Bump ImGui do 1.85 + docking.

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Bartosz Taudul 2021-10-12 20:23:38 +02:00
parent bcaac7b53f
commit 2493cad5ad
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12 changed files with 1692 additions and 1014 deletions

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@ -33,7 +33,7 @@
// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)

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@ -1,4 +1,4 @@
// dear imgui, v1.84
// dear imgui, v1.85
// (headers)
// Help:
@ -15,7 +15,10 @@
// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Issues & support https://github.com/ocornut/imgui/issues
// - Discussions https://github.com/ocornut/imgui/discussions
// Getting Started?
// - For first-time users having issues compiling/linking/running or issues loading fonts:
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
/*
@ -61,8 +64,8 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.84.1"
#define IMGUI_VERSION_NUM 18403
#define IMGUI_VERSION "1.85"
#define IMGUI_VERSION_NUM 18500
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
@ -92,7 +95,7 @@ Index of this file:
#endif
// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__)
#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
@ -166,7 +169,7 @@ struct ImGuiTextFilter; // Helper to parse and apply text filters (e
struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
@ -207,27 +210,22 @@ typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: f
typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
// Other types
#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
#endif
typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
typedef ImWchar32 ImWchar;
#else
typedef ImWchar16 ImWchar;
// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
#ifndef ImTextureID
typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
#endif
// Basic scalar data types
// ImDrawIdx: vertex index. [Compile-time configurable type]
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
#endif
// Scalar data types
typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
typedef signed char ImS8; // 8-bit signed integer
typedef unsigned char ImU8; // 8-bit unsigned integer
typedef signed short ImS16; // 16-bit signed integer
@ -246,7 +244,24 @@ typedef signed long long ImS64; // 64-bit signed integer (post C++11)
typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
#endif
// 2D vector (often used to store positions or sizes)
// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
typedef ImWchar32 ImWchar;
#else
typedef ImWchar16 ImWchar;
#endif
// Callback and functions types
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec2
{
@ -260,7 +275,7 @@ struct ImVec2
#endif
};
// 4D vector (often used to store floating-point colors)
// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
struct ImVec4
{
float x, y, z, w;
@ -299,6 +314,7 @@ namespace ImGui
// Demo, Debug, Information
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
@ -377,9 +393,8 @@ namespace ImGui
// - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
IMGUI_API float GetWindowContentRegionWidth(); //
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
// Windows Scrolling
IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
@ -518,12 +533,12 @@ namespace ImGui
IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
// Widgets: Drag Sliders
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
// - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
@ -542,7 +557,7 @@ namespace ImGui
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
// Widgets: Regular Sliders
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
@ -628,7 +643,7 @@ namespace ImGui
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
// Widgets: Data Plotting
// - Consider using ImPlot (https://github.com/epezent/implot)
// - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
@ -831,6 +846,7 @@ namespace ImGui
// Disabling [BETA API]
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
IMGUI_API void BeginDisabled(bool disabled = true);
IMGUI_API void EndDisabled();
@ -1294,9 +1310,11 @@ enum ImGuiTableBgTarget_
enum ImGuiFocusedFlags_
{
ImGuiFocusedFlags_None = 0,
ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
};
@ -1309,11 +1327,13 @@ enum ImGuiHoveredFlags_
ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
};
@ -1329,7 +1349,7 @@ enum ImGuiDockNodeFlags_
ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty.
ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
ImGuiDockNodeFlags_NoSplit = 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved.
ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programatically setup dockspaces.
ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node.
};
@ -1987,6 +2007,7 @@ struct ImGuiIO
// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------
bool WantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
ImGuiKeyModFlags KeyModsPrev; // Previous key mods
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
@ -1995,7 +2016,8 @@ struct ImGuiIO
bool MouseClicked[5]; // Mouse button went from !Down to Down
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
bool MouseReleased[5]; // Mouse button went from Down to !Down
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwnedUnlessPopupClose[5];//Track if button was clicked inside a dear imgui window.
bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
@ -2382,13 +2404,6 @@ struct ImDrawCmd
inline ImTextureID GetTexID() const { return TextureId; }
};
// Vertex index, default to 16-bit
// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended).
// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h.
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx;
#endif
// Vertex layout
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
struct ImDrawVert
@ -3067,6 +3082,8 @@ struct ImGuiPlatformMonitor
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
// OBSOLETED in 1.85 (from August 2021)
static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
// OBSOLETED in 1.81 (from February 2021)
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }

