diff --git a/3rdparty/ocornut-imgui/imgui.cpp b/3rdparty/ocornut-imgui/imgui.cpp index cc2c43334..30679e4d1 100644 --- a/3rdparty/ocornut-imgui/imgui.cpp +++ b/3rdparty/ocornut-imgui/imgui.cpp @@ -136,6 +136,8 @@ Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix. Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 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. - 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 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry! - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). @@ -338,7 +340,6 @@ - window: resizing from any sides? + mouse cursor directives for app. - window: get size/pos helpers given names (see discussion in #249) - scrolling: add horizontal scroll -!- scrolling: set scrolling given a position. !- scrolling: allow immediately effective change of scroll if we haven't appended items yet - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. - widgets: clean up widgets internal toward exposing everything. @@ -372,7 +373,6 @@ - listbox: scrolling should track modified selection. - menus: local shortcuts, global shortcuts (#126) - menus: icons - - menus: see we can allow for click-menu-hold-release-on-item to work (like Windows does) - menus: menubars: some sort of priority / effect of main menu-bar on desktop size? - tabs - separator: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y) @@ -386,6 +386,7 @@ - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt() - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate. + - dragfloat: up/down axis - text edit: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now. - text edit: centered text for slider as input text so it matches typical positioning. - text edit: flag to disable live update of the user buffer. @@ -681,6 +682,8 @@ ImGuiIO::ImGuiIO() MouseDoubleClickTime = 0.30f; MouseDoubleClickMaxDist = 6.0f; MouseDragThreshold = 6.0f; + for (int i = 0; i < ImGuiKey_COUNT; i++) + KeyMap[i] = -1; KeyRepeatDelay = 0.250f; KeyRepeatRate = 0.050f; UserData = NULL; @@ -739,7 +742,7 @@ static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2 rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); } static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2 rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); } static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } -static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +//static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } //static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-lhs.w); } @@ -1000,18 +1003,21 @@ enum ImGuiLayoutType_ enum ImGuiButtonFlags_ { ImGuiButtonFlags_Repeat = 1 << 0, - ImGuiButtonFlags_PressedOnClick = 1 << 1, - ImGuiButtonFlags_FlattenChilds = 1 << 2, - ImGuiButtonFlags_DontClosePopups = 1 << 3, - ImGuiButtonFlags_Disabled = 1 << 4 + ImGuiButtonFlags_PressedOnClick = 1 << 1, // return pressed on click only (default requires click+release) + ImGuiButtonFlags_PressedOnRelease = 1 << 2, // return pressed on release only (default requires click+release) + ImGuiButtonFlags_FlattenChilds = 1 << 3, + ImGuiButtonFlags_DontClosePopups = 1 << 4, + ImGuiButtonFlags_Disabled = 1 << 5, + ImGuiButtonFlags_AlignTextBaseLine = 1 << 6 }; enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ - ImGuiSelectableFlags_MenuItem = 1 << 2, - ImGuiSelectableFlags_Disabled = 1 << 3, - ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 4 + ImGuiSelectableFlags_Menu = 1 << 2, + ImGuiSelectableFlags_MenuItem = 1 << 3, + ImGuiSelectableFlags_Disabled = 1 << 4, + ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 5 }; @@ -1334,6 +1340,8 @@ struct ImGuiState float FramerateSecPerFrame[120]; // calculate estimate of framerate for user int FramerateSecPerFrameIdx; float FramerateSecPerFrameAccum; + bool CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags + bool CaptureKeyboardNextFrame; char TempBuffer[1024*3+1]; // temporary text buffer ImGuiState() @@ -1395,6 +1403,7 @@ struct ImGuiState memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = 0; FramerateSecPerFrameAccum = 0.0f; + CaptureMouseNextFrame = CaptureKeyboardNextFrame = false; } }; @@ -1411,9 +1420,11 @@ struct ImGuiWindow ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame + ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect ImGuiID MoveID; // == window->GetID("#MOVE") float ScrollY; - float ScrollTargetCenterY; // position which we aim to center on + float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered bool ScrollbarY; bool Active; // Set to true on Begin() bool WasActive; @@ -1468,7 +1479,6 @@ public: ImRect TitleBarRect() const { return ImRect(Pos, Pos + ImVec2(SizeFull.x, TitleBarHeight())); } float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } - ImVec2 WindowPadding() const { return ((Flags & ImGuiWindowFlags_ChildWindow) && !