text_end, f.b, f.e) != NULL)
2891 return true;
2892 }
2893 }
2894
2895 // Implicit * grep
2896 if (CountGrep == 0)
2897 return true;
2898
2899 return false;
2900}
2901
2902//-----------------------------------------------------------------------------
2903// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2904//-----------------------------------------------------------------------------
2905
2906// On some platform vsnprintf() takes va_list by reference and modifies it.
2907// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2908#ifndef va_copy
2909#if defined(__GNUC__) || defined(__clang__)
2910#define va_copy(dest, src) __builtin_va_copy(dest, src)
2911#else
2912#define va_copy(dest, src) (dest = src)
2913#endif
2914#endif
2915
2916char ImGuiTextBuffer::EmptyString[1] = { 0 };
2917
2918void ImGuiTextBuffer::append(const char* str, const char* str_end)
2919{
2920 int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2921
2922 // Add zero-terminator the first time
2923 const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2924 const int needed_sz = write_off + len;
2925 if (write_off + len >= Buf.Capacity)
2926 {
2927 int new_capacity = Buf.Capacity * 2;
2928 Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2929 }
2930
2931 Buf.resize(needed_sz);
2932 memcpy(&Buf[write_off - 1], str, (size_t)len);
2933 Buf[write_off - 1 + len] = 0;
2934}
2935
2936void ImGuiTextBuffer::appendf(const char* fmt, ...)
2937{
2938 va_list args;
2939 va_start(args, fmt);
2940 appendfv(fmt, args);
2941 va_end(args);
2942}
2943
2944// Helper: Text buffer for logging/accumulating text
2945void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2946{
2947 va_list args_copy;
2948 va_copy(args_copy, args);
2949
2950 int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2951 if (len <= 0)
2952 {
2953 va_end(args_copy);
2954 return;
2955 }
2956
2957 // Add zero-terminator the first time
2958 const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2959 const int needed_sz = write_off + len;
2960 if (write_off + len >= Buf.Capacity)
2961 {
2962 int new_capacity = Buf.Capacity * 2;
2963 Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2964 }
2965
2966 Buf.resize(needed_sz);
2967 ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2968 va_end(args_copy);
2969}
2970
2971void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2972{
2973 IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2974 if (old_size == new_size)
2975 return;
2976 if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2977 LineOffsets.push_back(EndOffset);
2978 const char* base_end = base + new_size;
2979 for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2980 if (++p < base_end) // Don't push a trailing offset on last \n
2981 LineOffsets.push_back((int)(intptr_t)(p - base));
2982 EndOffset = ImMax(EndOffset, new_size);
2983}
2984
2985//-----------------------------------------------------------------------------
2986// [SECTION] ImGuiListClipper
2987//-----------------------------------------------------------------------------
2988
2989// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2990// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2991static bool GetSkipItemForListClipping()
2992{
2993 ImGuiContext& g = *GImGui;
2994 return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2995}
2996
2997static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2998{
2999 if (ranges.Size - offset <= 1)
3000 return;
3001
3002 // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
3003 for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
3004 for (int i = offset; i < sort_end + offset; ++i)
3005 if (ranges[i].Min > ranges[i + 1].Min)
3006 ImSwap(ranges[i], ranges[i + 1]);
3007
3008 // Now fuse ranges together as much as possible.
3009 for (int i = 1 + offset; i < ranges.Size; i++)
3010 {
3011 IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
3012 if (ranges[i - 1].Max < ranges[i].Min)
3013 continue;
3014 ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
3015 ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
3016 ranges.erase(ranges.Data + i);
3017 i--;
3018 }
3019}
3020
3021static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
3022{
3023 // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
3024 // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
3025 // 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?
3026 ImGuiContext& g = *GImGui;
3027 ImGuiWindow* window = g.CurrentWindow;
3028 float off_y = pos_y - window->DC.CursorPos.y;
3029 window->DC.CursorPos.y = pos_y;
3030 window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
3031 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.
3032 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.
3033 if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
3034 columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
3035 if (ImGuiTable* table = g.CurrentTable)
3036 {
3037 if (table->IsInsideRow)
3038 ImGui::TableEndRow(table);
3039 table->RowPosY2 = window->DC.CursorPos.y;
3040 const int row_increase = (int)((off_y / line_height) + 0.5f);
3041 //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
3042 table->RowBgColorCounter += row_increase;
3043 }
3044}
3045
3046ImGuiListClipper::ImGuiListClipper()
3047{
3048 memset(this, 0, sizeof(*this));
3049}
3050
3051ImGuiListClipper::~ImGuiListClipper()
3052{
3053 End();
3054}
3055
3056void ImGuiListClipper::Begin(int items_count, float items_height)
3057{
3058 if (Ctx == NULL)
3059 Ctx = ImGui::GetCurrentContext();
3060
3061 ImGuiContext& g = *Ctx;
3062 ImGuiWindow* window = g.CurrentWindow;
3063 IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
3064
3065 if (ImGuiTable* table = g.CurrentTable)
3066 if (table->IsInsideRow)
3067 ImGui::TableEndRow(table);
3068
3069 StartPosY = window->DC.CursorPos.y;
3070 ItemsHeight = items_height;
3071 ItemsCount = items_count;
3072 DisplayStart = -1;
3073 DisplayEnd = 0;
3074
3075 // Acquire temporary buffer
3076 if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
3077 g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
3078 ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
3079 data->Reset(this);
3080 data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
3081 TempData = data;
3082 StartSeekOffsetY = data->LossynessOffset;
3083}
3084
3085void ImGuiListClipper::End()
3086{
3087 if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
3088 {
3089 // 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.
3090 ImGuiContext& g = *Ctx;
3091 IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
3092 if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
3093 SeekCursorForItem(ItemsCount);
3094
3095 // Restore temporary buffer and fix back pointers which may be invalidated when nesting
3096 IM_ASSERT(data->ListClipper == this);
3097 data->StepNo = data->Ranges.Size;
3098 if (--g.ClipperTempDataStacked > 0)
3099 {
3100 data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
3101 data->ListClipper->TempData = data;
3102 }
3103 TempData = NULL;
3104 }
3105 ItemsCount = -1;
3106}
3107
3108void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
3109{
3110 ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
3111 IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
3112 IM_ASSERT(item_begin <= item_end);
3113 if (item_begin < item_end)
3114 data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
3115}
3116
3117// This is already called while stepping.
3118// The ONLY reason you may want to call this is if you passed INT_MAX to ImGuiListClipper::Begin() because you couldn't step item count beforehand.
3119void ImGuiListClipper::SeekCursorForItem(int item_n)
3120{
3121 // - Perform the add and multiply with double to allow seeking through larger ranges.
3122 // - StartPosY starts from ItemsFrozen, by adding SeekOffsetY we generally cancel that out (SeekOffsetY == LossynessOffset - ItemsFrozen * ItemsHeight).
3123 // - The reason we store SeekOffsetY instead of inferring it, is because we want to allow user to perform Seek after the last step, where ImGuiListClipperData is already done.
3124 float pos_y = (float)((double)StartPosY + StartSeekOffsetY + (double)item_n * ItemsHeight);
3125 ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, ItemsHeight);
3126}
3127
3128static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
3129{
3130 ImGuiContext& g = *clipper->Ctx;
3131 ImGuiWindow* window = g.CurrentWindow;
3132 ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
3133 IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
3134
3135 ImGuiTable* table = g.CurrentTable;
3136 if (table && table->IsInsideRow)
3137 ImGui::TableEndRow(table);
3138
3139 // No items
3140 if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
3141 return false;
3142
3143 // While we are in frozen row state, keep displaying items one by one, unclipped
3144 // FIXME: Could be stored as a table-agnostic state.
3145 if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
3146 {
3147 clipper->DisplayStart = data->ItemsFrozen;
3148 clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
3149 if (clipper->DisplayStart < clipper->DisplayEnd)
3150 data->ItemsFrozen++;
3151 return true;
3152 }
3153
3154 // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
3155 bool calc_clipping = false;
3156 if (data->StepNo == 0)
3157 {
3158 clipper->StartPosY = window->DC.CursorPos.y;
3159 if (clipper->ItemsHeight <= 0.0f)
3160 {
3161 // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
3162 data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
3163 clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
3164 clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
3165 data->StepNo = 1;
3166 return true;
3167 }
3168 calc_clipping = true; // If on the first step with known item height, calculate clipping.
3169 }
3170
3171 // Step 1: Let the clipper infer height from first range
3172 if (clipper->ItemsHeight <= 0.0f)
3173 {
3174 IM_ASSERT(data->StepNo == 1);
3175 if (table)
3176 IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
3177
3178 clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
3179 bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
3180 if (affected_by_floating_point_precision)
3181 clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
3182 if (clipper->ItemsHeight == 0.0f && clipper->ItemsCount == INT_MAX) // Accept that no item have been submitted if in indeterminate mode.
3183 return false;
3184 IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
3185 calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards.
3186 }
3187
3188 // Step 0 or 1: Calculate the actual ranges of visible elements.
3189 const int already_submitted = clipper->DisplayEnd;
3190 if (calc_clipping)
3191 {
3192 // Record seek offset, this is so ImGuiListClipper::Seek() can be called after ImGuiListClipperData is done
3193 clipper->StartSeekOffsetY = (double)data->LossynessOffset - data->ItemsFrozen * (double)clipper->ItemsHeight;
3194
3195 if (g.LogEnabled)
3196 {
3197 // If logging is active, do not perform any clipping
3198 data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
3199 }
3200 else
3201 {
3202 // Add range selected to be included for navigation
3203 const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
3204 if (is_nav_request)
3205 data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
3206 if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
3207 data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
3208
3209 // Add focused/active item
3210 ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
3211 if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
3212 data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
3213
3214 // Add visible range
3215 float min_y = window->ClipRect.Min.y;
3216 float max_y = window->ClipRect.Max.y;
3217
3218 // Add box selection range
3219 ImGuiBoxSelectState* bs = &g.BoxSelectState;
3220 if (bs->IsActive && bs->Window == window)
3221 {
3222 // FIXME: Selectable() use of half-ItemSpacing isn't consistent in matter of layout, as ItemAdd(bb) stray above ItemSize()'s CursorPos.
3223 // RangeSelect's BoxSelect relies on comparing overlap of previous and current rectangle and is sensitive to that.