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@ -1,4 +1,4 @@
// dear imgui, v1.84
// dear imgui, v1.85
// (demo code)
// Help:
@ -308,10 +308,12 @@ void ImGui::ShowDemoWindow(bool* p_open)
// Dear ImGui Apps (accessible from the "Tools" menu)
static bool show_app_metrics = false;
static bool show_app_stack_tool = false;
static bool show_app_style_editor = false;
static bool show_app_about = false;
if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); }
if (show_app_stack_tool) { ImGui::ShowStackToolWindow(&show_app_stack_tool); }
if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); }
if (show_app_style_editor)
{
@ -396,9 +398,13 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::MenuItem("Documents", NULL, &show_app_documents);
ImGui::EndMenu();
}
//if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar!
if (ImGui::BeginMenu("Tools"))
{
#ifndef IMGUI_DISABLE_METRICS_WINDOW
ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics);
ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool);
#endif
ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about);
ImGui::EndMenu();
@ -1613,16 +1619,17 @@ static void ShowDemoWindowWidgets()
}
// Plot/Graph widgets are not very good.
// Consider writing your own, or using a third-party one, see:
// - ImPlot https://github.com/epezent/implot
// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions
// Consider using a third-party library such as ImPlot: https://github.com/epezent/implot
// (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions)
if (ImGui::TreeNode("Plots Widgets"))
{
static bool animate = true;
ImGui::Checkbox("Animate", &animate);
// Plot as lines and plot as histogram
static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));
ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));
// Fill an array of contiguous float values to plot
// Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float
@ -1652,7 +1659,6 @@ static void ShowDemoWindowWidgets()
sprintf(overlay, "avg %f", average);
ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f));
}
ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));
// Use functions to generate output
// FIXME: This is rather awkward because current plot API only pass in indices.
@ -2237,7 +2243,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
if (ImGui::TreeNode("Querying Status (Edited/Active/Hovered etc.)"))
if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)"))
{
// Select an item type
const char* item_names[] =
@ -2323,43 +2329,75 @@ static void ShowDemoWindowWidgets()
if (item_disabled)
ImGui::EndDisabled();
char buf[1] = "";
ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);
ImGui::SameLine();
HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.");
ImGui::TreePop();
}
if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)"))
{
static bool embed_all_inside_a_child_window = false;
ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window);
ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window);
if (embed_all_inside_a_child_window)
ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true);
// Testing IsWindowFocused() function with its various flags.
// Note that the ImGuiFocusedFlags_XXX flags can be combined.
ImGui::BulletText(
"IsWindowFocused() = %d\n"
"IsWindowFocused(_ChildWindows) = %d\n"
"IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"
"IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n"
"IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
"IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n"
"IsWindowFocused(_RootWindow) = %d\n"
"IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n"
"IsWindowFocused(_AnyWindow) = %d\n",
ImGui::IsWindowFocused(),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
// Testing IsWindowHovered() function with its various flags.
// Note that the ImGuiHoveredFlags_XXX flags can be combined.
ImGui::BulletText(
"IsWindowHovered() = %d\n"
"IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
"IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
"IsWindowHovered(_ChildWindows) = %d\n"
"IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
"IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n"
"IsWindowHovered(_RootWindow) = %d\n"
"IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
"IsWindowHovered(_AnyWindow) = %d\n",
ImGui::IsWindowHovered(),
ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow));
ImGui::BeginChild("child", ImVec2(0, 50), true);
@ -2368,9 +2406,6 @@ static void ShowDemoWindowWidgets()
if (embed_all_inside_a_child_window)
ImGui::EndChild();
static char unused_str[] = "This widget is only here to be able to tab-out of the widgets above.";
ImGui::InputText("unused", unused_str, IM_ARRAYSIZE(unused_str), ImGuiInputTextFlags_ReadOnly);
// Calling IsItemHovered() after begin returns the hovered status of the title bar.
// This is useful in particular if you want to create a context menu associated to the title bar of a window.
// This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties).
@ -2427,7 +2462,7 @@ static void ShowDemoWindowLayout()
ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar;
if (disable_mouse_wheel)
window_flags |= ImGuiWindowFlags_NoScrollWithMouse;
ImGui::BeginChild("ChildL", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags);
ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags);
for (int i = 0; i < 100; i++)
ImGui::Text("%04d: scrollable region", i);
ImGui::EndChild();
@ -5536,6 +5571,7 @@ static void ShowDemoWindowMisc()
// Display ImGuiIO output flags
ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
ImGui::Text("WantTextInput: %d", io.WantTextInput);
ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);

View File

@ -1,4 +1,4 @@
// dear imgui, v1.84
// dear imgui, v1.85
// (drawing and font code)
/*
@ -2004,7 +2004,7 @@ void ImFontAtlas::ClearInputData()
ConfigData.clear();
CustomRects.clear();
PackIdMouseCursors = PackIdLines = -1;
TexReady = false;
// Important: we leave TexReady untouched
}
void ImFontAtlas::ClearTexData()