(Flags & (ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup))) ? ImVec2(0,0) : GImGui->Style.WindowPadding; } float ScrollbarWidth() const { return ScrollbarY ? GImGui->Style.ScrollbarWidth : 0.0f; } ImU32 Color(ImGuiCol idx, float a=1.f) const { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * a; return ImGui::ColorConvertFloat4ToU32(c); } ImU32 Color(const ImVec4& col) const { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); } @@ -1778,8 +1788,10 @@ ImGuiWindow::ImGuiWindow(const char* name) PosFloat = Pos = ImVec2(0.0f, 0.0f); Size = SizeFull = ImVec2(0.0f, 0.0f); SizeContents = ImVec2(0.0f, 0.0f); + WindowPadding = ImVec2(0.0f, 0.0f); ScrollY = 0.0f; - ScrollTargetCenterY = -1.0f; + ScrollTargetRelY = FLT_MAX; + ScrollTargetCenterRatioY = 0.5f; ScrollbarY = false; Active = WasActive = false; Accessed = false; @@ -2187,9 +2199,10 @@ void ImGui::NewFrame() mouse_earliest_button_down = i; } bool mouse_owned_by_application = mouse_earliest_button_down != -1 && !g.IO.MouseDownOwned[mouse_earliest_button_down]; - g.IO.WantCaptureMouse = (!mouse_owned_by_application && g.HoveredWindow != NULL) || (!mouse_owned_by_application && mouse_any_down) || (g.ActiveId != 0) || (!g.OpenedPopupStack.empty()); - g.IO.WantCaptureKeyboard = (g.ActiveId != 0); + g.IO.WantCaptureMouse = (!mouse_owned_by_application && g.HoveredWindow != NULL) || (!mouse_owned_by_application && mouse_any_down) || (g.ActiveId != 0) || (!g.OpenedPopupStack.empty()) || (g.CaptureMouseNextFrame); + g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (g.CaptureKeyboardNextFrame); g.MouseCursor = ImGuiMouseCursor_Arrow; + g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = false; // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. if (mouse_owned_by_application) @@ -2879,21 +2892,27 @@ bool ImGui::IsPosHoveringAnyWindow(const ImVec2& pos) static bool IsKeyPressedMap(ImGuiKey key, bool repeat) { - ImGuiState& g = *GImGui; - const int key_index = g.IO.KeyMap[key]; + const int key_index = GImGui->IO.KeyMap[key]; return ImGui::IsKeyPressed(key_index, repeat); } +int ImGui::GetKeyIndex(ImGuiKey key) +{ + IM_ASSERT(key >= 0 && key < ImGuiKey_COUNT); + return GImGui->IO.KeyMap[key]; +} + bool ImGui::IsKeyDown(int key_index) { - ImGuiState& g = *GImGui; - IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - return g.IO.KeysDown[key_index]; + if (key_index < 0) return false; + IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown)); + return GImGui->IO.KeysDown[key_index]; } bool ImGui::IsKeyPressed(int key_index, bool repeat) { ImGuiState& g = *GImGui; + if (key_index < 0) return false; IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); const float t = g.IO.KeysDownDuration[key_index]; if (t == 0.0f) @@ -2911,10 +2930,10 @@ bool ImGui::IsKeyPressed(int key_index, bool repeat) bool ImGui::IsKeyReleased(int key_index) { ImGuiState& g = *GImGui; + if (key_index < 0) return false; IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); if (g.IO.KeysDownDurationPrev[key_index] >= 0.0f && !g.IO.KeysDown[key_index]) return true; - return false; } @@ -2961,6 +2980,8 @@ bool ImGui::IsMouseDragging(int button, float lock_threshold) { ImGuiState& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; if (lock_threshold < 0.0f) lock_threshold = g.IO.MouseDragThreshold; return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; @@ -3001,6 +3022,16 @@ void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) GImGui->MouseCursor = cursor_type; } +void ImGui::CaptureKeyboardFromApp() +{ + GImGui->CaptureKeyboardNextFrame = true; +} + +void ImGui::CaptureMouseFromApp() +{ + GImGui->CaptureMouseNextFrame = true; +} + bool ImGui::IsItemHovered() { ImGuiWindow* window = GetCurrentWindow(); @@ -3693,17 +3724,19 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ } } + // Lock window padding so that altering the ShowBorders flag for childs doesn't have side-effects. + window->WindowPadding = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup))) ? ImVec2(0,0) : style.WindowPadding; + // Calculate auto-fit size ImVec2 size_auto_fit; - ImVec2 window_padding = window->WindowPadding(); if ((flags & ImGuiWindowFlags_Tooltip) != 0) { // Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose. - size_auto_fit = window->SizeContents + window_padding - ImVec2(0.0f, style.ItemSpacing.y); + size_auto_fit = window->SizeContents + window->WindowPadding - ImVec2(0.0f, style.ItemSpacing.y); } else { - size_auto_fit = ImClamp(window->SizeContents + window_padding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - window_padding)); + size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - window->WindowPadding)); if (size_auto_fit.y < window->SizeContents.y && !