3224 // As a workaround we currently half ItemSpacing worth on each side.
3225 min_y -= g.Style.ItemSpacing.y;
3226 max_y += g.Style.ItemSpacing.y;
3227
3228 // Box-select on 2D area requires different clipping.
3229 if (bs->UnclipMode)
3230 data->Ranges.push_back(ImGuiListClipperRange::FromPositions(bs->UnclipRect.Min.y, bs->UnclipRect.Max.y, 0, 0));
3231 }
3232
3233 const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
3234 const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
3235 data->Ranges.push_back(ImGuiListClipperRange::FromPositions(min_y, max_y, off_min, off_max));
3236 }
3237
3238 // Convert position ranges to item index ranges
3239 // - 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.
3240 // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
3241 // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
3242 for (ImGuiListClipperRange& range : data->Ranges)
3243 if (range.PosToIndexConvert)
3244 {
3245 int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
3246 int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
3247 range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
3248 range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
3249 range.PosToIndexConvert = false;
3250 }
3251 ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
3252 }
3253
3254 // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
3255 while (data->StepNo < data->Ranges.Size)
3256 {
3257 clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
3258 clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
3259 if (clipper->DisplayStart > already_submitted) //-V1051
3260 clipper->SeekCursorForItem(clipper->DisplayStart);
3261 data->StepNo++;
3262 if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
3263 continue;
3264 return true;
3265 }
3266
3267 // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3268 // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3269 if (clipper->ItemsCount < INT_MAX)
3270 clipper->SeekCursorForItem(clipper->ItemsCount);
3271
3272 return false;
3273}
3274
3275bool ImGuiListClipper::Step()
3276{
3277 ImGuiContext& g = *Ctx;
3278 bool need_items_height = (ItemsHeight <= 0.0f);
3279 bool ret = ImGuiListClipper_StepInternal(this);
3280 if (ret && (DisplayStart == DisplayEnd))
3281 ret = false;
3282 if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3283 IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3284 if (need_items_height && ItemsHeight > 0.0f)
3285 IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3286 if (ret)
3287 {
3288 IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3289 }
3290 else
3291 {
3292 IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3293 End();
3294 }
3295 return ret;
3296}
3297
3298//-----------------------------------------------------------------------------
3299// [SECTION] STYLING
3300//-----------------------------------------------------------------------------
3301
3302ImGuiStyle& ImGui::GetStyle()
3303{
3304 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3305 return GImGui->Style;
3306}
3307
3308ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3309{
3310 ImGuiStyle& style = GImGui->Style;
3311 ImVec4 c = style.Colors[idx];
3312 c.w *= style.Alpha * alpha_mul;
3313 return ColorConvertFloat4ToU32(c);
3314}
3315
3316ImU32 ImGui::GetColorU32(const ImVec4& col)
3317{
3318 ImGuiStyle& style = GImGui->Style;
3319 ImVec4 c = col;
3320 c.w *= style.Alpha;
3321 return ColorConvertFloat4ToU32(c);
3322}
3323
3324const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3325{
3326 ImGuiStyle& style = GImGui->Style;
3327 return style.Colors[idx];
3328}
3329
3330ImU32 ImGui::GetColorU32(ImU32 col, float alpha_mul)
3331{
3332 ImGuiStyle& style = GImGui->Style;
3333 alpha_mul *= style.Alpha;
3334 if (alpha_mul >= 1.0f)
3335 return col;
3336 ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3337 a = (ImU32)(a * alpha_mul); // We don't need to clamp 0..255 because alpha is in 0..1 range.
3338 return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3339}
3340
3341// 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
3342void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3343{
3344 ImGuiContext& g = *GImGui;
3345 ImGuiColorMod backup;
3346 backup.Col = idx;
3347 backup.BackupValue = g.Style.Colors[idx];
3348 g.ColorStack.push_back(backup);
3349 if (g.DebugFlashStyleColorIdx != idx)
3350 g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3351}
3352
3353void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3354{
3355 ImGuiContext& g = *GImGui;
3356 ImGuiColorMod backup;
3357 backup.Col = idx;
3358 backup.BackupValue = g.Style.Colors[idx];
3359 g.ColorStack.push_back(backup);
3360 if (g.DebugFlashStyleColorIdx != idx)
3361 g.Style.Colors[idx] = col;
3362}
3363
3364void ImGui::PopStyleColor(int count)
3365{
3366 ImGuiContext& g = *GImGui;
3367 if (g.ColorStack.Size < count)
3368 {
3369 IM_ASSERT_USER_ERROR(0, "Calling PopStyleColor() too many times!");
3370 count = g.ColorStack.Size;
3371 }
3372 while (count > 0)
3373 {
3374 ImGuiColorMod& backup = g.ColorStack.back();
3375 g.Style.Colors[backup.Col] = backup.BackupValue;
3376 g.ColorStack.pop_back();
3377 count--;
3378 }
3379}
3380
3381static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3382{
3383 ImGuiCol_Text, ImGuiCol_TabHovered, ImGuiCol_Tab, ImGuiCol_TabSelected, ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmed, ImGuiCol_TabDimmedSelected, ImGuiCol_TabDimmedSelectedOverline,
3384};
3385
3386static const ImGuiDataVarInfo GStyleVarInfo[] =
3387{
3388 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
3389 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha
3390 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
3391 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
3392 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
3393 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
3394 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
3395 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
3396 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
3397 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
3398 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
3399 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
3400 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
3401 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
3402 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
3403 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
3404 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
3405 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding
3406 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
3407 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
3408 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
3409 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
3410 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding
3411 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBorderSize) }, // ImGuiStyleVar_TabBorderSize
3412 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize
3413 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarOverlineSize) }, // ImGuiStyleVar_TabBarOverlineSize
3414 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersAngle)}, // ImGuiStyleVar_TableAngledHeadersAngle
3415 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, TableAngledHeadersTextAlign)},// ImGuiStyleVar_TableAngledHeadersTextAlign
3416 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
3417 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
3418 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)}, // ImGuiStyleVar_SeparatorTextBorderSize
3419 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign
3420 { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding
3421 { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) }, // ImGuiStyleVar_DockingSeparatorSize
3422};
3423
3424const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3425{
3426 IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3427 IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3428 return &GStyleVarInfo[idx];
3429}
3430
3431void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3432{
3433 ImGuiContext& g = *GImGui;
3434 const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3435 if (var_info->Type != ImGuiDataType_Float || var_info->Count != 1)
3436 {
3437 IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
3438 return;
3439 }
3440 float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3441 g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3442 *pvar = val;
3443}
3444
3445void ImGui::PushStyleVarX(ImGuiStyleVar idx, float val_x)
3446{
3447 ImGuiContext& g = *GImGui;
3448 const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3449 if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
3450 {
3451 IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
3452 return;
3453 }
3454 ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3455 g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3456 pvar->x = val_x;
3457}
3458
3459void ImGui::PushStyleVarY(ImGuiStyleVar idx, float val_y)
3460{
3461 ImGuiContext& g = *GImGui;
3462 const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3463 if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
3464 {
3465 IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
3466 return;
3467 }
3468 ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3469 g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3470 pvar->y = val_y;
3471}
3472
3473void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3474{
3475 ImGuiContext& g = *GImGui;
3476 const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3477 if (var_info->Type != ImGuiDataType_Float || var_info->Count != 2)
3478 {
3479 IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!");
3480 return;
3481 }
3482 ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3483 g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3484 *pvar = val;
3485}
3486
3487void ImGui::PopStyleVar(int count)
3488{
3489 ImGuiContext& g = *GImGui;
3490 if (g.StyleVarStack.Size < count)
3491 {
3492 IM_ASSERT_USER_ERROR(0, "Calling PopStyleVar() too many times!");
3493 count = g.StyleVarStack.Size;
3494 }
3495 while (count > 0)
3496 {
3497 // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3498 ImGuiStyleMod& backup = g.StyleVarStack.back();
3499 const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3500 void* data = info->GetVarPtr(&g.Style);
3501 if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; }
3502 else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3503 g.StyleVarStack.pop_back();
3504 count--;
3505 }
3506}
3507
3508const char* ImGui::GetStyleColorName(ImGuiCol idx)
3509{
3510 // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3511 switch (idx)
3512 {
3513 case ImGuiCol_Text: return "Text";
3514 case ImGuiCol_TextDisabled: return "TextDisabled";
3515 case ImGuiCol_WindowBg: return "WindowBg";
3516 case ImGuiCol_ChildBg: return "ChildBg";
3517 case ImGuiCol_PopupBg: return "PopupBg";
3518 case ImGuiCol_Border: return "Border";
3519 case ImGuiCol_BorderShadow: return "BorderShadow";
3520 case ImGuiCol_FrameBg: return "FrameBg";
3521 case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3522 case ImGuiCol_FrameBgActive: return "FrameBgActive";
3523 case ImGuiCol_TitleBg: return "TitleBg";
3524 case ImGuiCol_TitleBgActive: return "TitleBgActive";
3525 case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3526 case ImGuiCol_MenuBarBg: return "MenuBarBg";
3527 case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3528 case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3529 case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3530 case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3531 case ImGuiCol_CheckMark: return "CheckMark";
3532 case ImGuiCol_SliderGrab: return "SliderGrab";
3533 case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3534 case ImGuiCol_Button: return "Button";
3535 case ImGuiCol_ButtonHovered: return "ButtonHovered";
3536 case ImGuiCol_ButtonActive: return "ButtonActive";
3537 case ImGuiCol_Header: return "Header";
3538 case ImGuiCol_HeaderHovered: return "HeaderHovered";
3539 case ImGuiCol_HeaderActive: return "HeaderActive";
3540 case ImGuiCol_Separator: return "Separator";
3541 case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3542 case ImGuiCol_SeparatorActive: return "SeparatorActive";
3543 case ImGuiCol_ResizeGrip: return "ResizeGrip";
3544 case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3545 case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3546 case ImGuiCol_TabHovered: return "TabHovered";
3547 case ImGuiCol_Tab: return "Tab";
3548 case ImGuiCol_TabSelected: return "TabSelected";
3549 case ImGuiCol_TabSelectedOverline: return "TabSelectedOverline";
3550 case ImGuiCol_TabDimmed: return "TabDimmed";
3551 case ImGuiCol_TabDimmedSelected: return "TabDimmedSelected";
3552 case ImGuiCol_TabDimmedSelectedOverline: return "TabDimmedSelectedOverline";
3553 case ImGuiCol_DockingPreview: return "DockingPreview";
3554 case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3555 case ImGuiCol_PlotLines: return "PlotLines";
3556 case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3557 case ImGuiCol_PlotHistogram: return "PlotHistogram";
3558 case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3559 case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3560 case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3561 case ImGuiCol_TableBorderLight: return "TableBorderLight";
3562 case ImGuiCol_TableRowBg: return "TableRowBg";
3563 case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3564 case ImGuiCol_TextLink: return "TextLink";
3565 case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3566 case ImGuiCol_DragDropTarget: return "DragDropTarget";
3567 case ImGuiCol_NavCursor: return "NavCursor";
3568 case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3569 case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3570 case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3571 }
3572 IM_ASSERT(0);
3573 return "Unknown";
3574}
3575
3576
3577//-----------------------------------------------------------------------------
3578// [SECTION] RENDER HELPERS
3579// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3580// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3581// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3582//-----------------------------------------------------------------------------
3583
3584const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3585{
3586 const char* text_display_end = text;
3587 if (!text_end)
3588 text_end = (const char*)-1;
3589
3590 while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3591 text_display_end++;
3592 return text_display_end;
3593}
3594
3595// Internal ImGui functions to render text
3596// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3597void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3598{
3599 ImGuiContext& g = *GImGui;
3600 ImGuiWindow* window = g.CurrentWindow;
3601
3602 // Hide anything after a '##' string
3603 const char* text_display_end;
3604 if (hide_text_after_hash)
3605 {
3606 text_display_end = FindRenderedTextEnd(text, text_end);
3607 }
3608 else
3609 {
3610 if (!text_end)
3611 text_end = text + strlen(text); // FIXME-OPT
3612 text_display_end = text_end;
3613 }
3614
3615 if (text != text_display_end)
3616 {
3617 window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3618 if (g.LogEnabled)
3619 LogRenderedText(&pos, text, text_display_end);
3620 }
3621}
3622
3623void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3624{
3625 ImGuiContext& g = *GImGui;
3626 ImGuiWindow* window = g.CurrentWindow;
3627
3628 if (!text_end)
3629 text_end = text + strlen(text); // FIXME-OPT
3630
3631 if (text != text_end)
3632 {
3633 window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3634 if (g.LogEnabled)
3635 LogRenderedText(&pos, text, text_end);
3636 }
3637}
3638
3639// Default clip_rect uses (pos_min,pos_max)
3640// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3641// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3642// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3643// better advantage of the render function taking size into account for coarse clipping.