View File

@ -1,4 +1,4 @@
// dear imgui, v1.84
// dear imgui, v1.85
// (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -18,12 +18,13 @@ Index of this file:
// [SECTION] Generic helpers
// [SECTION] ImDrawList support
// [SECTION] Widgets support: flags, enums, data structures
// [SECTION] Navigation support
// [SECTION] Columns support
// [SECTION] Multi-select support
// [SECTION] Docking support
// [SECTION] Viewport support
// [SECTION] Settings support
// [SECTION] Metrics, Debug
// [SECTION] Metrics, Debug tools
// [SECTION] Generic context hooks
// [SECTION] ImGuiContext (main imgui context)
// [SECTION] ImGuiWindowTempData, ImGuiWindow
@ -82,19 +83,13 @@ Index of this file:
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#pragma clang diagnostic ignored "-Wdouble-promotion"
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn'
#elif defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#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
#endif
// Helper macros
#if defined(__clang__)
#define IM_NORETURN __attribute__((noreturn))
#else
#define IM_NORETURN
#endif
// Legacy defines
#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74
#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
@ -153,8 +148,8 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
typedef int ImGuiItemAddFlags; // -> enum ImGuiItemAddFlags_ // Flags: for ItemAdd()
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
@ -162,6 +157,7 @@ typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // F
typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions
typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions
typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests
typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx()
typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
@ -759,15 +755,8 @@ enum ImGuiItemFlags_
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items)
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
};
// Flags for ItemAdd()
// FIXME-NAV: _Focusable is _ALMOST_ what you would expect to be called '_TabStop' but because SetKeyboardFocusHere() works on items with no TabStop we distinguish Focusable from TabStop.
enum ImGuiItemAddFlags_
{
ImGuiItemAddFlags_None = 0,
ImGuiItemAddFlags_Focusable = 1 << 0 // FIXME-NAV: In current/legacy scheme, Focusable+TabStop support are opt-in by widgets. We will transition it toward being opt-out, so this flag is expected to eventually disappear.
ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
ImGuiItemFlags_Inputable = 1 << 8 // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
};
// Storage for LastItem data
@ -775,16 +764,14 @@ enum ImGuiItemStatusFlags_
{
ImGuiItemStatusFlags_None = 0,
ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.
ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.
ImGuiItemStatusFlags_FocusedByCode = 1 << 8, // Set when the Focusable item just got focused from code.
ImGuiItemStatusFlags_FocusedByTabbing = 1 << 9, // Set when the Focusable item just got focused by Tabbing.
ImGuiItemStatusFlags_Focused = ImGuiItemStatusFlags_FocusedByCode | ImGuiItemStatusFlags_FocusedByTabbing
ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8 // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon)
#ifdef IMGUI_ENABLE_TEST_ENGINE
, // [imgui_tests only]
@ -933,49 +920,6 @@ enum ImGuiInputReadMode
ImGuiInputReadMode_RepeatFast
};
enum ImGuiNavHighlightFlags_
{
ImGuiNavHighlightFlags_None = 0,
ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
ImGuiNavHighlightFlags_TypeThin = 1 << 1,
ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
ImGuiNavHighlightFlags_NoRounding = 1 << 3
};
enum ImGuiNavDirSourceFlags_
{
ImGuiNavDirSourceFlags_None = 0,
ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
ImGuiNavDirSourceFlags_PadLStick = 1 << 2
};
enum ImGuiNavMoveFlags_
{
ImGuiNavMoveFlags_None = 0,
ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
ImGuiNavMoveFlags_LoopY = 1 << 1,
ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness
ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
ImGuiNavMoveFlags_ScrollToEdge = 1 << 6
};
enum ImGuiNavForward
{
ImGuiNavForward_None,
ImGuiNavForward_ForwardQueued,
ImGuiNavForward_ForwardActive
};
enum ImGuiNavLayer
{
ImGuiNavLayer_Main = 0, // Main scrolling layer
ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu)
ImGuiNavLayer_COUNT
};
enum ImGuiPopupPositionPolicy
{
ImGuiPopupPositionPolicy_Default,
@ -1122,20 +1066,6 @@ struct ImGuiPopupData
ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; }
};
struct ImGuiNavItemData
{
ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)
ImGuiID ID; // Init,Move // Best candidate item ID
ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
float DistBox; // Move // Best candidate box distance to current NavId
float DistCenter; // Move // Best candidate center distance to current NavId
float DistAxial; // Move // Best candidate axial distance to current NavId
ImGuiNavItemData() { Clear(); }
void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; }
};
enum ImGuiNextWindowDataFlags_
{
ImGuiNextWindowDataFlags_None = 0,
@ -1205,17 +1135,36 @@ struct ImGuiLastItemData
ImGuiID ID;
ImGuiItemFlags InFlags; // See ImGuiItemFlags_
ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
ImRect Rect;
ImRect DisplayRect;
ImRect Rect; // Full rectangle
ImRect NavRect; // Navigation scoring rectangle (not displayed)
ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set)
ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
};
struct IMGUI_API ImGuiStackSizes
{
short SizeOfIDStack;
short SizeOfColorStack;
short SizeOfStyleVarStack;
short SizeOfFontStack;
short SizeOfFocusScopeStack;
short SizeOfGroupStack;
short SizeOfItemFlagsStack;
short SizeOfBeginPopupStack;
short SizeOfDisabledStack;
ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }
void SetToCurrentState();
void CompareWithCurrentState();
};
// Data saved for each window pushed into the stack
struct ImGuiWindowStackData
{
ImGuiWindow* Window;
ImGuiLastItemData ParentLastItemDataBackup;
ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting
};
struct ImGuiShrinkWidthItem
@ -1233,6 +1182,89 @@ struct ImGuiPtrOrIndex
ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
};
//-----------------------------------------------------------------------------
// [SECTION] Navigation support
//-----------------------------------------------------------------------------
enum ImGuiActivateFlags_
{
ImGuiActivateFlags_None = 0,
ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available.
ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available.
ImGuiActivateFlags_TryToPreserveState = 1 << 2 // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
};
// Early work-in-progress API for ScrollToItem()
enum ImGuiScrollFlags_
{
ImGuiScrollFlags_None = 0,
ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis]
ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible]
ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used]
ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis
ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used]
ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window)
ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to).
ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX,
ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY
};
enum ImGuiNavHighlightFlags_
{
ImGuiNavHighlightFlags_None = 0,
ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
ImGuiNavHighlightFlags_TypeThin = 1 << 1,
ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
ImGuiNavHighlightFlags_NoRounding = 1 << 3
};
enum ImGuiNavDirSourceFlags_
{
ImGuiNavDirSourceFlags_None = 0,
ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
ImGuiNavDirSourceFlags_PadLStick = 1 << 2
};
enum ImGuiNavMoveFlags_
{