(flags & ImGuiWindowFlags_NoScrollbar)) size_auto_fit.x += style.ScrollbarWidth; size_auto_fit.y = ImMax(size_auto_fit.y - style.ItemSpacing.y, 0.0f); @@ -3837,10 +3870,11 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = IM_INT_MAX; // Apply scrolling - if (window->ScrollTargetCenterY >= 0.0f) + if (window->ScrollTargetRelY < FLT_MAX) { - window->ScrollY = window->ScrollTargetCenterY - (window->Pos.y + (window->SizeFull.y + window->TitleBarHeight() + window->WindowPadding().y) * 0.5f); - window->ScrollTargetCenterY = -1.0f; + float center_ratio_y = window->ScrollTargetCenterRatioY; + window->ScrollY = window->ScrollTargetRelY - ((1.0f - center_ratio_y) * window->TitleBarHeight()) - (center_ratio_y * window->SizeFull.y); + window->ScrollTargetRelY = FLT_MAX; } window->ScrollY = ImMax(window->ScrollY, 0.0f); if (!window->Collapsed && !window->SkipItems) @@ -3963,9 +3997,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ } // Setup drawing context - window->DC.ColumnsStartX = window->WindowPadding().x; + window->DC.ColumnsStartX = window->WindowPadding.x; window->DC.ColumnsOffsetX = 0.0f; - window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding().y) - ImVec2(0.0f, window->ScrollY); + window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y) - ImVec2(0.0f, window->ScrollY); window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; @@ -4039,7 +4073,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_ // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame // Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior. const ImRect title_bar_rect = window->TitleBarRect(); - ImVec4 clip_rect(title_bar_rect.Min.x+0.5f+window->WindowPadding().x*0.5f, title_bar_rect.Max.y+window->MenuBarHeight()+0.5f, window->Rect().Max.x+0.5f-window->WindowPadding().x*0.5f, window->Rect().Max.y-1.5f); + ImVec4 clip_rect(title_bar_rect.Min.x+0.5f+window->WindowPadding.x*0.5f, title_bar_rect.Max.y+window->MenuBarHeight()+0.5f, window->Rect().Max.x+0.5f-window->WindowPadding.x*0.5f, window->Rect().Max.y-1.5f); if (window->ScrollbarY) clip_rect.z -= style.ScrollbarWidth; PushClipRect(clip_rect); @@ -4483,8 +4517,7 @@ bool ImGui::IsRootWindowOrAnyChildFocused() float ImGui::GetWindowWidth() { - ImGuiState& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* window = GImGui->CurrentWindow; return window->Size.x; } @@ -4666,12 +4699,11 @@ void ImGui::SetNextWindowFocus() ImVec2 ImGui::GetContentRegionMax() { ImGuiWindow* window = GetCurrentWindow(); - ImVec2 window_padding = window->WindowPadding(); - ImVec2 mx = window->Size - window_padding; + ImVec2 mx = window->Size - window->WindowPadding; if (window->DC.ColumnsCount != 1) { mx.x = ImGui::GetColumnOffset(window->DC.ColumnsCurrent + 1); - mx.x -= window_padding.x; + mx.x -= window->WindowPadding.x; } else { @@ -4683,13 +4715,13 @@ ImVec2 ImGui::GetContentRegionMax() ImVec2 ImGui::GetWindowContentRegionMin() { ImGuiWindow* window = GetCurrentWindow(); - return ImVec2(0, window->TitleBarHeight() + window->MenuBarHeight()) + window->WindowPadding(); + return ImVec2(0, window->TitleBarHeight() + window->MenuBarHeight()) + window->WindowPadding; } ImVec2 ImGui::GetWindowContentRegionMax() { ImGuiWindow* window = GetCurrentWindow(); - ImVec2 m = window->Size - window->WindowPadding(); + ImVec2 m = window->Size - window->WindowPadding; m.x -= window->ScrollbarWidth(); return m; } @@ -4738,8 +4770,8 @@ void ImGui::SetWindowFontScale(float scale) g.FontSize = window->CalcFontSize(); } -// NB: internally we store CursorPos in absolute screen coordinates because it is more convenient. -// Conversion happens as we pass the value to user, but it makes our naming convention dodgy. May want to rename 'DC.CursorPos'. +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. ImVec2 ImGui::GetCursorPos() { ImGuiWindow* window = GetCurrentWindow(); @@ -4777,6 +4809,12 @@ void ImGui::SetCursorPosY(float y) window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); } +ImVec2 ImGui::GetCursorStartPos() +{ + ImGuiWindow* window = GetCurrentWindow(); + return window->DC.CursorStartPos - window->Pos; +} + ImVec2 ImGui::GetCursorScreenPos() { ImGuiWindow* window = GetCurrentWindow(); @@ -4789,7 +4827,7 @@ void ImGui::SetCursorScreenPos(const ImVec2& screen_pos) window->DC.CursorPos = screen_pos; } -float ImGui::GetScrollPosY() +float ImGui::GetScrollY() { ImGuiWindow* window = GetCurrentWindow(); return window->ScrollY; @@ -4801,10 +4839,29 @@ float ImGui::GetScrollMaxY() return window->SizeContents.y - window->SizeFull.y; } -void ImGui::SetScrollPosHere() +void ImGui::SetScrollY(float scroll_y) { ImGuiWindow* window = GetCurrentWindow(); - window->ScrollTargetCenterY = (float)(int)(window->DC.CursorPos.y + window->ScrollY - window->DC.PrevLineHeight * 0.5f); + window->ScrollTargetRelY = scroll_y + window->TitleBarHeight(); // title bar height cancelled out when using ScrollTargetRelY + window->ScrollTargetCenterRatioY = 0.0f; +} + +void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio) +{ + // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size + ImGuiWindow* window = GetCurrentWindow(); + IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); + window->ScrollTargetRelY = (float)(int)(pos_y + window->ScrollY); + if (center_y_ratio <= 0.0f && window->ScrollTargetRelY <= window->WindowPadding.y) // Minor hack to make "scroll to top" take account of WindowPadding, else