3644void 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)
3645{
3646 // Perform CPU side clipping for single clipped element to avoid using scissor state
3647 ImVec2 pos = pos_min;
3648 const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3649
3650 const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3651 const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3652 bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3653 if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3654 need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3655
3656 // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3657 if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3658 if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3659
3660 // Render
3661 if (need_clipping)
3662 {
3663 ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3664 draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3665 }
3666 else
3667 {
3668 draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3669 }
3670}
3671
3672void 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)
3673{
3674 // Hide anything after a '##' string
3675 const char* text_display_end = FindRenderedTextEnd(text, text_end);
3676 const int text_len = (int)(text_display_end - text);
3677 if (text_len == 0)
3678 return;
3679
3680 ImGuiContext& g = *GImGui;
3681 ImGuiWindow* window = g.CurrentWindow;
3682 RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3683 if (g.LogEnabled)
3684 LogRenderedText(&pos_min, text, text_display_end);
3685}
3686
3687// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3688// 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.
3689// 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.
3690void 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)
3691{
3692 ImGuiContext& g = *GImGui;
3693 if (text_end_full == NULL)
3694 text_end_full = FindRenderedTextEnd(text);
3695 const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3696
3697 //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));
3698 //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));
3699 //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3700 // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3701 if (text_size.x > pos_max.x - pos_min.x)
3702 {
3703 // Hello wo...
3704 // | | |
3705 // min max ellipsis_max
3706 // <-> this is generally some padding value
3707
3708 const ImFont* font = draw_list->_Data->Font;
3709 const float font_size = draw_list->_Data->FontSize;
3710 const float font_scale = draw_list->_Data->FontScale;
3711 const char* text_end_ellipsis = NULL;
3712 const float ellipsis_width = font->EllipsisWidth * font_scale;
3713
3714 // We can now claim the space between pos_max.x and ellipsis_max.x
3715 const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3716 float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3717 if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3718 {
3719 // Always display at least 1 character if there's no room for character + ellipsis
3720 text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3721 text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3722 }
3723 while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3724 {
3725 // 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)
3726 text_end_ellipsis--;
3727 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
3728 }
3729
3730 // Render text, render ellipsis
3731 RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3732 ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3733 if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3734 for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3735 font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3736 }
3737 else
3738 {
3739 RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3740 }
3741
3742 if (g.LogEnabled)
3743 LogRenderedText(&pos_min, text, text_end_full);
3744}
3745
3746// Render a rectangle shaped with optional rounding and borders
3747void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool borders, float rounding)
3748{
3749 ImGuiContext& g = *GImGui;
3750 ImGuiWindow* window = g.CurrentWindow;
3751 window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3752 const float border_size = g.Style.FrameBorderSize;
3753 if (borders && border_size > 0.0f)
3754 {
3755 window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3756 window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3757 }
3758}
3759
3760void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3761{
3762 ImGuiContext& g = *GImGui;
3763 ImGuiWindow* window = g.CurrentWindow;
3764 const float border_size = g.Style.FrameBorderSize;
3765 if (border_size > 0.0f)
3766 {
3767 window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3768 window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3769 }
3770}
3771
3772void ImGui::RenderNavCursor(const ImRect& bb, ImGuiID id, ImGuiNavRenderCursorFlags flags)
3773{
3774 ImGuiContext& g = *GImGui;
3775 if (id != g.NavId)
3776 return;
3777 if (!g.NavCursorVisible && !(flags & ImGuiNavRenderCursorFlags_AlwaysDraw))
3778 return;
3779 if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav))
3780 return;
3781 ImGuiWindow* window = g.CurrentWindow;
3782 if (window->DC.NavHideHighlightOneFrame)
3783 return;
3784
3785 float rounding = (flags & ImGuiNavRenderCursorFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3786 ImRect display_rect = bb;
3787 display_rect.ClipWith(window->ClipRect);
3788 const float thickness = 2.0f;
3789 if (flags & ImGuiNavRenderCursorFlags_Compact)
3790 {
3791 window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness);
3792 }
3793 else
3794 {
3795 const float distance = 3.0f + thickness * 0.5f;
3796 display_rect.Expand(ImVec2(distance, distance));
3797 bool fully_visible = window->ClipRect.Contains(display_rect);
3798 if (!fully_visible)
3799 window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3800 window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavCursor), rounding, 0, thickness);
3801 if (!fully_visible)
3802 window->DrawList->PopClipRect();
3803 }
3804}
3805
3806void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3807{
3808 ImGuiContext& g = *GImGui;
3809 if (mouse_cursor <= ImGuiMouseCursor_None || mouse_cursor >= ImGuiMouseCursor_COUNT) // We intentionally accept out of bound values.
3810 mouse_cursor = ImGuiMouseCursor_Arrow;
3811 ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3812 for (ImGuiViewportP* viewport : g.Viewports)
3813 {
3814 // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3815 ImVec2 offset, size, uv[4];
3816 if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3817 continue;
3818 const ImVec2 pos = base_pos - offset;
3819 const float scale = base_scale * viewport->DpiScale;
3820 if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3821 continue;
3822 ImDrawList* draw_list = GetForegroundDrawList(viewport);
3823 ImTextureID tex_id = font_atlas->TexID;
3824 draw_list->PushTextureID(tex_id);
3825 draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3826 draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3827 draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
3828 draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
3829 draw_list->PopTextureID();
3830 }
3831}
3832
3833//-----------------------------------------------------------------------------
3834// [SECTION] INITIALIZATION, SHUTDOWN
3835//-----------------------------------------------------------------------------
3836
3837// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3838// 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
3839ImGuiContext* ImGui::GetCurrentContext()
3840{
3841 return GImGui;
3842}
3843
3844void ImGui::SetCurrentContext(ImGuiContext* ctx)
3845{
3846#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3847 IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3848#else
3849 GImGui = ctx;
3850#endif
3851}
3852
3853void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3854{
3855 GImAllocatorAllocFunc = alloc_func;
3856 GImAllocatorFreeFunc = free_func;
3857 GImAllocatorUserData = user_data;
3858}
3859
3860// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3861void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3862{
3863 *p_alloc_func = GImAllocatorAllocFunc;
3864 *p_free_func = GImAllocatorFreeFunc;
3865 *p_user_data = GImAllocatorUserData;
3866}
3867
3868ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3869{
3870 ImGuiContext* prev_ctx = GetCurrentContext();
3871 ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3872 SetCurrentContext(ctx);
3873 Initialize();
3874 if (prev_ctx != NULL)
3875 SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3876 return ctx;
3877}
3878
3879void ImGui::DestroyContext(ImGuiContext* ctx)
3880{
3881 ImGuiContext* prev_ctx = GetCurrentContext();
3882 if (ctx == NULL) //-V1051
3883 ctx = prev_ctx;
3884 SetCurrentContext(ctx);
3885 Shutdown();
3886 SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3887 IM_DELETE(ctx);
3888}
3889
3890// IMPORTANT: interactive elements requires a fixed ###xxx suffix, it must be same in ALL languages to allow for automation.