ImGuiNavMoveFlags_None = 0,
ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
ImGuiNavMoveFlags_LoopY = 1 << 1,
ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness
ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)
ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
ImGuiNavMoveFlags_Forwarded = 1 << 7,
ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result
ImGuiNavMoveFlags_Tabbing = 1 << 9, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
ImGuiNavMoveFlags_Activate = 1 << 10,
ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 11 // Do not alter the visible state of keyboard vs mouse nav highlight
};
enum ImGuiNavLayer
{
ImGuiNavLayer_Main = 0, // Main scrolling layer
ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu)
ImGuiNavLayer_COUNT
};
struct ImGuiNavItemData
{
ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)
ImGuiID ID; // Init,Move // Best candidate item ID
ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags
float DistBox; // Move // Best candidate box distance to current NavId
float DistCenter; // Move // Best candidate center distance to current NavId
float DistAxial; // Move // Best candidate axial distance to current NavId
ImGuiNavItemData() { Clear(); }
void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; }
};
//-----------------------------------------------------------------------------
// [SECTION] Columns support
//-----------------------------------------------------------------------------
@ -1367,6 +1399,7 @@ struct IMGUI_API ImGuiDockNode
ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window.
ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node.
ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy.
int CountNodeWithWindows; // [Root node only]
int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly
int LastFrameActive; // Last frame number the node was updated.
int LastFrameFocused; // Last frame number the node was focused.
@ -1380,6 +1413,7 @@ struct IMGUI_API ImGuiDockNode
bool IsFocused :1;
bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one.
bool HasWindowMenuButton :1;
bool HasCentralNodeChild :1;
bool WantCloseAll :1; // Set when closing all tabs at once.
bool WantLockSizeOnce :1;
bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window
@ -1520,11 +1554,12 @@ struct ImGuiSettingsHandler
};
//-----------------------------------------------------------------------------
// [SECTION] Metrics, Debug
// [SECTION] Metrics, Debug Tools
//-----------------------------------------------------------------------------
struct ImGuiMetricsConfig
{
bool ShowStackTool;
bool ShowWindowsRects;
bool ShowWindowsBeginOrder;
bool ShowTablesRects;
@ -1536,6 +1571,7 @@ struct ImGuiMetricsConfig
ImGuiMetricsConfig()
{
ShowStackTool = false;
ShowWindowsRects = false;
ShowWindowsBeginOrder = false;
ShowTablesRects = false;
@ -1547,19 +1583,25 @@ struct ImGuiMetricsConfig
}
};
struct IMGUI_API ImGuiStackSizes
struct ImGuiStackLevelInfo
{
short SizeOfIDStack;
short SizeOfColorStack;
short SizeOfStyleVarStack;
short SizeOfFontStack;
short SizeOfFocusScopeStack;
short SizeOfGroupStack;
short SizeOfBeginPopupStack;
ImGuiID ID;
ImS8 QueryFrameCount; // >= 1: Query in progress
bool QuerySuccess; // Obtained result from DebugHookIdInfo()
char Desc[58]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?)
ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }
void SetToCurrentState();
void CompareWithCurrentState();
ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); }
};
// State for Stack tool queries
struct ImGuiStackTool
{
int LastActiveFrame;
int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level
ImGuiID QueryId; // ID to query details for
ImVector<ImGuiStackLevelInfo> Results;
ImGuiStackTool() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
@ -1607,7 +1649,6 @@ struct ImGuiContext
bool WithinEndChild; // Set within EndChild()
bool GcCompactAll; // Request full GC
bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID()
void* TestEngine; // Test engine user data
// Windows state
@ -1621,13 +1662,14 @@ struct ImGuiContext
ImGuiWindow* CurrentWindow; // Window being drawn into
ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
ImGuiDockNode* HoveredDockNode; // Hovered dock node.
ImGuiDockNode* HoveredDockNode; // [Debug] Hovered dock node.
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree.
ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
ImVec2 WheelingWindowRefMousePos;
float WheelingWindowTimer;
// Item/widgets state and tracking information
ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
ImGuiID HoveredId; // Hovered widget, filled during the frame
ImGuiID HoveredIdPreviousFrame;
bool HoveredIdAllowOverlap;
@ -1693,37 +1735,43 @@ struct ImGuiContext
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.
ImGuiActivateFlags NavActivateFlags;
ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
ImGuiKeyModFlags NavJustMovedToKeyMods;
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
ImGuiActivateFlags NavNextActivateFlags;
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging
ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
// Navigation: Init & Move Requests
bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
bool NavInitRequest; // Init request for appearing window to select first item
bool NavInitRequestFromMove;
ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
bool NavMoveRequest; // Move request for this frame
ImGuiNavMoveFlags NavMoveRequestFlags;
ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
ImGuiKeyModFlags NavMoveRequestKeyMods;
ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame()
bool NavMoveScoringItems; // Move request submitted, still scoring incoming items
bool NavMoveForwardToNextFrame;
ImGuiNavMoveFlags NavMoveFlags;
ImGuiScrollFlags NavMoveScrollFlags;
ImGuiKeyModFlags NavMoveKeyMods;
ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down)
ImGuiDir NavMoveDirForDebug;
ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
int NavScoringDebugCount; // Metrics for debugging
int NavTabbingInputableRemaining; // >0 when counting items for tabbing
ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around.
ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags.
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
@ -1736,9 +1784,7 @@ struct ImGuiContext
// Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
ImGuiWindow* TabFocusRequestCurrWindow; //
ImGuiWindow* TabFocusRequestNextWindow; //
int TabFocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
int TabFocusRequestNextCounterRegular; // Stored for next frame
int TabFocusRequestNextCounterTabStop; // "
bool TabFocusPressed; // Set in NewFrame() when user pressed Tab
@ -1780,14 +1826,14 @@ struct ImGuiContext
ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
// Widget state
ImVec2 LastValidMousePos;
ImVec2 MouseLastValidPos;
ImGuiInputTextState InputTextState;
ImFont InputTextPasswordFont;
ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips
float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips
float ColorEditLastColor[3];
float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips
float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips
ImU32 ColorEditLastColor; // RGB value with alpha set to 0.
ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
ImGuiComboPreviewData ComboPreviewData;
float SliderCurrentAccum; // Accumulated slider delta when using navigation controls.
@ -1795,9 +1841,10 @@ struct ImGuiContext
bool DragCurrentAccumDirty;
float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled()
float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
int TooltipOverrideCount;
float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled()
short DisabledStackSize;
short TooltipOverrideCount;