it would scroll to (WindowPadding.y - ItemSpacing.y) + window->ScrollTargetRelY = 0.0f; + window->ScrollTargetCenterRatioY = center_y_ratio; +} + +void ImGui::SetScrollHere(float center_y_ratio) +{ + ImGuiWindow* window = GetCurrentWindow(); + float target_y = window->DC.CursorPosPrevLine.y + (window->DC.PrevLineHeight * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. + ImGui::SetScrollFromPosY(target_y - window->Pos.y, center_y_ratio); } void ImGui::SetKeyboardFocusHere(int offset) @@ -4923,11 +4980,11 @@ void ImGui::TextUnformatted(const char* text, const char* text_end) // Lines to skip (can't skip when logging text) if (!g.LogEnabled) { - int lines_skippable = (int)((clip_rect.y - text_pos.y) / line_height) - 1; + int lines_skippable = (int)((clip_rect.y - text_pos.y) / line_height); if (lines_skippable > 0) { int lines_skipped = 0; - while (line < text_end && lines_skipped <= lines_skippable) + while (line < text_end && lines_skipped < lines_skippable) { const char* line_end = strchr(line, '\n'); line = line_end + 1; @@ -5046,7 +5103,7 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window) { // An active popup disable hovering on other windows (apart from its own children) ImGuiState& g = *GImGui; - if (ImGuiWindow* focused_window = g.FocusedWindow) + if (ImGuiWindow* focused_window = g.FocusedWindow) if (ImGuiWindow* focused_root_window = focused_window->RootWindow) if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) != 0 && focused_root_window->WasActive && focused_root_window != window->RootWindow) return false; @@ -5101,6 +5158,11 @@ static bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } FocusWindow(window); } + else if (g.IO.MouseReleased[0] && (flags & ImGuiButtonFlags_PressedOnRelease)) + { + pressed = true; + SetActiveId(0); + } else if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && ImGui::IsMouseClicked(0, true)) { pressed = true; @@ -5140,8 +5202,12 @@ static bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), Im const ImGuiID id = window->GetID(label); const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true); + ImVec2 pos = window->DC.CursorPos; + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) + pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y; const ImVec2 size(size_arg.x != 0.0f ? size_arg.x : (label_size.x + style.FramePadding.x*2), size_arg.y != 0.0f ? size_arg.y : (label_size.y + style.FramePadding.y*2)); - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); + + const ImRect bb(pos, pos + size); ItemSize(bb, style.FramePadding.y); if (!ItemAdd(bb, &id)) return false; @@ -5173,7 +5239,7 @@ bool ImGui::SmallButton(const char* label) ImGuiState& g = *GImGui; float backup_padding_y = g.Style.FramePadding.y; g.Style.FramePadding.y = 0.0f; - bool pressed = ButtonEx(label); + bool pressed = ButtonEx(label, ImVec2(0,0), ImGuiButtonFlags_AlignTextBaseLine); g.Style.FramePadding.y = backup_padding_y; return pressed; } @@ -5448,7 +5514,7 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display } // Framed header expand a little outside the default padding - const ImVec2 window_padding = window->WindowPadding(); + const ImVec2 window_padding = window->WindowPadding; const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImVec2 pos_min = window->DC.CursorPos; const ImVec2 pos_max = window->Pos + GetContentRegionMax(); @@ -6351,6 +6417,31 @@ bool ImGui::DragFloat4(const char* label, float v[2], float v_speed, float v_min return DragFloatN(label, v, 4, v_speed, v_min, v_max, display_format, power); } +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* display_format, const char* display_format_max, float power) +{ + ImGuiState& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGui::PushID(label); + ImGui::BeginGroup(); + PushMultiItemsWidths(2); + + bool value_changed = ImGui::DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format, power); + ImGui::PopItemWidth(); + ImGui::SameLine(0, (int)g.Style.ItemInnerSpacing.x); + value_changed |= ImGui::DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, display_format_max ? display_format_max : display_format, power); + ImGui::PopItemWidth(); + ImGui::SameLine(0, (int)g.Style.ItemInnerSpacing.x); + + ImGui::TextUnformatted(label, FindTextDisplayEnd(label)); + ImGui::EndGroup(); + ImGui::PopID(); + + return value_changed; +} + // NB: v_speed is float to allow adjusting the drag speed with more precision bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* display_format) { @@ -6404,6 +6495,31 @@ bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int return DragIntN(label, v, 4, v_speed, v_min, v_max, display_format); } +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* display_format, const char* display_format_max) +{ + ImGuiState& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGui::PushID(label); + ImGui::BeginGroup(); + PushMultiItemsWidths(2); + + bool value_changed = ImGui::DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? IM_INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format); + ImGui::PopItemWidth(); + ImGui::SameLine(0, (int)g.Style.ItemInnerSpacing.x); + value_changed |= ImGui::DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? IM_INT_MAX : v_max, display_format_max ? display_format_max : display_format); + ImGui::PopItemWidth(); + ImGui::SameLine(0, (int)g.Style.ItemInnerSpacing.x); + + ImGui::TextUnformatted(label, FindTextDisplayEnd(label)); + ImGui::EndGroup(); + ImGui::PopID(); + + return value_changed; +} + enum ImGuiPlotType { ImGuiPlotType_Lines, @@ -6457,7 +6573,7 @@ static void Plot(ImGuiPlotType plot_type, const char* label, float (*values_gett // Tooltip on hover int v_hovered = -1; - if (IsMouseHoveringRect(inner_bb)) + if (IsHovered(inner_bb, 0)) { const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); const int v_idx = (int)(t * (values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0))); @@ -7713,7 +7829,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi *current_item = i; } if (item_selected && menu_toggled) - ImGui::SetScrollPosHere(); + ImGui::SetScrollHere(); ImGui::PopID(); } ImGui::EndPopup(); @@ -7745,7 +7861,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ItemSize(bb); // Fill horizontal space. - ImVec2 window_padding = window->WindowPadding(); + ImVec2 window_padding = window->WindowPadding; float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? ImGui::GetWindowContentRegionMax().x : ImGui::GetContentRegionMax().x; float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x); ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y); @@ -7769,8 +7885,12 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl return false; } + ImGuiButtonFlags button_flags = 0; + if (flags & ImGuiSelectableFlags_Menu) button_flags |= ImGuiButtonFlags_PressedOnClick; + if (flags & ImGuiSelectableFlags_MenuItem) button_flags |= ImGuiButtonFlags_PressedOnClick|ImGuiButtonFlags_PressedOnRelease; + if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled; bool hovered, held; - bool pressed = ButtonBehavior(bb_with_spacing, id, &hovered, &held, true, ((flags & ImGuiSelectableFlags_MenuItem) ? ImGuiButtonFlags_PressedOnClick : 0) | ((flags & ImGuiSelectableFlags_Disabled) ? ImGuiButtonFlags_Disabled : 0)); + bool pressed = ButtonBehavior(bb_with_spacing, id, &hovered, &held, true, button_flags); if (flags & ImGuiSelectableFlags_Disabled) selected = false; @@ -8024,11 +8144,11 @@ bool ImGui::BeginMenu(const char* label, bool enabled) ImVec2 popup_pos, pos = window->DC.CursorPos; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { - popup_pos = ImVec2(pos.x - window->WindowPadding().x, pos.y - style.FramePadding.y + window->MenuBarHeight()); + popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight()); window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f); float w = label_size.x; - pressed = ImGui::Selectable(label, opened, ImGuiSelectableFlags_MenuItem | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + pressed = ImGui::Selectable(label, opened, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); ImGui::PopStyleVar(); ImGui::SameLine(); window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f); @@ -8038,7 +8158,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame float extra_w = ImMax(0.0f, window->Pos.x + ImGui::GetContentRegionMax().x - pos.x - w); - pressed = ImGui::Selectable(label, opened, ImGuiSelectableFlags_MenuItem | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); + pressed = ImGui::Selectable(label, opened, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f)); if (!enabled) ImGui::PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); RenderCollapseTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.20f, 0.0f), false); if (!enabled) ImGui::PopStyleColor(); @@ -9301,19 +9421,6 @@ void ImFontAtlas::Clear() ClearFonts(); } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -void ImGui::GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size) -{ - printf("GetDefaultFontData() is obsoleted in ImGui 1.30.\n"); - printf("Please use ImGui::GetIO().Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() functions to retrieve uncompressed texture data.\n"); - if (fnt_data) *fnt_data = NULL; - if (fnt_size) *fnt_size = 0; - if (png_data) *png_data = NULL; - if (png_size) *png_size = 0; - IM_ASSERT(false); -} -#endif - void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) { // Lazily build @@ -10884,7 +10991,7 @@ void ImGui::ShowTestWindow(bool* opened) if (ImGui::TreeNode("Clipping")) { static ImVec2 size(100, 100), offset(50, 20); - ImGui::TextWrapped("On a per-widget basis we are occasionally clipping text if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost."); + ImGui::TextWrapped("On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost."); ImGui::DragFloat2("size", (float*)&size, 0.5f, 0.0f, 200.0f, "%.0f"); ImGui::DragFloat2("offset", (float*)&offset, 0.5f, -200, 200.0f, "%.0f"); ImVec2 pos = ImGui::GetCursorScreenPos(); @@ -11125,6 +11232,19 @@ void ImGui::ShowTestWindow(bool* opened) //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4); //ImGui::PopItemWidth(); + if (ImGui::TreeNode("Ranges")) + { + ImGui::Unindent(); + + static float begin = 10, end = 90; + static int begin_i = 100, end_i = 1000; + ImGui::DragFloatRange2("range", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%"); + ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %.0f units", "Max: %.0f units"); + + ImGui::Indent(); + ImGui::TreePop(); + } + if (ImGui::TreeNode("Multi-component Widgets")) { ImGui::Unindent(); @@ -11271,10 +11391,10 @@ void ImGui::ShowTestWindow(bool* opened) { ImGui::Text("%04d: scrollable region", i); if (goto_line && line == i) - ImGui::SetScrollPosHere(); + ImGui::SetScrollHere(); } if (goto_line && line >= 100) - ImGui::SetScrollPosHere(); + ImGui::SetScrollHere(); ImGui::EndChild(); ImGui::SameLine(); @@ -11465,6 +11585,43 @@ void ImGui::ShowTestWindow(bool* opened) ImGui::TreePop(); } + + if (ImGui::TreeNode("Scrolling")) + { + ImGui::TextWrapped("Use SetScrollHere() or SetScrollFromPosY() to scroll to a given position."); + static bool track = true; + static int track_line = 50, scroll_to_px = 200; + ImGui::Checkbox("Track", &track); + ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 9999, "Line %.0f"); + bool scroll_to = ImGui::Button("Scroll To"); + ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "y = %.0f px"); + if (scroll_to) track = false; + + for (int i = 0; i < 5; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::BeginGroup(); + ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom"); + ImGui::BeginChild(ImGui::GetID((void *)(intptr_t)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true); + if (scroll_to) + ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f); + for (int line = 0; line < 100; line++) + { + if (track && line == track_line) + { + ImGui::TextColored(ImColor(255,255,0), "Line %d", line); + ImGui::SetScrollHere(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + } + else + { + ImGui::Text("Line %d", line); + } + } + ImGui::EndChild(); + ImGui::EndGroup(); + } + ImGui::TreePop(); + } } if (ImGui::CollapsingHeader("Popups & Modal windows")) @@ -11829,6 +11986,10 @@ void ImGui::ShowTestWindow(bool* opened) ImGui::Text("WantCaptureMouse: %s", io.WantCaptureMouse ? "true" : "false"); ImGui::Text("WantCaptureKeyboard: %s", io.WantCaptureKeyboard ? "true" : "false"); + ImGui::Button("Hover me\nto enforce\ninputs capture"); + if (ImGui::IsItemHovered()) + ImGui::CaptureKeyboardFromApp(); + ImGui::TreePop(); } @@ -12213,7 +12374,7 @@ struct ExampleAppConsole ImGui::PopStyleColor(); } if (ScrollToBottom) - ImGui::SetScrollPosHere(); + ImGui::SetScrollHere(); ScrollToBottom = false; ImGui::PopStyleVar(); ImGui::EndChild(); diff --git a/3rdparty/ocornut-imgui/imgui.h b/3rdparty/ocornut-imgui/imgui.h index 4401d7098..d898bacf2 100644 --- a/3rdparty/ocornut-imgui/imgui.h +++ b/3rdparty/ocornut-imgui/imgui.h @@ -6,7 +6,9 @@ #pragma once +#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) #include "imconfig.h" // User-editable configuration file +#endif #include // FLT_MAX #include // va_list #include // ptrdiff_t, NULL @@ -58,7 +60,7 @@ struct ImVec2 ImVec2() { x = y = 0.0f; } ImVec2(float _x, float _y) { x = _x; y = _y; } -#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2. +#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2. IM_VEC2_CLASS_EXTRA #endif }; @@ -69,7 +71,7 @@ struct ImVec4 ImVec4() { x = y = z = w = 0.0f; } ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } -#ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec4. +#ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4. IM_VEC4_CLASS_EXTRA #endif }; @@ -103,11 +105,10 @@ namespace ImGui IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging imgui // Window - // See implementation in .cpp for details - IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false). + IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false). IMGUI_API bool Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // this is the older/longer API. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! maybe obsolete this API eventually. IMGUI_API void End(); - IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400). + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400). IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // " IMGUI_API void EndChild(); IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates @@ -136,9 +137,11 @@ namespace ImGui IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. - IMGUI_API float GetScrollPosY(); // get scrolling position [0..GetScrollMaxY()] - IMGUI_API float GetScrollMaxY(); // get maximum scrolling position == ContentSize.Y - WindowSize.Y - IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position + IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount == ContentSize.Y - WindowSize.Y + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] + IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. + IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API ImGuiStorage* GetStateStorage(); @@ -163,22 +166,6 @@ namespace ImGui IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return true multiple times as you hold them (uses io.KeyRepeatDelay/io.KeyRepeatRate for now) IMGUI_API void PopButtonRepeat(); - // Tooltip - IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins - IMGUI_API void SetTooltipV(const char* fmt, va_list args); - IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text - IMGUI_API void EndTooltip(); - - // Popup - IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). close childs popups if any. will close popup when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. - IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true! - IMGUI_API bool BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside) - IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item - IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window - IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window) - IMGUI_API void EndPopup(); - IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. - // Cursor / Layout IMGUI_API void BeginGroup(); // once closing a group it is seen as a single item (so you can use IsItemHovered() on a group, SameLine() between groups, etc. IMGUI_API void EndGroup(); @@ -201,6 +188,7 @@ namespace ImGui IMGUI_API void SetCursorPos(const ImVec2& pos); // " IMGUI_API void SetCursorPosX(float x); // " IMGUI_API void SetCursorPosY(float y); // " + IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets @@ -209,8 +197,8 @@ namespace ImGui IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y // ID scopes - // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them - // You can also use "##extra" within your widget name to distinguish them from each others (see 'Programmer Guide') + // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them. + // You can also use "##extra" within your widget name to distinguish them from each others. Read the FAQ for more details. IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack! IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); IMGUI_API void PushID(const void* ptr_id); @@ -262,10 +250,12 @@ namespace ImGui IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", const char* display_format_max = NULL, float power = 1.0f); IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_min >= v_max we have no bound IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f", const char* display_format_max = NULL); // Widgets: Input IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL); @@ -312,7 +302,21 @@ namespace ImGui IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " IMGUI_API void ListBoxFooter(); // terminate the scrolling region - // Widgets: Menus + // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + IMGUI_API void Color(const char* prefix, const ImVec4& v); + IMGUI_API void Color(const char* prefix, unsigned int v); + + // Tooltip + IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins + IMGUI_API void SetTooltipV(const char* fmt, va_list args); + IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text + IMGUI_API void EndTooltip(); + + // Menus IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true! IMGUI_API void EndMainMenuBar(); IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set). only call EndMenuBar() if this returns true! @@ -322,13 +326,15 @@ namespace ImGui IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL - // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) - IMGUI_API void Value(const char* prefix, bool b); - IMGUI_API void Value(const char* prefix, int v); - IMGUI_API void Value(const char* prefix, unsigned int v); - IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); - IMGUI_API void Color(const char* prefix, const ImVec4& v); - IMGUI_API void Color(const char* prefix, unsigned int v); + // Popup + IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). close childs popups if any. will close popup when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. + IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true! + IMGUI_API bool BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside) + IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item + IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window) + IMGUI_API void EndPopup(); + IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. // Logging: all text output from interface is redirected to tty/file/clipboard. Tree nodes are automatically opened. IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty @@ -353,23 +359,7 @@ namespace ImGui IMGUI_API bool IsRootWindowFocused(); // is current root window focused (top parent window in case of child windows) IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization) - IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry, uses your own