3891static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3892{
3893 { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3894 { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" },
3895 { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" },
3896 { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" },
3897 { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" },
3898 { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" },
3899 { ImGuiLocKey_WindowingPopup, "(Popup)" },
3900 { ImGuiLocKey_WindowingUntitled, "(Untitled)" },
3901 { ImGuiLocKey_OpenLink_s, "Open '%s'" },
3902 { ImGuiLocKey_CopyLink, "Copy Link###CopyLink" },
3903 { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" },
3904 { ImGuiLocKey_DockingHoldShiftToDock, "Hold SHIFT to enable Docking window." },
3905 { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node." },
3906};
3907
3908ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
3909{
3910 IO.Ctx = this;
3911 InputTextState.Ctx = this;
3912
3913 Initialized = false;
3914 ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None;
3915 FontAtlasOwnedByContext = shared_font_atlas ? false : true;
3916 Font = NULL;
3917 FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f;
3918 IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
3919 Time = 0.0f;
3920 FrameCount = 0;
3921 FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1;
3922 WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
3923 GcCompactAll = false;
3924 TestEngineHookItems = false;
3925 TestEngine = NULL;
3926 memset(ContextName, 0, sizeof(ContextName));
3927
3928 InputEventsNextMouseSource = ImGuiMouseSource_Mouse;
3929 InputEventsNextEventId = 1;
3930
3931 WindowsActiveCount = 0;
3932 CurrentWindow = NULL;
3933 HoveredWindow = NULL;
3934 HoveredWindowUnderMovingWindow = NULL;
3935 HoveredWindowBeforeClear = NULL;
3936 MovingWindow = NULL;
3937 WheelingWindow = NULL;
3938 WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1;
3939 WheelingWindowReleaseTimer = 0.0f;
3940
3941 DebugDrawIdConflicts = 0;
3942 DebugHookIdInfo = 0;
3943 HoveredId = HoveredIdPreviousFrame = 0;
3944 HoveredIdPreviousFrameItemCount = 0;
3945 HoveredIdAllowOverlap = false;
3946 HoveredIdIsDisabled = false;
3947 HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
3948 ItemUnclipByLog = false;
3949 ActiveId = 0;
3950 ActiveIdIsAlive = 0;
3951 ActiveIdTimer = 0.0f;
3952 ActiveIdIsJustActivated = false;
3953 ActiveIdAllowOverlap = false;
3954 ActiveIdNoClearOnFocusLoss = false;
3955 ActiveIdHasBeenPressedBefore = false;
3956 ActiveIdHasBeenEditedBefore = false;
3957 ActiveIdHasBeenEditedThisFrame = false;
3958 ActiveIdFromShortcut = false;
3959 ActiveIdClickOffset = ImVec2(-1, -1);
3960 ActiveIdWindow = NULL;
3961 ActiveIdSource = ImGuiInputSource_None;
3962 ActiveIdMouseButton = -1;
3963 ActiveIdPreviousFrame = 0;
3964 ActiveIdPreviousFrameIsAlive = false;
3965 ActiveIdPreviousFrameHasBeenEditedBefore = false;
3966 ActiveIdPreviousFrameWindow = NULL;
3967 LastActiveId = 0;
3968 LastActiveIdTimer = 0.0f;
3969
3970 LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0;
3971
3972 ActiveIdUsingNavDirMask = 0x00;
3973 ActiveIdUsingAllKeyboardKeys = false;
3974
3975 CurrentFocusScopeId = 0;
3976 CurrentItemFlags = ImGuiItemFlags_None;
3977 DebugShowGroupRects = false;
3978
3979 CurrentViewport = NULL;
3980 MouseViewport = MouseLastHoveredViewport = NULL;
3981 PlatformLastFocusedViewportId = 0;
3982 ViewportCreatedCount = PlatformWindowsCreatedCount = 0;
3983 ViewportFocusedStampCount = 0;
3984
3985 NavCursorVisible = false;
3986 NavHighlightItemUnderNav = false;
3987 NavMousePosDirty = false;
3988 NavIdIsAlive = false;
3989 NavId = 0;
3990 NavWindow = NULL;
3991 NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
3992 NavLayer = ImGuiNavLayer_Main;
3993 NavNextActivateId = 0;
3994 NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
3995 NavHighlightActivatedId = 0;
3996 NavHighlightActivatedTimer = 0.0f;
3997 NavInputSource = ImGuiInputSource_Keyboard;
3998 NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
3999 NavCursorHideFrames = 0;
4000
4001 NavAnyRequest = false;
4002 NavInitRequest = false;
4003 NavInitRequestFromMove = false;
4004 NavMoveSubmitted = false;
4005 NavMoveScoringItems = false;
4006 NavMoveForwardToNextFrame = false;
4007 NavMoveFlags = ImGuiNavMoveFlags_None;
4008 NavMoveScrollFlags = ImGuiScrollFlags_None;
4009 NavMoveKeyMods = ImGuiMod_None;
4010 NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
4011 NavScoringDebugCount = 0;
4012 NavTabbingDir = 0;
4013 NavTabbingCounter = 0;
4014
4015 NavJustMovedFromFocusScopeId = NavJustMovedToId = NavJustMovedToFocusScopeId = 0;
4016 NavJustMovedToKeyMods = ImGuiMod_None;
4017 NavJustMovedToIsTabbing = false;
4018 NavJustMovedToHasSelectionData = false;
4019
4020 // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac...
4021 // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this..
4022 ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab);
4023 ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab);
4024 NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
4025 NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
4026 NavWindowingToggleLayer = false;
4027 NavWindowingToggleKey = ImGuiKey_None;
4028
4029 DimBgRatio = 0.0f;
4030
4031 DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
4032 DragDropSourceFlags = ImGuiDragDropFlags_None;
4033 DragDropSourceFrameCount = -1;
4034 DragDropMouseButton = -1;
4035 DragDropTargetId = 0;
4036 DragDropAcceptFlags = ImGuiDragDropFlags_None;
4037 DragDropAcceptIdCurrRectSurface = 0.0f;
4038 DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
4039 DragDropAcceptFrameCount = -1;
4040 DragDropHoldJustPressedId = 0;
4041 memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
4042
4043 ClipperTempDataStacked = 0;
4044
4045 CurrentTable = NULL;
4046 TablesTempDataStacked = 0;
4047 CurrentTabBar = NULL;
4048 CurrentMultiSelect = NULL;
4049 MultiSelectTempDataStacked = 0;
4050
4051 HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0;
4052 HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f;
4053
4054 MouseCursor = ImGuiMouseCursor_Arrow;
4055 MouseStationaryTimer = 0.0f;
4056
4057 TempInputId = 0;
4058 memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue));
4059 BeginMenuDepth = BeginComboDepth = 0;
4060 ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
4061 ColorEditCurrentID = ColorEditSavedID = 0;
4062 ColorEditSavedHue = ColorEditSavedSat = 0.0f;
4063 ColorEditSavedColor = 0;
4064 WindowResizeRelativeMode = false;
4065 ScrollbarSeekMode = 0;
4066 ScrollbarClickDeltaToGrabCenter = 0.0f;
4067 SliderGrabClickOffset = 0.0f;
4068 SliderCurrentAccum = 0.0f;
4069 SliderCurrentAccumDirty = false;
4070 DragCurrentAccumDirty = false;
4071 DragCurrentAccum = 0.0f;
4072 DragSpeedDefaultRatio = 1.0f / 100.0f;
4073 DisabledAlphaBackup = 0.0f;
4074 DisabledStackSize = 0;
4075 TooltipOverrideCount = 0;
4076 TooltipPreviousWindow = NULL;
4077
4078 PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
4079 PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
4080 PlatformImeViewport = 0;
4081
4082 DockNodeWindowMenuHandler = NULL;
4083
4084 SettingsLoaded = false;
4085 SettingsDirtyTimer = 0.0f;
4086 HookIdNext = 0;
4087
4088 memset(LocalizationTable, 0, sizeof(LocalizationTable));
4089
4090 LogEnabled = false;
4091 LogType = ImGuiLogType_None;
4092 LogNextPrefix = LogNextSuffix = NULL;
4093 LogFile = NULL;
4094 LogLinePosY = FLT_MAX;
4095 LogLineFirstItem = false;
4096 LogDepthRef = 0;
4097 LogDepthToExpand = LogDepthToExpandDefault = 2;
4098
4099 ErrorCallback = NULL;
4100 ErrorCallbackUserData = NULL;
4101 ErrorFirst = true;
4102 ErrorCountCurrentFrame = 0;
4103 StackSizesInBeginForCurrentWindow = NULL;
4104
4105 DebugDrawIdConflictsCount = 0;
4106 DebugLogFlags = ImGuiDebugLogFlags_EventError | ImGuiDebugLogFlags_OutputToTTY;
4107 DebugLocateId = 0;
4108 DebugLogSkippedErrors = 0;
4109 DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None;
4110 DebugLogAutoDisableFrames = 0;
4111 DebugLocateFrames = 0;
4112 DebugBeginReturnValueCullDepth = -1;
4113 DebugItemPickerActive = false;
4114 DebugItemPickerMouseButton = ImGuiMouseButton_Left;
4115 DebugItemPickerBreakId = 0;
4116 DebugFlashStyleColorTime = 0.0f;
4117 DebugFlashStyleColorIdx = ImGuiCol_COUNT;
4118 DebugHoveredDockNode = NULL;
4119
4120 // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations
4121 DebugBreakInWindow = 0;
4122 DebugBreakInTable = 0;
4123 DebugBreakInLocateId = false;
4124 DebugBreakKeyChord = ImGuiKey_Pause;
4125 DebugBreakInShortcutRouting = ImGuiKey_None;
4126
4127 memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
4128 FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;
4129 FramerateSecPerFrameAccum = 0.0f;
4130 WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
4131 memset(TempKeychordName, 0, sizeof(TempKeychordName));
4132}
4133
4134void ImGui::Initialize()
4135{
4136 ImGuiContext& g = *GImGui;
4137 IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
4138
4139 // Add .ini handle for ImGuiWindow and ImGuiTable types
4140 {
4141 ImGuiSettingsHandler ini_handler;
4142 ini_handler.TypeName = "Window";
4143 ini_handler.TypeHash = ImHashStr("Window");
4144 ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
4145 ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
4146 ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
4147 ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
4148 ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
4149 AddSettingsHandler(&ini_handler);
4150 }
4151 TableSettingsAddSettingsHandler();
4152
4153 // Setup default localization table
4154 LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
4155
4156 // Setup default ImGuiPlatformIO clipboard/IME handlers.