float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work)
ImVector<char> ClipboardHandlerData; // If no custom clipboard handler is defined
ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once
@ -1837,8 +1884,9 @@ struct ImGuiContext
// Debug Tools
bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())
ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id
ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID
ImGuiMetricsConfig DebugMetricsConfig;
ImGuiStackTool DebugStackTool;
// Misc
float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
@ -1864,7 +1912,6 @@ struct ImGuiContext
WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
GcCompactAll = false;
TestEngineHookItems = false;
TestEngineHookIdInfo = 0;
TestEngine = NULL;
WindowsActiveCount = 0;
@ -1876,6 +1923,7 @@ struct ImGuiContext
WheelingWindow = NULL;
WheelingWindowTimer = 0.0f;
DebugHookIdInfo = 0;
HoveredId = HoveredIdPreviousFrame = 0;
HoveredIdAllowOverlap = false;
HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false;
@ -1914,12 +1962,11 @@ struct ImGuiContext
ViewportFrontMostStampCount = 0;
NavWindow = NULL;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
NavInputSource = ImGuiInputSource_None;
NavScoringRect = ImRect();
NavScoringCount = 0;
NavLayer = ImGuiNavLayer_Main;
NavIdTabCounter = INT_MAX;
NavIdIsAlive = false;
@ -1930,21 +1977,23 @@ struct ImGuiContext
NavInitRequest = false;
NavInitRequestFromMove = false;
NavInitResultId = 0;
NavMoveRequest = false;
NavMoveRequestFlags = ImGuiNavMoveFlags_None;
NavMoveRequestForward = ImGuiNavForward_None;
NavMoveRequestKeyMods = ImGuiKeyModFlags_None;
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
NavWrapRequestWindow = NULL;
NavWrapRequestFlags = ImGuiNavMoveFlags_None;
NavMoveSubmitted = false;
NavMoveScoringItems = false;
NavMoveForwardToNextFrame = false;
NavMoveFlags = ImGuiNavMoveFlags_None;
NavMoveScrollFlags = ImGuiScrollFlags_None;
NavMoveKeyMods = ImGuiKeyModFlags_None;
NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
NavScoringDebugCount = 0;
NavTabbingInputableRemaining = 0;
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL;
TabFocusRequestCurrCounterRegular = TabFocusRequestCurrCounterTabStop = INT_MAX;
TabFocusRequestNextCounterRegular = TabFocusRequestNextCounterTabStop = INT_MAX;
TabFocusRequestCurrCounterTabStop = INT_MAX;
TabFocusRequestNextCounterTabStop = INT_MAX;
TabFocusPressed = false;
DimBgRatio = 0.0f;
@ -1966,17 +2015,17 @@ struct ImGuiContext
CurrentTableStackIdx = -1;
CurrentTabBar = NULL;
LastValidMousePos = ImVec2(0.0f, 0.0f);
TempInputId = 0;
ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
ColorEditLastHue = ColorEditLastSat = 0.0f;
ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX;
ColorEditLastColor = 0;
SliderCurrentAccum = 0.0f;
SliderCurrentAccumDirty = false;
DragCurrentAccumDirty = false;
DragCurrentAccum = 0.0f;
DragSpeedDefaultRatio = 1.0f / 100.0f;
DisabledAlphaBackup = 0.0f;
DisabledStackSize = 0;
ScrollbarClickDeltaToGrabCenter = 0.0f;
TooltipOverrideCount = 0;
TooltipSlowDelay = 0.50f;
@ -2052,7 +2101,6 @@ struct IMGUI_API ImGuiWindowTempData
int CurrentTableIdx; // Current table index (into g.Tables)
ImGuiLayoutType LayoutType;
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.
// Local parameters stacks
@ -2061,7 +2109,6 @@ struct IMGUI_API ImGuiWindowTempData
float TextWrapPos; // Current text wrap pos.
ImVector<float> ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth)
ImVector<float> TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos)
ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting
};
// Storage for one window
@ -2153,8 +2200,9 @@ struct IMGUI_API ImGuiWindow
ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
ImDrawList DrawListInst;
ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through dock nodes. We use this so IsWindowFocused() can behave consistently regardless of docking state.
ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL.
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.
ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes.
ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
@ -2559,7 +2607,7 @@ namespace ImGui
IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy);
IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
@ -2617,7 +2665,14 @@ namespace ImGui
IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y);
IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio);
IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio);
IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
// Early work-in-progress API (ScrollToItem() will become public)
IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0);
IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);
IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);
//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); }
//#endif
// Basic Accessors
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand)
@ -2638,10 +2693,10 @@ namespace ImGui
// Basic Helpers for widget code
IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemAddFlags flags = 0);
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
IMGUI_API void ItemInputable(ImGuiWindow* window, ImGuiID id);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id);
IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
@ -2655,12 +2710,14 @@ namespace ImGui
IMGUI_API void PopItemFlag();
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Currently refactoring focus/nav/tabbing system
// If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = FocusableItemRegister(...)'
// (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'
// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
// (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP)
// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd()
inline IM_NORETURN void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
#endif
// Logging/Capture
@ -2674,6 +2731,7 @@ namespace ImGui
IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);
IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
IMGUI_API void ClosePopupsExceptModals();
IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags);
@ -2681,9 +2739,10 @@ namespace ImGui
IMGUI_API ImGuiWindow* GetTopMostPopupModal();
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
// Menus
IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true);
IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true);
// Combos
@ -2693,9 +2752,13 @@ namespace ImGui
// Gamepad/Keyboard Navigation
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
IMGUI_API void NavInitRequestApplyResult();
IMGUI_API bool NavMoveRequestButNoResultYet();
IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
IMGUI_API void NavMoveRequestResolveWithLastItem();
IMGUI_API void NavMoveRequestCancel();
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavMoveRequestApplyResult();
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
@ -2956,10 +3019,12 @@ namespace ImGui
// Debug Tools
IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); }
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label);
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
@ -3006,14 +3071,12 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table
#ifdef IMGUI_ENABLE_TEST_ENGINE
extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id);
extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end);
extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);
extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id);
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == _ID) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA));
#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == _ID) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2));
#else
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)0)
#endif