indices! - IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // " - IMGUI_API bool IsKeyReleased(int key_index); // " - IMGUI_API bool IsMouseDown(int button); - IMGUI_API bool IsMouseClicked(int button, bool repeat = false); - IMGUI_API bool IsMouseDoubleClicked(int button); - IMGUI_API bool IsMouseReleased(int button); - IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window) - IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any active imgui window - IMGUI_API bool IsMouseHoveringRect(const ImVec2& rect_min, const ImVec2& rect_max);// is mouse hovering given bounding rect - IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window - IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls - IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold - IMGUI_API void ResetMouseDragDelta(int button = 0); - IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you - IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type IMGUI_API float GetTime(); IMGUI_API int GetFrameCount(); IMGUI_API const char* GetStyleColName(ImGuiCol idx); @@ -384,6 +374,27 @@ namespace ImGui IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + // Inputs + IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] + IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices! + IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(int key_index); // " + IMGUI_API bool IsMouseDown(int button); // is mouse button held + IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) + IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. + IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) + IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window) + IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any active imgui window + IMGUI_API bool IsMouseHoveringRect(const ImVec2& rect_min, const ImVec2& rect_max);// is mouse hovering given bounding rect + IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold + IMGUI_API void ResetMouseDragDelta(int button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type + IMGUI_API void CaptureKeyboardFromApp(); // manually enforce imgui setting the io.WantCaptureKeyboard flag next frame (your application needs to handle it). e.g. capture keyboard when your widget is being hovered. + IMGUI_API void CaptureMouseFromApp(); // manually enforce imgui setting the io.WantCaptureMouse flag next frame (your application needs to handle it). + // Helpers functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO() IMGUI_API void* MemAlloc(size_t sz); IMGUI_API void MemFree(void* ptr); @@ -396,7 +407,6 @@ namespace ImGui // Obsolete (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - IMGUI_API void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size); // OBSOLETE 1.30+ static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); } // OBSOLETE 1.34+ static inline bool GetWindowIsFocused() { return ImGui::IsWindowFocused(); } // OBSOLETE 1.36+ static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+ @@ -405,6 +415,7 @@ namespace ImGui static inline bool IsClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.38+ static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+ static inline bool IsMouseHoveringBox(const ImVec2& rect_min, const ImVec2& rect_max) { return IsMouseHoveringRect(rect_min, rect_max); } // OBSOLETE 1.36+ + static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+ #endif } // namespace ImGui @@ -465,23 +476,25 @@ enum ImGuiSelectableFlags_ // User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array enum ImGuiKey_ { - ImGuiKey_Tab, - ImGuiKey_LeftArrow, - ImGuiKey_RightArrow, - ImGuiKey_UpArrow, - ImGuiKey_DownArrow, - ImGuiKey_Home, - ImGuiKey_End, - ImGuiKey_Delete, - ImGuiKey_Backspace, - ImGuiKey_Enter, - ImGuiKey_Escape, - ImGuiKey_A, // for CTRL+A: select all - ImGuiKey_C, // for CTRL+C: copy - ImGuiKey_V, // for CTRL+V: paste - ImGuiKey_X, // for CTRL+X: cut - ImGuiKey_Y, // for CTRL+Y: redo - ImGuiKey_Z, // for CTRL+Z: undo + ImGuiKey_Tab, // for tabbing through fields + ImGuiKey_LeftArrow, // for text edit + ImGuiKey_RightArrow,// for text edit + ImGuiKey_UpArrow, // for text edit + ImGuiKey_DownArrow, // for text edit + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, // for text edit + ImGuiKey_End, // for text edit + ImGuiKey_Delete, // for text edit + ImGuiKey_Backspace, // for text edit + ImGuiKey_Enter, // for text edit + ImGuiKey_Escape, // for text edit + ImGuiKey_A, // for text edit CTRL+A: select all + ImGuiKey_C, // for text edit CTRL+C: copy + ImGuiKey_V, // for text edit CTRL+V: paste + ImGuiKey_X, // for text edit CTRL+X: cut + ImGuiKey_Y, // for text edit CTRL+Y: redo + ImGuiKey_Z, // for text edit CTRL+Z: undo ImGuiKey_COUNT }; @@ -558,7 +571,7 @@ enum ImGuiAlign_ ImGuiAlign_Right = 1 << 2, ImGuiAlign_Top = 1 << 3, ImGuiAlign_VCenter = 1 << 4, - ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top, + ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top }; // Enumeration for ColorEditMode()