4157 g.PlatformIO.Platform_GetClipboardTextFn = Platform_GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
4158 g.PlatformIO.Platform_SetClipboardTextFn = Platform_SetClipboardTextFn_DefaultImpl;
4159 g.PlatformIO.Platform_OpenInShellFn = Platform_OpenInShellFn_DefaultImpl;
4160 g.PlatformIO.Platform_SetImeDataFn = Platform_SetImeDataFn_DefaultImpl;
4161
4162 // Create default viewport
4163 ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
4164 viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
4165 viewport->Idx = 0;
4166 viewport->PlatformWindowCreated = true;
4167 viewport->Flags = ImGuiViewportFlags_OwnedByApp;
4168 g.Viewports.push_back(viewport);
4169 g.TempBuffer.resize(1024 * 3 + 1, 0);
4170 g.ViewportCreatedCount++;
4171 g.PlatformIO.Viewports.push_back(g.Viewports[0]);
4172
4173 // Build KeysMayBeCharInput[] lookup table (1 bool per named key)
4174 for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
4175 if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
4176 || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
4177 || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent
4178 || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual)
4179 g.KeysMayBeCharInput.SetBit(key);
4180
4181#ifdef IMGUI_HAS_DOCK
4182 // Initialize Docking
4183 DockContextInitialize(&g);
4184#endif
4185
4186 g.Initialized = true;
4187}
4188
4189// This function is merely here to free heap allocations.
4190void ImGui::Shutdown()
4191{
4192 ImGuiContext& g = *GImGui;
4193 IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?");
4194 IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?");
4195
4196 // 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)
4197 if (g.IO.Fonts && g.FontAtlasOwnedByContext)
4198 {
4199 g.IO.Fonts->Locked = false;
4200 IM_DELETE(g.IO.Fonts);
4201 }
4202 g.IO.Fonts = NULL;
4203 g.DrawListSharedData.TempBuffer.clear();
4204
4205 // Cleanup of other data are conditional on actually having initialized Dear ImGui.
4206 if (!g.Initialized)
4207 return;
4208
4209 // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
4210 if (g.SettingsLoaded && g.IO.IniFilename != NULL)
4211 SaveIniSettingsToDisk(g.IO.IniFilename);
4212
4213 // Destroy platform windows
4214 DestroyPlatformWindows();
4215
4216 // Shutdown extensions
4217 DockContextShutdown(&g);
4218
4219 CallContextHooks(&g, ImGuiContextHookType_Shutdown);
4220
4221 // Clear everything else
4222 g.Windows.clear_delete();
4223 g.WindowsFocusOrder.clear();
4224 g.WindowsTempSortBuffer.clear();
4225 g.CurrentWindow = NULL;
4226 g.CurrentWindowStack.clear();
4227 g.WindowsById.Clear();
4228 g.NavWindow = NULL;
4229 g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4230 g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
4231 g.MovingWindow = NULL;
4232
4233 g.KeysRoutingTable.Clear();
4234
4235 g.ColorStack.clear();
4236 g.StyleVarStack.clear();
4237 g.FontStack.clear();
4238 g.OpenPopupStack.clear();
4239 g.BeginPopupStack.clear();
4240 g.TreeNodeStack.clear();
4241
4242 g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
4243 g.Viewports.clear_delete();
4244
4245 g.TabBars.Clear();
4246 g.CurrentTabBarStack.clear();
4247 g.ShrinkWidthBuffer.clear();
4248
4249 g.ClipperTempData.clear_destruct();
4250
4251 g.Tables.Clear();
4252 g.TablesTempData.clear_destruct();
4253 g.DrawChannelsTempMergeBuffer.clear();
4254
4255 g.MultiSelectStorage.Clear();
4256 g.MultiSelectTempData.clear_destruct();
4257
4258 g.ClipboardHandlerData.clear();
4259 g.MenusIdSubmittedThisFrame.clear();
4260 g.InputTextState.ClearFreeMemory();
4261 g.InputTextDeactivatedState.ClearFreeMemory();
4262
4263 g.SettingsWindows.clear();
4264 g.SettingsHandlers.clear();
4265
4266 if (g.LogFile)
4267 {
4268#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
4269 if (g.LogFile != stdout)
4270#endif
4271 ImFileClose(g.LogFile);
4272 g.LogFile = NULL;
4273 }
4274 g.LogBuffer.clear();
4275 g.DebugLogBuf.clear();
4276 g.DebugLogIndex.clear();
4277
4278 g.Initialized = false;
4279}
4280
4281// No specific ordering/dependency support, will see as needed
4282ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
4283{
4284 ImGuiContext& g = *ctx;
4285 IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
4286 g.Hooks.push_back(*hook);
4287 g.Hooks.back().HookId = ++g.HookIdNext;
4288 return g.HookIdNext;
4289}
4290
4291// Deferred removal, avoiding issue with changing vector while iterating it
4292void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
4293{
4294 ImGuiContext& g = *ctx;
4295 IM_ASSERT(hook_id != 0);
4296 for (ImGuiContextHook& hook : g.Hooks)
4297 if (hook.HookId == hook_id)
4298 hook.Type = ImGuiContextHookType_PendingRemoval_;
4299}
4300
4301// Call context hooks (used by e.g. test engine)
4302// We assume a small number of hooks so all stored in same array
4303void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
4304{
4305 ImGuiContext& g = *ctx;
4306 for (ImGuiContextHook& hook : g.Hooks)
4307 if (hook.Type == hook_type)
4308 hook.Callback(&g, &hook);
4309}
4310
4311
4312//-----------------------------------------------------------------------------
4313// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
4314//-----------------------------------------------------------------------------
4315
4316// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
4317ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
4318{
4319 memset(this, 0, sizeof(*this));
4320 Ctx = ctx;
4321 Name = ImStrdup(name);
4322 NameBufLen = (int)strlen(name) + 1;
4323 ID = ImHashStr(name);
4324 IDStack.push_back(ID);
4325 ViewportAllowPlatformMonitorExtend = -1;
4326 ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
4327 MoveId = GetID("#MOVE");
4328 TabId = GetID("#TAB");
4329 ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
4330 ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
4331 AutoFitFramesX = AutoFitFramesY = -1;
4332 AutoPosLastDirection = ImGuiDir_None;
4333 SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
4334 SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
4335 LastFrameActive = -1;
4336 LastFrameJustFocused = -1;
4337 LastTimeActive = -1.0f;
4338 FontWindowScale = FontDpiScale = 1.0f;
4339 SettingsOffset = -1;
4340 DockOrder = -1;
4341 DrawList = &DrawListInst;
4342 DrawList->_Data = &Ctx->DrawListSharedData;
4343 DrawList->_OwnerName = Name;
4344 NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
4345 IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
4346}
4347
4348ImGuiWindow::~ImGuiWindow()
4349{
4350 IM_ASSERT(DrawList == &DrawListInst);
4351 IM_DELETE(Name);
4352 ColumnsStorage.clear_destruct();
4353}
4354
4355static void SetCurrentWindow(ImGuiWindow* window)
4356{
4357 ImGuiContext& g = *GImGui;
4358 g.CurrentWindow = window;
4359 g.StackSizesInBeginForCurrentWindow = g.CurrentWindow ? &g.CurrentWindowStack.back().StackSizesInBegin : NULL;
4360 g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
4361 if (window)
4362 {
4363 g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
4364 g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize;
4365 ImGui::NavUpdateCurrentWindowIsScrollPushableX();
4366 }
4367}
4368
4369void ImGui::GcCompactTransientMiscBuffers()
4370{
4371 ImGuiContext& g = *GImGui;
4372 g.ItemFlagsStack.clear();
4373 g.GroupStack.clear();
4374 g.MultiSelectTempDataStacked = 0;
4375 g.MultiSelectTempData.clear_destruct();
4376 TableGcCompactSettings();
4377}
4378
4379// Free up/compact internal window buffers, we can use this when a window becomes unused.
4380// Not freed:
4381// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
4382// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
4383void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
4384{
4385 window->MemoryCompacted = true;
4386 window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
4387 window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
4388 window->IDStack.clear();
4389 window->DrawList->_ClearFreeMemory();
4390 window->DC.ChildWindows.clear();
4391 window->DC.ItemWidthStack.clear();
4392 window->DC.TextWrapPosStack.clear();
4393}
4394
4395void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
4396{
4397 // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
4398 // The other buffers tends to amortize much faster.
4399 window->MemoryCompacted = false;
4400 window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
4401 window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
4402 window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
4403}
4404
4405void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
4406{
4407 ImGuiContext& g = *GImGui;
4408
4409 // Clear previous active id
4410 if (g.ActiveId != 0)
4411 {
4412 // While most behaved code would make an effort to not steal active id during window move/drag operations,
4413 // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
4414 // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
4415 if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
4416 {
4417 IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
4418 g.MovingWindow = NULL;
4419 }
4420
4421 // This could be written in a more general way (e.g associate a hook to ActiveId),
4422 // but since this is currently quite an exception we'll leave it as is.
4423 // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
4424 if (g.InputTextState.ID == g.ActiveId)
4425 InputTextDeactivateHook(g.ActiveId);
4426 }
4427
4428 // Set active id
4429 g.ActiveIdIsJustActivated = (g.ActiveId != id);
4430 if (g.ActiveIdIsJustActivated)
4431 {
4432 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 : "");
4433 g.ActiveIdTimer = 0.0f;
4434 g.ActiveIdHasBeenPressedBefore = false;
4435 g.ActiveIdHasBeenEditedBefore = false;
4436 g.ActiveIdMouseButton = -1;
4437 if (id != 0)
4438 {
4439 g.LastActiveId = id;
4440 g.LastActiveIdTimer = 0.0f;
4441 }
4442 }
4443 g.ActiveId = id;
4444 g.ActiveIdAllowOverlap = false;
4445 g.ActiveIdNoClearOnFocusLoss = false;
4446 g.ActiveIdWindow = window;
4447 g.ActiveIdHasBeenEditedThisFrame = false;
4448 g.ActiveIdFromShortcut = false;
4449 if (id)
4450 {
4451 g.ActiveIdIsAlive = id;
4452 g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
4453 IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
4454 }
4455
4456 // Clear declaration of inputs claimed by the widget
4457 // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
4458 g.ActiveIdUsingNavDirMask = 0x00;
4459 g.ActiveIdUsingAllKeyboardKeys = false;
4460}
4461
4462void ImGui::ClearActiveID()
4463{
4464 SetActiveID(0, NULL); // g.ActiveId = 0;
4465}
4466
4467void ImGui::SetHoveredID(ImGuiID id)
4468{
4469 ImGuiContext& g = *GImGui;
4470 g.HoveredId = id;
4471 g.HoveredIdAllowOverlap = false;
4472 if (id != 0 && g.HoveredIdPreviousFrame != id)
4473 g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
4474}
4475
4476ImGuiID ImGui::GetHoveredID()
4477{
4478 ImGuiContext& g = *GImGui;
4479 return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
4480}
4481
4482void ImGui::MarkItemEdited(ImGuiID id)
4483{
4484 // This marking is to be able to provide info for IsItemDeactivatedAfterEdit().