View File

@ -1,4 +1,4 @@
// dear imgui, v1.84
// dear imgui, v1.85
// (tables and columns code)
/*
@ -324,7 +324,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
const ImVec2 avail_size = GetContentRegionAvail();
ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
if (use_child_window && IsClippedEx(outer_rect, 0, false))
if (use_child_window && IsClippedEx(outer_rect, 0))
{
ItemSize(outer_rect);
return false;
@ -564,6 +564,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)
// + 1 (for table->RawData allocated below)
// + 1 (for table->ColumnsNames, if names are used)
// Shared allocations per number of nested tables
// + 1 (for table->Splitter._Channels)
// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details.
@ -1170,7 +1171,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
KeepAliveID(column_id);
bool hovered = false, held = false;
bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick);
bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);
if (pressed && IsMouseDoubleClicked(0))
{
TableSetColumnWidthAutoSingle(table, column_n);
@ -1479,6 +1480,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
// Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
// FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)
for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
{
int order_n = table->DisplayOrderToIndex[column_n];
@ -3987,7 +3989,7 @@ void ImGui::EndColumns()
const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;
const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));
KeepAliveID(column_id);
if (IsClippedEx(column_hit_rect, column_id, false))
if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test
continue;
bool hovered = false, held = false;

View File

@ -1,4 +1,4 @@
// dear imgui, v1.84
// dear imgui, v1.85
// (widgets code)
/*
@ -152,9 +152,13 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
IM_ASSERT(text != NULL);
// Accept null ranges
if (text == text_end)
text = text_end = "";
// Calculate length
const char* text_begin = text;
if (text_end == NULL)
text_end = text + strlen(text); // FIXME-OPT
@ -201,7 +205,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
while (line < text_end)
{
if (IsClippedEx(line_rect, 0, false))
if (IsClippedEx(line_rect, 0))
break;
const char* line_end = (const char*)memchr(line, '\n', text_end - line);
@ -269,6 +273,7 @@ void ImGui::TextV(const char* fmt, va_list args)
if (window->SkipItems)
return;
// FIXME-OPT: Handle the %s shortcut?
ImGuiContext& g = *GImGui;
const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
@ -566,6 +571,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
ClearActiveID();
else
SetActiveID(id, window); // Hold on ID
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
g.ActiveIdMouseButton = mouse_button_clicked;
FocusWindow(window);
}
@ -576,6 +583,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay;
if (!has_repeated_at_least_once)
pressed = true;
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
ClearActiveID();
}
@ -600,13 +609,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
bool nav_activated_by_code = (g.NavActivateId == id);
bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
if (nav_activated_by_code || nav_activated_by_inputs)
pressed = true;
if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
{
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
g.NavActivateId = id; // This is so SetActiveId assign a Nav source
pressed = true;
SetActiveID(id, window);
if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))
g.ActiveIdSource = ImGuiInputSource_Nav;
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
}
}
@ -1583,7 +1591,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id);
bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);
if ((pressed || g.NavActivateId == id) && !popup_open)
if (pressed && !popup_open)
{
OpenPopupEx(popup_id, ImGuiPopupFlags_None);
popup_open = true;
@ -1797,7 +1805,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
bool value_changed = false;
for (int i = 0; i < items_count; i++)
{
PushID((void*)(intptr_t)i);
PushID(i);
const bool item_selected = (i == *current_item);
const char* item_text;
if (!items_getter(data, i, &item_text))
@ -2391,7 +2399,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0))
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
return false;
// Default format string when passing NULL
@ -2405,24 +2413,26 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
if (!temp_input_is_active)
{
const bool focus_requested = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0;
const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool clicked = (hovered && g.IO.MouseClicked[0]);
const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]);
if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id)
if (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id)
{
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id))
temp_input_is_active = true;
if (temp_input_allowed)
if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id)
temp_input_is_active = true;
}
// Experimental: simple click (without moving) turns Drag into an InputText
// FIXME: Currently polling ImGuiConfigFlags_IsTouchScreen, may either poll an hypothetical ImGuiBackendFlags_HasKeyboard and/or an explicit drag settings.
if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
{
g.NavInputId = id;
g.NavActivateId = g.NavActivateInputId = id;
g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
temp_input_is_active = true;
}
}
@ -3007,7 +3017,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0))
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
return false;
// Default format string when passing NULL
@ -3021,15 +3031,15 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
if (!temp_input_is_active)
{
const bool focus_requested = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0;
const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool clicked = (hovered && g.IO.MouseClicked[0]);
if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id)
if (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id)
{
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id))
if (temp_input_allowed && (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id))
temp_input_is_active = true;
}
}
@ -3181,7 +3191,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
format = PatchFormatStringFloatToInt(format);
const bool hovered = ItemHoverable(frame_bb, id);
if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id)
if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id)
{
SetActiveID(id, window);
SetFocusID(id, window);
@ -3445,7 +3455,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
style.FramePadding.x = style.FramePadding.y;
ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;
if (flags & ImGuiInputTextFlags_ReadOnly)
BeginDisabled(true);
BeginDisabled();
SameLine(0, style.ItemInnerSpacing.x);
if (ButtonEx("-", ImVec2(button_size, button_size), button_flags))
{
@ -3975,15 +3985,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
ImGuiItemStatusFlags item_status_flags = 0;
if (is_multiline)
{
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable))
ImVec2 backup_pos = window->DC.CursorPos;
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
{
ItemSize(total_bb, style.FramePadding.y);
EndGroup();
return false;
}
item_status_flags = g.LastItemData.StatusFlags;
window->DC.CursorPos = backup_pos;
// We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.
// FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre.
PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
@ -4006,7 +4019,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)
ItemSize(total_bb, style.FramePadding.y);
if (!(flags & ImGuiInputTextFlags_MergedItem))
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable))
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
return false;
item_status_flags = g.LastItemData.StatusFlags;
}
@ -4017,21 +4030,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// We are only allowed to access the state if we are already the active widget.
ImGuiInputTextState* state = GetInputTextState(id);
const bool focus_requested_by_code = (item_status_flags & ImGuiItemStatusFlags_FocusedByCode) != 0;
const bool focus_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
const bool user_clicked = hovered && io.MouseClicked[0];
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);
bool clear_active_id = false;
bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
bool select_all = false;
float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline);
const bool init_make_active = (user_clicked || user_scroll_finish || user_nav_input_start || focus_requested_by_code || focus_requested_by_tabbing);
const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing);
const bool init_state = (init_make_active || user_scroll_active);
if ((init_state && g.ActiveId != id) || init_changed_specs)
{
@ -4067,13 +4078,20 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
state->ID = id;
state->ScrollX = 0.0f;
stb_textedit_initialize_state(&state->Stb, !is_multiline);
if (!is_multiline && focus_requested_by_code)
}
if (!is_multiline)
{
if (flags & ImGuiInputTextFlags_AutoSelectAll)
select_all = true;
if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState)))
select_all = true;
if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl))
select_all = true;
}
if (flags & ImGuiInputTextFlags_AlwaysOverwrite)
state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863)
if (!is_multiline && (focus_requested_by_tabbing || (user_clicked && io.KeyCtrl)))
select_all = true;
}
if (g.ActiveId != id && init_make_active)
@ -4106,7 +4124,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Lock the decision of whether we are going to take the path displaying the cursor or selection
const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
bool value_changed = false;
bool enter_pressed = false;
@ -4207,7 +4225,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
if (io.InputQueueCharacters.Size > 0)
{
if (!ignore_char_inputs && !is_readonly && !user_nav_input_start)
if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)
for (int n = 0; n < io.InputQueueCharacters.Size; n++)
{
// Insert character if they pass filtering
@ -4248,6 +4266,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable);
const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter);
const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressedMap(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
const bool is_cancel = IsKeyPressedMap(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed);
if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
@ -4268,7 +4291,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
}
else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter))
else if (is_validate_enter)
{
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
@ -4282,7 +4305,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
state->OnKeyPressed((int)c);
}
}
else if (IsKeyPressedMap(ImGuiKey_Escape))
else if (is_validate_nav)
{
IM_ASSERT(!is_validate_enter);
enter_pressed = clear_active_id = true;
}
else if (is_cancel)
{
clear_active_id = cancel_edit = true;
}
@ -4767,6 +4795,30 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag
return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
}
// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.
// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.
static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)
{
// This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined.
// With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one.
// Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined.
// g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision.
// Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined,
// therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker.
ImGuiContext& g = *GImGui;
if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
return;
// When S == 0, H is undefined.
// When H == 1 it wraps around to 0.
if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1))
*H = g.ColorEditLastHue;
// When V == 0, S is undefined.
if (*V == 0.0f)
*S = g.ColorEditLastSat;
}
// Edit colors components (each component in 0.0f..1.0f range).
// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
@ -4822,13 +4874,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
{
// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)
{
if (f[1] == 0)
f[0] = g.ColorEditLastHue;
if (f[2] == 0)
f[1] = g.ColorEditLastSat;
}
ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);
}
int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
@ -4963,7 +5009,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
g.ColorEditLastHue = f[0];
g.ColorEditLastSat = f[1];
ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
memcpy(g.ColorEditLastColor, f, sizeof(float) * 3);
g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));
}
if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
@ -5098,13 +5144,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
{
// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
ColorConvertRGBtoHSV(R, G, B, H, S, V);
if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)
{
if (S == 0)
H = g.ColorEditLastHue;
if (V == 0)
S = g.ColorEditLastSat;
}
ColorEditRestoreHS(col, &H, &S, &V);
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
@ -5157,6 +5197,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
{
S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));
V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
// Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.
if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
H = g.ColorEditLastHue;
value_changed = value_changed_sv = true;
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
@ -5230,10 +5274,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
{
if (flags & ImGuiColorEditFlags_InputRGB)
{
ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10 * 1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]);
ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]);
g.ColorEditLastHue = H;
g.ColorEditLastSat = S;
memcpy(g.ColorEditLastColor, col, sizeof(float) * 3);
g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
@ -5287,13 +5331,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
G = col[1];
B = col[2];
ColorConvertRGBtoHSV(R, G, B, H, S, V);
if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately.
{
if (S == 0)
H = g.ColorEditLastHue;
if (V == 0)
S = g.ColorEditLastSat;
}
ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately.
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
@ -5900,12 +5938,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
toggled = true;
}
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open)
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)
{
toggled = true;
NavMoveRequestCancel();
}
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?
{
toggled = true;
NavMoveRequestCancel();
@ -5976,7 +6014,7 @@ void ImGui::TreePush(const char* str_id)
ImGuiWindow* window = GetCurrentWindow();
Indent();
window->DC.TreeDepth++;
PushID(str_id ? str_id : "#TreePush");
PushID(str_id);
}
void ImGui::TreePush(const void* ptr_id)
@ -5984,7 +6022,7 @@ void ImGui::TreePush(const void* ptr_id)
ImGuiWindow* window = GetCurrentWindow();
Indent();
window->DC.TreeDepth++;
PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
PushID(ptr_id);
}
void ImGui::TreePushOverrideID(ImGuiID id)
@ -5993,7 +6031,7 @@ void ImGui::TreePushOverrideID(ImGuiID id)
ImGuiWindow* window = g.CurrentWindow;
Indent();
window->DC.TreeDepth++;
window->IDStack.push_back(id);
PushOverrideID(id);
}
void ImGui::TreePop()
@ -6147,20 +6185,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
}
bool item_add;
const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;
if (disabled_item)
{
ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;
g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
item_add = ItemAdd(bb, id);
g.CurrentItemFlags = backup_item_flags;
}
else
{
item_add = ItemAdd(bb, id);
}
const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None);
if (span_all_columns)
{
window->ClipRect.Min.x = backup_clip_rect_min_x;
@ -6172,7 +6198,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
if (disabled_item && !disabled_global) // Only testing this as an optimization
BeginDisabled(true);