4485 // 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.
4486 ImGuiContext& g = *GImGui;
4487 if (g.LastItemData.ItemFlags & ImGuiItemFlags_NoMarkEdited)
4488 return;
4489 if (g.ActiveId == id || g.ActiveId == 0)
4490 {
4491 g.ActiveIdHasBeenEditedThisFrame = true;
4492 g.ActiveIdHasBeenEditedBefore = true;
4493 }
4494
4495 // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
4496 // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
4497 IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id || (g.CurrentMultiSelect != NULL && g.BoxSelectState.IsActive));
4498
4499 //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
4500 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
4501}
4502
4503bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
4504{
4505 // An active popup disable hovering on other windows (apart from its own children)
4506 // FIXME-OPT: This could be cached/stored within the window.
4507 ImGuiContext& g = *GImGui;
4508 if (g.NavWindow)
4509 if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4510 if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4511 {
4512 // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4513 // NB: The 'else' is important because Modal windows are also Popups.
4514 bool want_inhibit = false;
4515 if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4516 want_inhibit = true;
4517 else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4518 want_inhibit = true;
4519
4520 // Inhibit hover unless the window is within the stack of our modal/popup
4521 if (want_inhibit)
4522 if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4523 return false;
4524 }
4525
4526 // Filter by viewport
4527 if (window->Viewport != g.MouseViewport)
4528 if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4529 return false;
4530
4531 return true;
4532}
4533
4534static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4535{
4536 ImGuiContext& g = *GImGui;
4537 if (flags & ImGuiHoveredFlags_DelayNormal)
4538 return g.Style.HoverDelayNormal;
4539 if (flags & ImGuiHoveredFlags_DelayShort)
4540 return g.Style.HoverDelayShort;
4541 return 0.0f;
4542}
4543
4544static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
4545{
4546 // Allow instance flags to override shared flags
4547 if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
4548 shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
4549 return user_flags | shared_flags;
4550}
4551
4552// This is roughly matching the behavior of internal-facing ItemHoverable()
4553// - 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()
4554// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4555bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4556{
4557 ImGuiContext& g = *GImGui;
4558 ImGuiWindow* window = g.CurrentWindow;
4559 IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!");
4560
4561 if (g.NavHighlightItemUnderNav && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride))
4562 {
4563 if (!IsItemFocused())
4564 return false;
4565 if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4566 return false;
4567
4568 if (flags & ImGuiHoveredFlags_ForTooltip)
4569 flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
4570 }
4571 else
4572 {
4573 // Test for bounding box overlap, as updated as ItemAdd()
4574 ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4575 if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4576 return false;
4577
4578 if (flags & ImGuiHoveredFlags_ForTooltip)
4579 flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
4580
4581 // Done with rectangle culling so we can perform heavier checks now
4582 // Test if we are hovering the right window (our window could be behind another window)
4583 // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4584 // [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
4585 // 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
4586 // the test that has been running for a long while.
4587 if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4588 if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
4589 return false;
4590
4591 // Test if another item is active (e.g. being dragged)
4592 const ImGuiID id = g.LastItemData.ID;
4593 if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4594 if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4595 if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4596 return false;
4597
4598 // Test if interactions on this window are blocked by an active popup or modal.
4599 // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4600 if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.ItemFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4601 return false;
4602
4603 // Test if the item is disabled
4604 if ((g.LastItemData.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4605 return false;
4606
4607 // Special handling for calling after Begin() which represent the title bar or tab.
4608 // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4609 // will never be overwritten so we need to detect the case.
4610 if (id == window->MoveId && window->WriteAccessed)
4611 return false;
4612
4613 // Test if using AllowOverlap and overlapped
4614 if ((g.LastItemData.ItemFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
4615 if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
4616 if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
4617 return false;
4618 }
4619
4620 // Handle hover delay
4621 // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4622 const float delay = CalcDelayFromHoveredFlags(flags);
4623 if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4624 {
4625 ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromPos(g.LastItemData.Rect.Min);
4626 if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4627 g.HoverItemDelayTimer = 0.0f;
4628 g.HoverItemDelayId = hover_delay_id;
4629
4630 // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4631 // but once unlocked on a given item we also moving.
4632 //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); }
4633 if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4634 return false;
4635
4636 if (g.HoverItemDelayTimer < delay)
4637 return false;
4638 }
4639
4640 return true;
4641}
4642
4643// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4644// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
4645// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
4646// If you used this in your legacy/custom widgets code:
4647// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.ItemFlags'.
4648// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
4649bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
4650{
4651 ImGuiContext& g = *GImGui;
4652 ImGuiWindow* window = g.CurrentWindow;
4653
4654 // Detect ID conflicts
4655#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4656 if (id != 0 && g.HoveredIdPreviousFrame == id && (item_flags & ImGuiItemFlags_AllowDuplicateId) == 0)
4657 {
4658 g.HoveredIdPreviousFrameItemCount++;
4659 if (g.DebugDrawIdConflicts == id)
4660 window->DrawList->AddRect(bb.Min - ImVec2(1,1), bb.Max + ImVec2(1,1), IM_COL32(255, 0, 0, 255), 0.0f, ImDrawFlags_None, 2.0f);
4661 }
4662#endif
4663
4664 if (g.HoveredWindow != window)
4665 return false;
4666 if (!IsMouseHoveringRect(bb.Min, bb.Max))
4667 return false;
4668
4669 if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4670 return false;
4671 if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4672 if (!g.ActiveIdFromShortcut)
4673 return false;
4674
4675 // Done with rectangle culling so we can perform heavier checks now.
4676 if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4677 {
4678 g.HoveredIdIsDisabled = true;
4679 return false;
4680 }
4681
4682 // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4683 // hover test in widgets code. We could also decide to split this function is two.
4684 if (id != 0)
4685 {
4686 // Drag source doesn't report as hovered
4687 if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
4688 return false;
4689
4690 SetHoveredID(id);
4691
4692 // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
4693 // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
4694 if (item_flags & ImGuiItemFlags_AllowOverlap)
4695 {
4696 g.HoveredIdAllowOverlap = true;
4697 if (g.HoveredIdPreviousFrame != id)
4698 return false;
4699 }
4700
4701 // Display shortcut (only works with mouse)
4702 // (ImGuiItemStatusFlags_HasShortcut in LastItemData denotes we want a tooltip)
4703 if (id == g.LastItemData.ID && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasShortcut) && g.ActiveId != id)
4704 if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal))
4705 SetTooltip("%s", GetKeyChordName(g.LastItemData.Shortcut));
4706 }
4707
4708 // When disabled we'll return false but still set HoveredId
4709 if (item_flags & ImGuiItemFlags_Disabled)
4710 {
4711 // Release active id if turning disabled
4712 if (g.ActiveId == id && id != 0)
4713 ClearActiveID();
4714 g.HoveredIdIsDisabled = true;
4715 return false;
4716 }
4717
4718#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4719 if (id != 0)
4720 {
4721 // [DEBUG] Item Picker tool!
4722 // We perform the check here because reaching is path is rare (1~ time a frame),
4723 // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered
4724 // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost.
4725 if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4726 GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4727 if (g.DebugItemPickerBreakId == id)
4728 IM_DEBUG_BREAK();
4729 }
4730#endif
4731
4732 if (g.NavHighlightItemUnderNav && (item_flags & ImGuiItemFlags_NoNavDisableMouseHover) == 0)
4733 return false;
4734
4735 return true;
4736}
4737
4738// FIXME: This is inlined/duplicated in ItemAdd()
4739// FIXME: The id != 0 path is not used by our codebase, may get rid of it?