BeginDisabled();
// FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,
// which would be advantageous since most selectable are not selected.
@ -6209,7 +6235,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
{
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
{
SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos));
SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, ImRect(bb.Min - window->Pos, bb.Max - window->Pos)); // (bb == NavRect)
g.NavDisableHighlight = true;
}
}
@ -6474,7 +6500,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get
float v0 = values_getter(data, (0 + values_offset) % values_count);
float t0 = 0.0f;
ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle
float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands
float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands
const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
@ -6690,21 +6716,21 @@ void ImGui::EndMenuBar()
// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
{
// Try to find out if the request is for one of our child menu
ImGuiWindow* nav_earliest_child = g.NavWindow;
while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
nav_earliest_child = nav_earliest_child->ParentWindow;
if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
{
// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)
const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check
FocusWindow(window);
SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavDisableMouseHover = g.NavMousePosDirty = true;
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
NavMoveRequestCancel();
NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat
}
}
@ -6797,7 +6823,7 @@ void ImGui::EndMainMenuBar()
End();
}
bool ImGui::BeginMenu(const char* label, bool enabled)
bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
@ -6860,17 +6886,19 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
}
else
{
// Menu inside a menu
// Menu inside a regular/vertical menu
// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
float icon_w = 0.0f; // FIXME: This not currently exposed for BeginMenu() however you can call window->DC.MenuColumns.DeclColumns(w, 0, 0, 0) yourself
float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;
float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
pressed = Selectable("", menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));
RenderText(text_pos, label);
if (icon_w > 0.0f)
RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right);
}
if (!enabled)
@ -6887,38 +6915,30 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
// Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
bool moving_toward_other_child_menu = false;
ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL;
if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar))
{
// FIXME-DPI: Values should be derived from a master "scale" factor.
float ref_unit = g.FontSize; // FIXME-DPI
ImRect next_window_rect = child_menu_window->Rect();
ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta);
ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack.
ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues (FIXME: ??)
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f);
moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
}
// FIXME: Hovering a disabled BeginMenu or MenuItem won't close us
if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu)
want_close = true;
if (!menu_is_open && hovered && pressed) // Click to open
// Open
if (!menu_is_open && pressed) // Click/activate to open
want_open = true;
else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open
want_open = true;
if (g.NavActivateId == id)
{
want_close = menu_is_open;
want_open = !menu_is_open;
}
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
{
want_open = true;
NavMoveRequestCancel();
@ -6936,7 +6956,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
{
want_open = true;
}
else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
{
want_open = true;
NavMoveRequestCancel();
@ -6975,6 +6995,11 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
return menu_is_open;
}
bool ImGui::BeginMenu(const char* label, bool enabled)
{
return BeginMenuEx(label, NULL, enabled);
}
void ImGui::EndMenu()
{
// Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu).
@ -6982,11 +7007,12 @@ void ImGui::EndMenu()
// However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
{
ClosePopupToLevel(g.BeginPopupStack.Size, true);
NavMoveRequestCancel();
}
if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window)
{
ClosePopupToLevel(g.BeginPopupStack.Size, true);
NavMoveRequestCancel();
}
EndPopup();
}
@ -7007,7 +7033,7 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
bool pressed;
PushID(label);
if (!enabled)
BeginDisabled(true);
BeginDisabled();
const ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover;
const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
@ -7016,10 +7042,11 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
// Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark.
float w = label_size.x;
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
pressed = Selectable("", selected, flags, ImVec2(w, 0.0f));
PopStyleVar();
RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
RenderText(text_pos, label);
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
@ -7914,9 +7941,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
if (p_open && !*p_open)
{
PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
ItemAdd(ImRect(), id);
PopItemFlag();
ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus);
return false;
}
@ -7994,9 +8019,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.
if (tab_appearing && (!tab_bar_appearing || tab_is_new))
{
PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
ItemAdd(ImRect(), id);
PopItemFlag();
ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus);
if (is_tab_button)
return false;
return tab_contents_visible;
@ -8153,6 +8176,11 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
TabBarCloseTab(tab_bar, tab);
}
// Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent)
// That state is copied to window->DockTabItemStatusFlags by our caller.
if (docked_window && (hovered || g.HoveredId == close_button_id))
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
// Restore main window position so user can draw there
if (want_clip_rect)
PopClipRect();

View File

@ -6,6 +6,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format.
// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).

View File

@ -351,8 +351,9 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
void ImGui_ImplGlfw_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_ShutdownPlatformInterface();
@ -913,6 +914,7 @@ static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
{
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
IM_UNUSED(bd);
IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
return (int)err;

View File

@ -16,6 +16,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
@ -106,6 +107,9 @@
#include <GLES2/gl2ext.h>
#endif
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#else
@ -275,8 +279,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
void ImGui_ImplOpenGL3_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL3_ShutdownPlatformInterface();
ImGui_ImplOpenGL3_DestroyDeviceObjects();
@ -449,26 +454,22 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
continue;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (bd->GlVersion >= 320)
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
else
if (bd->GlVersion >= 320)
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
else
#endif
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
}
}
@ -636,7 +637,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
"}\n";
const GLchar* vertex_shader_glsl_300_es =
"precision mediump float;\n"
"precision highp float;\n"
"layout (location = 0) in vec2 Position;\n"
"layout (location = 1) in vec2 UV;\n"
"layout (location = 2) in vec4 Color;\n"

View File

@ -43,7 +43,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include "TargetConditionals.h"
#include <TargetConditionals.h>
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"