4740bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4741{
4742 ImGuiContext& g = *GImGui;
4743 ImGuiWindow* window = g.CurrentWindow;
4744 if (!bb.Overlaps(window->ClipRect))
4745 if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId))
4746 if (!g.ItemUnclipByLog)
4747 return true;
4748 return false;
4749}
4750
4751// This is also inlined in ItemAdd()
4752// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4753void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4754{
4755 ImGuiContext& g = *GImGui;
4756 g.LastItemData.ID = item_id;
4757 g.LastItemData.ItemFlags = in_flags;
4758 g.LastItemData.StatusFlags = item_flags;
4759 g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4760}
4761
4762float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4763{
4764 if (wrap_pos_x < 0.0f)
4765 return 0.0f;
4766
4767 ImGuiContext& g = *GImGui;
4768 ImGuiWindow* window = g.CurrentWindow;
4769 if (wrap_pos_x == 0.0f)
4770 {
4771 // We could decide to setup a default wrapping max point for auto-resizing windows,
4772 // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4773 //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4774 // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4775 //else
4776 wrap_pos_x = window->WorkRect.Max.x;
4777 }
4778 else if (wrap_pos_x > 0.0f)
4779 {
4780 wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4781 }
4782
4783 return ImMax(wrap_pos_x - pos.x, 1.0f);
4784}
4785
4786// IM_ALLOC() == ImGui::MemAlloc()
4787void* ImGui::MemAlloc(size_t size)
4788{
4789 void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4790#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4791 if (ImGuiContext* ctx = GImGui)
4792 DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
4793#endif
4794 return ptr;
4795}
4796
4797// IM_FREE() == ImGui::MemFree()
4798void ImGui::MemFree(void* ptr)
4799{
4800#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4801 if (ptr != NULL)
4802 if (ImGuiContext* ctx = GImGui)
4803 DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
4804#endif
4805 return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4806}
4807
4808// 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"
4809void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
4810{
4811 ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4812 IM_UNUSED(ptr);
4813 if (entry->FrameCount != frame_count)
4814 {
4815 info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
4816 entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4817 entry->FrameCount = frame_count;
4818 entry->AllocCount = entry->FreeCount = 0;
4819 }
4820 if (size != (size_t)-1)
4821 {
4822 entry->AllocCount++;
4823 info->TotalAllocCount++;
4824 //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
4825 }
4826 else
4827 {
4828 entry->FreeCount++;
4829 info->TotalFreeCount++;
4830 //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
4831 }
4832}
4833
4834const char* ImGui::GetClipboardText()
4835{
4836 ImGuiContext& g = *GImGui;
4837 return g.PlatformIO.Platform_GetClipboardTextFn ? g.PlatformIO.Platform_GetClipboardTextFn(&g) : "";
4838}
4839
4840void ImGui::SetClipboardText(const char* text)
4841{
4842 ImGuiContext& g = *GImGui;
4843 if (g.PlatformIO.Platform_SetClipboardTextFn != NULL)
4844 g.PlatformIO.Platform_SetClipboardTextFn(&g, text);
4845}
4846
4847const char* ImGui::GetVersion()
4848{
4849 return IMGUI_VERSION;
4850}
4851
4852ImGuiIO& ImGui::GetIO()
4853{
4854 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4855 return GImGui->IO;
4856}
4857
4858// This variant exists to facilitate backends experimenting with multi-threaded parallel context. (#8069, #6293, #5856)
4859ImGuiIO& ImGui::GetIOEx(ImGuiContext* ctx)
4860{
4861 IM_ASSERT(ctx != NULL);
4862 return ctx->IO;
4863}
4864
4865ImGuiPlatformIO& ImGui::GetPlatformIO()
4866{
4867 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext()?");
4868 return GImGui->PlatformIO;
4869}
4870
4871// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4872ImDrawData* ImGui::GetDrawData()
4873{
4874 ImGuiContext& g = *GImGui;
4875 ImGuiViewportP* viewport = g.Viewports[0];
4876 return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4877}
4878
4879double ImGui::GetTime()
4880{
4881 return GImGui->Time;
4882}
4883
4884int ImGui::GetFrameCount()
4885{
4886 return GImGui->FrameCount;
4887}
4888
4889static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4890{
4891 // Create the draw list on demand, because they are not frequently used for all viewports
4892 ImGuiContext& g = *GImGui;
4893 IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
4894 ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
4895 if (draw_list == NULL)
4896 {
4897 draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4898 draw_list->_OwnerName = drawlist_name;
4899 viewport->BgFgDrawLists[drawlist_no] = draw_list;
4900 }
4901
4902 // Our ImDrawList system requires that there is always a command
4903 if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
4904 {
4905 draw_list->_ResetForNewFrame();
4906 draw_list->PushTextureID(g.IO.Fonts->TexID);
4907 draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4908 viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
4909 }
4910 return draw_list;
4911}
4912
4913ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4914{
4915 if (viewport == NULL)
4916 viewport = GImGui->CurrentWindow->Viewport;
4917 return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4918}
4919
4920ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4921{
4922 if (viewport == NULL)
4923 viewport = GImGui->CurrentWindow->Viewport;
4924 return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4925}
4926
4927ImDrawListSharedData* ImGui::GetDrawListSharedData()
4928{
4929 return &GImGui->DrawListSharedData;
4930}
4931
4932void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4933{
4934 // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4935 // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4936 // This is because we want ActiveId to be set even when the window is not permitted to move.
4937 ImGuiContext& g = *GImGui;
4938 FocusWindow(window);
4939 SetActiveID(window->MoveId, window);
4940 if (g.IO.ConfigNavCursorVisibleAuto)
4941 g.NavCursorVisible = false;
4942 g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4943 g.ActiveIdNoClearOnFocusLoss = true;
4944 SetActiveIdUsingAllKeyboardKeys();
4945
4946 bool can_move_window = true;
4947 if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4948 can_move_window = false;
4949 if (ImGuiDockNode* node = window->DockNodeAsHost)
4950 if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4951 can_move_window = false;
4952 if (can_move_window)
4953 g.MovingWindow = window;
4954}
4955
4956// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4957void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock)
4958{
4959 ImGuiContext& g = *GImGui;
4960 bool can_undock_node = false;
4961 if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
4962 {
4963 // Can undock if:
4964 // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window)
4965 // - 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)
4966 ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4967 if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4968 can_undock_node = true;
4969 }
4970
4971 const bool clicked = IsMouseClicked(0);
4972 const bool dragging = IsMouseDragging(0);
4973 if (can_undock_node && dragging)
4974 DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4975 else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4976 StartMouseMovingWindow(window);
4977}
4978
4979// Handle mouse moving window
4980// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4981// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4982// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4983// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4984void ImGui::UpdateMouseMovingWindowNewFrame()
4985{
4986 ImGuiContext& g = *GImGui;
4987 if (g.MovingWindow != NULL)
4988 {
4989 // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4990 // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4991 KeepAliveID(g.ActiveId);
4992 IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4993 ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4994
4995 // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4996 const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4997 if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4998 {
4999 ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
5000 if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
5001 {
5002 SetWindowPos(moving_window, pos, ImGuiCond_Always);
5003 if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
5004 {
5005 moving_window->Viewport->Pos = pos;
5006 moving_window->Viewport->UpdateWorkRect();
5007 }
5008 }
5009 FocusWindow(g.MovingWindow);
5010 }
5011 else
5012 {
5013 if (!window_disappared)
5014 {
5015 // Try to merge the window back into the main viewport.
5016 // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
5017 if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
5018 UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
5019
5020 // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
5021 if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
5022 g.MouseViewport = moving_window->Viewport;
5023
5024 // Clear the NoInput window flag set by the Viewport system
5025 if (moving_window->Viewport)
5026 moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
5027 }
5028
5029 g.MovingWindow = NULL;
5030 ClearActiveID();
5031 }
5032 }
5033 else
5034 {
5035 // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
5036 if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
5037 {
5038 KeepAliveID(g.ActiveId);
5039 if (!g.IO.MouseDown[0])
5040 ClearActiveID();
5041 }
5042 }
5043}
5044
5045// Initiate focusing and moving window when clicking on empty space or title bar.
5046// Initiate focusing window when clicking on a disabled item.
5047// Handle left-click and right-click focus.
5048void ImGui::UpdateMouseMovingWindowEndFrame()
5049{
5050 ImGuiContext& g = *GImGui;
5051 if (g.ActiveId != 0 || (g.HoveredId != 0 && !g.HoveredIdIsDisabled))
5052 return;
5053
5054 // Unless we just made a window/popup appear
5055 if (g.NavWindow && g.NavWindow->Appearing)
5056 return;
5057
5058 // Click on empty space to focus window and start moving
5059 // (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!)
5060 if (g.IO.MouseClicked[0])
5061 {
5062 // Handle the edge case of a popup being closed while clicking in its empty space.
5063 // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
5064 ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
5065 const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
5066
5067 if (root_window != NULL && !is_closed_popup)
5068 {
5069 StartMouseMovingWindow(g.HoveredWindow); //-V595
5070
5071 // Cancel moving if clicked outside of title bar
5072 if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
5073 if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
5074 if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
5075 g.MovingWindow = NULL;
5076
5077 // Cancel moving if clicked over an item which was disabled or inhibited by popups
5078 // (when g.HoveredIdIsDisabled == true && g.HoveredId == 0 we are inhibited by popups, when g.HoveredIdIsDisabled == true && g.HoveredId != 0 we are over a disabled item)0 already)
5079 if (g.HoveredIdIsDisabled)
5080 g.MovingWindow = NULL;
5081 }
5082 else if (root_window == NULL && g.NavWindow != NULL)
5083 {
5084 // Clicking on void disable focus
5085 FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
5086 }
5087 }
5088
5089 // With right mouse button we close popups without changing focus based on where the mouse is aimed
5090 // Instead, focus will be restored to the window under the bottom-most closed popup.
5091 // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
5092 if (g.IO.MouseClicked[1] && g.HoveredId == 0)
5093 {
5094 // Find the top-most window between HoveredWindow and the top-most Modal Window.
5095 // This is where we can trim the popup stack.
5096 ImGuiWindow* modal = GetTopMostPopupModal();
5097 bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
5098 ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
5099 }
5100}
5101
5102// This is called during NewFrame()->UpdateViewportsNewFrame() only.
5103// Need to keep in sync with SetWindowPos()
5104static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
5105{
5106 window->Pos += delta;
5107 window->ClipRect.Translate(delta);
5108 window->OuterRectClipped.Translate(delta);
5109 window->InnerRect.Translate(delta);
5110 window->DC.CursorPos += delta;
5111 window->DC.CursorStartPos += delta;
5112 window->DC.CursorMaxPos += delta;
5113 window->DC.IdealMaxPos += delta;
5114}
5115
5116static void ScaleWindow(ImGuiWindow* window, float scale)
5117{
5118 ImVec2 origin = window->Viewport->Pos;
5119 window->Pos = ImFloor((window->Pos - origin) * scale + origin);
5120 window->Size = ImTrunc(window->Size * scale);
5121 window->SizeFull = ImTrunc(window->SizeFull * scale);
5122 window->ContentSize = ImTrunc(window->ContentSize * scale);
5123}
5124
5125static bool IsWindowActiveAndVisible(ImGuiWindow* window)
5126{
5127 return (window->Active) && (!window->Hidden);
5128}
5129
5130// 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)
5131void ImGui::UpdateHoveredWindowAndCaptureFlags()
5132{
5133 ImGuiContext& g = *GImGui;
5134 ImGuiIO& io = g.IO;
5135
5136 // FIXME-DPI: This storage was added on 2021/03/31 for test engine, but if we want to multiply WINDOWS_HOVER_PADDING
5137 // by DpiScale, we need to make this window-agnostic anyhow, maybe need storing inside ImGuiWindow.
5138 g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
5139
5140 // Find the window hovered by mouse:
5141 // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
5142 // - 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.
5143 // - 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.
5144 bool clear_hovered_windows = false;
5145 FindHoveredWindowEx(g.IO.MousePos, false, &g.HoveredWindow, &g.HoveredWindowUnderMovingWindow);
5146 IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
5147 g.HoveredWindowBeforeClear = g.HoveredWindow;
5148
5149 // Modal windows prevents mouse from hovering behind them.
5150 ImGuiWindow* modal_window = GetTopMostPopupModal();
5151 if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
5152 clear_hovered_windows = true;
5153
5154 // Disabled mouse hovering (we don't currently clear MousePos, we could)
5155 if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
5156 clear_hovered_windows = true;
5157
5158 // We track click ownership. When clicked outside of a window the click is owned by the application and
5159 // won't report hovering nor request capture even while dragging over our windows afterward.
5160 const bool has_open_popup = (g.OpenPopupStack.Size > 0);
5161 const bool has_open_modal = (modal_window != NULL);
5162 int mouse_earliest_down = -1;
5163 bool mouse_any_down = false;
5164 for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
5165 {
5166 if (io.MouseClicked[i])
5167 {
5168 io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
5169 io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
5170 }
5171 mouse_any_down |= io.MouseDown[i];
5172 if (io.MouseDown[i] || io.MouseReleased[i]) // Increase release frame for our evaluation of earliest button (#1392)
5173 if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
5174 mouse_earliest_down = i;
5175 }
5176 const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
5177 const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
5178
5179 // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
5180 // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
5181 const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
5182 if (!mouse_avail && !mouse_dragging_extern_payload)
5183 clear_hovered_windows = true;
5184
5185 if (clear_hovered_windows)
5186 g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
5187
5188 // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
5189 // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
5190 if (g.WantCaptureMouseNextFrame != -1)
5191 {
5192 io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
5193 }
5194 else
5195 {
5196 io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
5197 io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
5198 }
5199
5200 // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
5201 io.WantCaptureKeyboard = false;
5202 if ((io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) == 0)
5203 {
5204 if ((g.ActiveId != 0) || (modal_window != NULL))
5205 io.WantCaptureKeyboard = true;
5206 else if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && io.ConfigNavCaptureKeyboard)
5207 io.WantCaptureKeyboard = true;
5208 }
5209 if (g.WantCaptureKeyboardNextFrame != -1) // Manual override
5210 io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
5211
5212 // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
5213 io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
5214}
5215
5216// Calling SetupDrawListSharedData() is followed by SetCurrentFont() which sets up the remaining data.
5217static void SetupDrawListSharedData()
5218{
5219 ImGuiContext& g = *GImGui;
5220 ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
5221 for (ImGuiViewportP* viewport : g.Viewports)
5222 virtual_space.Add(viewport->GetMainRect());
5223 g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
5224 g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
5225 g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
5226 g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
5227 if (g.Style.AntiAliasedLines)
5228 g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
5229 if (g.Style.AntiAliasedLinesUseTex && !(g.IO.Fonts->Flags & ImFontAtlasFlags_NoBakedLines))
5230 g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
5231 if (g.Style.AntiAliasedFill)
5232 g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
5233 if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
5234 g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
5235}
5236
5237void ImGui::NewFrame()
5238{
5239 IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
5240 ImGuiContext& g = *GImGui;
5241
5242 // Remove pending delete hooks before frame start.
5243 // This deferred removal avoid issues of removal while iterating the hook vector
5244 for (int n = g.Hooks.Size - 1; n >= 0; n--)
5245 if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
5246 g.Hooks.erase(&g.Hooks[n]);
5247
5248 CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
5249
5250 // Check and assert for various common IO and Configuration mistakes
5251 g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
5252 ErrorCheckNewFrameSanityChecks();
5253 g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
5254
5255 // Load settings on first frame, save settings when modified (after a delay)
5256 UpdateSettings();
5257
5258 g.Time += g.IO.DeltaTime;
5259 g.WithinFrameScope = true;
5260 g.FrameCount += 1;
5261 g.TooltipOverrideCount = 0;
5262 g.WindowsActiveCount = 0;
5263 g.MenusIdSubmittedThisFrame.resize(0);
5264
5265 // Calculate frame-rate for the user, as a purely luxurious feature
5266 g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
5267 g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
5268 g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
5269 g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
5270 g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
5271
5272 // Process input queue (trickle as many events as possible), turn events into writes to IO structure
5273 g.InputEventsTrail.resize(0);
5274 UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
5275
5276 // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
5277 UpdateViewportsNewFrame();
5278
5279 // Setup current font and draw list shared data
5280 // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
5281 g.IO.Fonts->Locked = true;
5282 SetupDrawListSharedData();
5283 SetCurrentFont(GetDefaultFont());
5284 IM_ASSERT(g.Font->IsLoaded());
5285
5286 // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
5287 for (ImGuiViewportP* viewport : g.Viewports)
5288 {
5289 viewport->DrawData = NULL;
5290 viewport->DrawDataP.Valid = false;
5291 }
5292
5293 // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
5294 if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
5295 KeepAliveID(g.DragDropPayload.SourceId);
5296
5297 // [DEBUG]
5298 if (!g.IO.ConfigDebugHighlightIdConflicts || !g.IO.KeyCtrl) // Count is locked while holding CTRL
5299 g.DebugDrawIdConflicts = 0;
5300 if (g.IO.ConfigDebugHighlightIdConflicts && g.HoveredIdPreviousFrameItemCount > 1)
5301 g.DebugDrawIdConflicts = g.HoveredIdPreviousFrame;
5302
5303 // Update HoveredId data
5304 if (!g.HoveredIdPreviousFrame)
5305 g.HoveredIdTimer = 0.0f;
5306 if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
5307 g.HoveredIdNotActiveTimer = 0.0f;
5308 if (g.HoveredId)
5309 g.HoveredIdTimer += g.IO.DeltaTime;
5310 if (g.HoveredId && g.ActiveId != g.HoveredId)
5311 g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
5312 g.HoveredIdPreviousFrame = g.HoveredId;
5313 g.HoveredIdPreviousFrameItemCount = 0;
5314 g.HoveredId = 0;
5315 g.HoveredIdAllowOverlap = false;
5316 g.HoveredIdIsDisabled = false;
5317
5318 // Clear ActiveID if the item is not alive anymore.
5319 // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
5320 // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
5321 if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
5322 {
5323 IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
5324 ClearActiveID();
5325 }
5326
5327 // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
5328 if (g.ActiveId)
5329 g.ActiveIdTimer += g.IO.DeltaTime;
5330 g.LastActiveIdTimer += g.IO.DeltaTime;
5331 g.ActiveIdPreviousFrame = g.ActiveId;
5332 g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
5333 g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
5334 g.ActiveIdIsAlive = 0;
5335 g.ActiveIdHasBeenEditedThisFrame = false;
5336 g.ActiveIdPreviousFrameIsAlive = false;
5337 g.ActiveIdIsJustActivated = false;
5338 if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
5339 g.TempInputId = 0;
5340 if (g.ActiveId == 0)
5341 {
5342 g.ActiveIdUsingNavDirMask = 0x00;
5343 g.ActiveIdUsingAllKeyboardKeys = false;
5344 }
5345
5346 // Record when we have been stationary as this state is preserved while over same item.
5347 // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
5348 // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
5349 if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
5350 g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
5351 else if (g.HoverItemDelayId == 0)
5352 g.HoverItemUnlockedStationaryId = 0;
5353 if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
5354 g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
5355 else if (g.HoveredWindow == NULL)
5356 g.HoverWindowUnlockedStationaryId = 0;
5357
5358 // Update hover delay for IsItemHovered() with delays and tooltips
5359 g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
5360 if (g.HoverItemDelayId != 0)
5361 {
5362 g.HoverItemDelayTimer += g.IO.DeltaTime;
5363 g.HoverItemDelayClearTimer = 0.0f;
5364 g.HoverItemDelayId = 0;
5365 }
5366 else if (g.HoverItemDelayTimer > 0.0f)
5367 {
5368 // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
5369 // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
5370 g.HoverItemDelayClearTimer += g.IO.DeltaTime;
5371 if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
5372 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.
5373 }
5374
5375 // Drag and drop
5376 g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
5377 g.DragDropAcceptIdCurr = 0;
5378 g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
5379 g.DragDropWithinSource = false;
5380 g.DragDropWithinTarget = false;
5381 g.DragDropHoldJustPressedId = 0;
5382 g.TooltipPreviousWindow = NULL;
5383
5384 // Close popups on focus lost (currently wip/opt-in)
5385 //if (g.IO.AppFocusLost)
5386 // ClosePopupsExceptModals();
5387
5388 // Update keyboard input state
5389 UpdateKeyboardInputs();
5390
5391 //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
5392 //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
5393 //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
5394 //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
5395
5396 // Update keyboard/gamepad navigation
5397 NavUpdate();
5398
5399 // Update mouse input state
5400 UpdateMouseInputs();
5401
5402 // Undocking
5403 // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
5404 DockContextNewFrameUpdateUndocking(&g);
5405
5406 // Mark all windows as not visible and compact unused memory.
5407 IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
5408 const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
5409 for (ImGuiWindow* window : g.Windows)
5410 {
5411 window->WasActive = window->Active;
5412 window->Active = false;
5413 window->WriteAccessed = false;
5414 window->BeginCountPreviousFrame = window->BeginCount;
5415 window->BeginCount = 0;
5416
5417 // Garbage collect transient buffers of recently unused windows
5418 if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
5419 GcCompactTransientWindowBuffers(window);
5420 }
5421
5422 // Find hovered window
5423 // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
5424 // (currently needs to be done after the WasActive=Active loop and FindHoveredWindowEx uses ->Active)
5425 UpdateHoveredWindowAndCaptureFlags();
5426
5427 // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
5428 UpdateMouseMovingWindowNewFrame();
5429
5430 // Background darkening/whitening
5431 if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
5432 g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
5433 else
5434 g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
5435
5436 g.MouseCursor = ImGuiMouseCursor_Arrow;
5437 g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
5438
5439 // Platform IME data: reset for the frame
5440 g.PlatformImeDataPrev = g.PlatformImeData;
5441 g.PlatformImeData.WantVisible = false;
5442
5443 // Mouse wheel scrolling, scale
5444 UpdateMouseWheel();
5445
5446 // Garbage collect transient buffers of recently unused tables
5447 for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
5448 if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
5449 TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
5450 for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
5451 if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
5452 TableGcCompactTransientBuffers(&table_temp_data);
5453 if (g.GcCompactAll)
5454 GcCompactTransientMiscBuffers();
5455 g.GcCompactAll = false;
5456
5457 // Closing the focused window restore focus to the first active root window in descending z-order
5458 if (g.NavWindow && !